Jump to content

npmproductions13

Member
  • Content Count

    103
  • Joined

  • Last visited

  • Medals

Everything posted by npmproductions13

  1. First off my issue is iv'e tried adding a ramp to one of my new upcoming VTOL aircraft. My problem is i cant seem to get a prompt in game to raise / lower the ramp. I have configured my models "Memory" Lod to have an axis and also have a selection of the door linked to the axis and have made adjustments to the model.cfg and config.cpp It compiles fine but again no prompt in game. Another thing i want to know is would my issue stem from not having a area for the player to interact like how you define the driver seat ?? Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Plane: Vehicle {}; class SkyrangerSkeleton: Plane { skeletonInherit = "Plane"; skeletonBones[] = { "vejskovka","", "smerovka","", "left_engine","", "right_engine","", "door1","", "wheel_1","", "wheel_2","", "wheel_3","", "stick_pilot","", "pedal","" }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default {}; class Plane : Vehicle {}; class Skyranger: Plane { skeletonName="SkyrangerSkeleton"; sections[]= { "clan", // for the clan squad xml pic add a selection to the model and name it clan "clan_sign", // same here, add a plane to the model called clan_sign "vrtule staticka", "vrtule blur", "camo1", "camo2" }; class Animations { class Elevator { type="rotation"; source="elevator"; selection="vejskovka"; axis="osa vejskovky"; minValue=-1; maxValue=1; angle0="rad 30"; angle1="rad -30"; }; class Rudder { type="rotation"; source="rudder"; selection="smerovka"; axis="osa smerovky"; minValue=-1; maxValue=1; angle0="rad 35"; angle1="rad -35"; }; class left_engine { type="rotation"; source="elevator"; selection="left_engine"; axis="left_engine"; minValue=-1; maxValue=1; angle0="rad -35"; angle1="rad 35"; }; class right_engine { type="rotation"; source="elevator"; selection="right_engine"; axis="right_engine"; minValue=-1; maxValue=1; angle0="rad -35"; angle1="rad 35"; }; class wheel_1 { type="rotation"; source="wheel"; selection="wheel_1"; axis="wheel_axis"; memory=1; sourceAddress = "loop"; minValue = 0.0; maxValue = 1.0; angle0=rad 0; angle1=rad -360; }; class wheel_2: wheel_1 { selection="wheel_2"; axis="wheel_axis"; }; class wheel_3: wheel_1 { selection="wheel_3"; axis="wheel_axis_3"; }; class Stick_Pilot_Bank { type="rotation"; axis="stick_pilot_ail_axis"; source="aileron"; selection="stick_pilot"; minValue=-1; maxValue=1; angle0="rad -10"; angle1="rad 10"; }; class Stick_Pilot_Dive { type="rotation"; axis="stick_pilot_ele_axis"; source="elevator"; selection="stick_pilot"; minValue=-1; maxValue=1; angle0="rad -10"; angle1="rad 10"; }; class door1 { type="translation"; axis="doorX_axis"; animPeriod=1; source="Doors"; selection="door1"; offset0=0; offset1=1.00; minValue=0; maxValue=0.05; }; class rotor { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="loop"; minValue = 0.0; maxValue = 0.2; angle0=rad 0; angle1=rad 360; }; }; }; }; }; Config.cpp #include "basicdefines_A3.hpp" class CfgPatches { class NPMP_Skyranger { author = "Irish Ace"; authorUrl = ""; version = 0.11; units[] = {"NPMP_Skyranger"}; // Add the names here for visibility in ZEUS! requiredAddons[] = {}; // add required addons here }; }; class CfgVehicles { class Air; class Plane: Air { class Sounds; class AnimationSources; }; class NPMP_Skyranger_BASE : Plane { displayName = "NPMP_Skyranger"; model = "NPMP_Skyranger\Skyranger.p3d"; // path to p3d of the model vtol = 3; icon = "NPMP_Skyranger\data\icomap_ultralight_ca.paa"; // map icon picture = "NPMP_Skyranger\data\icomap_ultralight_ca.paa"; // icon of you sitting inside, or someone else mapSize = 10; // size of icon on map simulation = "airplanex"; // airplane or airplaneX (physX) - airplaneX won't be able to land on carriers or use seaplane scripts crew = "C_man_shorts_2_F"; cabinOpening = false; gearRetracting = true; flaps = false; // pilot *************************** driverCompartments = "Compartment1"; driverAction = "Plane_Fighter_03_Pilot"; driverInAction = pilot_Heli_Light_02; /// what is the standard pose for the pilot, defined as animation state precisegetinout = 1; /// describes what style of get in is used (0 - non-precise; 1 - precise on proxy; 2 - precise on model center) GetInAction = pilot_Heli_Light_02_Enter; /// what action uses the pilot to get in the heli, it uses "switchAction" script command on the proxy GetOutAction = pilot_Heli_Light_02_Exit; /// what action uses the pilot to get out of heli cargoGetInAction[] = {"GetInHelicopterCargo"}; /// actions for the cargo, the last one in array is used for the rest cargoGetOutAction[] = {"GetOutHelicopterCargo"};/// that means every cargo position could use different action to get in transportSoldier = 8; /// how many cargo positions are available cargoAction[] = { /// the same array as getIn/getOut actions for actions to switch to for cargo while inside the heli passenger_apc_narrow_generic03, passenger_apc_generic02, passenger_apc_narrow_generic01, passenger_apc_generic04, passenger_apc_narrow_generic02, passenger_generic01_leanright, passenger_generic01_leanleft, passenger_generic01_foldhands }; driverIsCommander = true; ejectDeadDriver = true; hideWeaponsDriver = true; hideWeaponsCargo = true; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; driverLeftHandAnimName = ""; driverRightHandAnimName = "stick_pilot"; driverLeftLegAnimName = ""; driverRightLegAnimName = ""; // Armor, Weapons, Vulnerability, etc *************************** radarType = 0; enableManualFire = false; fuelCapacity = 500; fov = 0.7; maxFordingDepth = 0.3; passThrough = 0.7; crewVulnerable = "true"; accuracy = 0.2; cost = 2000; laserScanner = 0; gunAimDown = 0.029000; minFireTime = 30; threat[]={0.1, 1, 0.7}; type=VAir; ejectSpeed[] = {0, 0, 0}; armor = 10; damageResistance = 0.00278; destrType = DestructWreck; irScanRangeMin = 50; irScanRangeMax = 5000; irScanToEyeFactor = 2; damageEffect = "DamageSmokePlane"; weapons[] = {}; magazines[] = {}; // textures, camera *************************** hiddenSelections[] = {"camo1"}; extCameraPosition[] = {0,0.5,-15}; // flight, swim and drive Model *************************** #include "SkyrangerFlightmodel.hpp" // sounds *************************** insideSoundCoef = 0.8; nameSound = "plane"; soundGetIn[]={"\NPMP_Skyranger\data\sounds\close",db--15, 1.0}; soundGetOut[]={"\NPMP_Skyranger\data\sounds\open",db--15, 1.0}; soundDammage[]={"\NPMP_Skyranger\data\sounds\alarm_loop1", db-5, 1}; attenuationEffectType = "OpenHeliAttenuation"; soundEngineOnInt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-start_int", db-0, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-start_ext", db5, 1.0, 500}; soundEngineOffInt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-stop_int", db-0, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-stop_ext", db5, 1.0, 500}; class Sounds { class EngineLowOut { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03_low_ext", db8, 1.0, 1200}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighOut { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03_engi_ext", db8, 1.2, 1400}; frequency = "1"; volume = "camPos*(rpm factor[0.5, 1.1])*(rpm factor[1.1, 0.5])"; }; class ForsageOut { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-fors_ext", db5, 0.99, 1700}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.6, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.5}; }; class WindNoiseOut { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\noise", db-5, 1.0, 150}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class EngineLowIn { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03_low_int", db0, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*((rpm factor[0.7, 0.1])*(rpm factor[0.1, 0.7]))"; }; class EngineHighIn { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03_engi_int", db0, 1.2}; frequency = "1"; volume = "(1-camPos)*(rpm factor[0.85, 1.0])"; }; class ForsageIn { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-fors_int", db0, 1.0}; frequency = "1"; volume = "engineOn*(1-camPos)*(thrust factor[0.6, 1.0])"; }; class WindNoiseIn { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\noise", db-6, 1.0}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; class Exhausts { class Exhaust1 { position = "exhaust"; direction = "exhaust_dir"; effect = "ExhaustsEffect"; }; }; class AnimationSources { class Doors /// the class name is later used in model.cfg { source = door1; /// door source means it is used by animateDoor script command animPeriod = 1; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle }; }; class UserActions /// actions available for player to interact with vehicle via action menu running scripts { class Door_Open { userActionID = 60; /// ID for some scripts displayName = "Open door"; /// what is displayed in action menu displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; /// what is displayed under the cursor (icon in this case) position = ""; /// start of radius where action is available condition = "this doorPhase ""Doors"" < 0.5 AND Alive(this) AND (player in crew this)"; /// only openable from inside and when closed statement = "this animateDoor ['Doors', 1]"; /// sets animation source Doors to 1 via interpolation priority = 1.5; /// higher priority means higher in the Action menu radius = 1.5; /// how far from position is the action available showWindow = 0; /// 0 means that it is not a default action when entering the vehicle onlyForPlayer = 1; /// AI doesn't use this one shortcut = ""; /// there's no shortcut for this action }; class Door_Close: Door_Open { userActionID = 61; displayName = "Close door"; textToolTip = "Close door"; condition = "this doorPhase ""Doors"" > 0.5 AND Alive(this) AND (player in crew this)"; statement = "this animateDoor ['Doors', 0]"; }; }; class Damage { tex[]={}; mat[]={}; }; class Reflectors { class Main { color[] = {1900, 1800, 1700}; /// approximate colour of standard lights ambient[] = {5, 5, 5}; /// nearly a white one position = "L svetlo"; direction = "L svetlo dir"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; /// size of the light point seen from distance innerAngle = 100; /// angle of full light outerAngle = 179; /// angle of some light coneFadeCoef = 10; /// attenuation of light between the above angles intensity = 1; /// strength of the light useFlare = true; /// does the light use flare? dayLight = false; /// switching light off during day saves CPU a lot flareSize = 1.0; /// how big is the flare class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance hardLimitEnd = 60; /// this allows adding more lights into scene }; }; }; class MarkerLights { class NPMP_RedStill { name = "PositionLight_red"; color[] = {1.0, 0.1, 0.1, 1}; ambient[] = {0.1, 0.01, 0.01, 1}; brightness = 0.05; blinking = false; }; class NPMP_GreenStill { name = "PositionLight_green"; color[] = {0.1, 1.0, 0.1, 1}; ambient[] = {0.01, 0.1, 0.01, 1}; brightness = 0.05; blinking = false; }; class NPMP_WhiteCollision { name = "CollisionLight"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.03; blinking = true; }; }; class TransportMagazines { }; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 1; }; }; class TransportBackpacks { }; class TransportWeapons { }; class Library { libTextDesc = "Skyranger MK2"; }; }; class NPMP_Skyranger: NPMP_Skyranger_BASE { author = "Irish Ace"; scope = public; displayName = "Skyranger MK2"; side = 3; faction = CIV_F; vehicleClass = "air"; hiddenSelectionsTextures[] = {"NPMP_Skyranger\data\texture.paa"}; crew = "C_man_shorts_2_F"; weapons[] = {}; magazines[] = {}; }; }; Any help i get, i am thankful for and i will add extracts from any configs that might be needed -Irish
  2. Right that's the landing gear sorted :D Now another thing im having a problem with is the cargo proxies when im in the pilot seat and go into third person i cant see the guys in chairs, same when i get out of the aircraft and look in the door/hatch i cant see them. But when i get in as a passenger (in the back of the aircraft) i can see them all sitting there which clearly tells me its related to a proxy issue what do you think ? I must be missing something simple. --=EDIT=-- I fixed it never mind. It was blender exporting the proxies incorrectly.
  3. Scars one more thing thats a tiny bit off topic and a different issue. But do you know how to "Attach" parts to animate together as im working on a multiple part landing gear.
  4. I fixed it very late last night and it works fine now after 2 days tinkering. I really appreciate the time to respond to me Scars thanks for your help. :D
  5. Ok i still need help making a door for my heli. I think my issue lies within the following section of code. Can someone explain what each of the following lines of code do as i used a bohemia template and am finding it hard to understand what everything is/does. For example what does this following line of code mean ? >>>> this animationPhase ""Rear_Door"" <<<< and what does it do and what is Rear_Door in reference to i assumed it was the the above class name in AnimationSources but clearly i am wrong. I understand i might be over complicating this and making it hard to understand but its the only way i can explain it. Config.cpp class AnimationSources: AnimationSources{ class Rear_Door /// the class name is later used in model.cfg { source = "user"; /// door source means it is used by animateDoor script command animPeriod = 1; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle }; }; class UserActions { class Rear_Door_Open { userActionID = 60; /// ID for some scripts displayName = "Open door"; /// what is displayed in action menu position = "actions"; /// start of radius where action is available condition = "this animationPhase ""Rear_Door"" < 0.5 AND Alive(this) AND (player in crew this)"; /// only openable from inside and when closed statement = "this animateDoor ['Rear_Door', 0]"; /// sets animation source Doors to 1 via interpolation priority = 1.5; /// higher priority means higher in the Action menu radius = 1.5; /// how far from position is the action available showWindow = 0; /// 0 means that it is not a default action when entering the vehicle onlyForPlayer = 1; /// AI doesn't use this one shortcut = ""; /// there's no shortcut for this action }; class Rear_Door_Close { userActionID = 61; /// ID for some scripts displayName = "Close door"; /// what is displayed in action menu position = "actions"; /// start of radius where action is available condition = "this animationPhase ""Rear_Door"" > 0.5 AND Alive(this) AND (player in crew this)"; /// only openable from inside and when closed statement = "this animateDoor ['Rear_Door', 1]"; /// sets animation source Doors to 1 via interpolation priority = 1.5; /// higher priority means higher in the Action menu radius = 1.5; /// how far from position is the action available showWindow = 0; /// 0 means that it is not a default action when entering the vehicle onlyForPlayer = 1; /// AI doesn't use this one shortcut = ""; /// there's no shortcut for this action }; }; This is the following link between the door from the model.cfg to the config.cpp Model.cfg class Animations { class Rear_Door // ORI door1 { type="translation"; axis="doorX_axis"; animPeriod=1; source="user"; selection="door1"; offset0=0; offset1=1.00; minValue=0; maxValue=0.05; };
  6. Yea that didn't work but makes sence now that you recommend it. I have the option in the action menu now since i poseted this but when i press open door nothing happens. Any ideas ?
  7. Ok i have gotten the "Open Door" option on the in game action menu but when i activate it the door advisably doesn't open.
  8. Hi all i was just wondering if it would be possible for someone to help me with my terrain. First off i used Stratis's config.cpp as a template and changed it suitable to my needs for my island. This means i used Stratis's lighting and my terrain is supposed to be dark and somewhat gloomy, but it is bright like a Greek island, would it be possible to ask someones advice and what lines of code in the config i could change to achieve this effect ?
  9. npmproductions13

    Lighting Help Needed in Config.cpp (Terrains)

    I'm going to bump this topic if its possible as i have stepped away from map making but am now starting again as a hobby. I still haven't found a way to confidently edit my maps config.cpp lighting portion. If anyone can link a tutorial or another topic that would be great. And before i get told to search an answer iv'e already looked most of last night so if a tutorial or another topic like mine exists i couldn't find it. My problem is i copied the altis config and basically my snow map thats supposed to be dark/gloomy is like a tropical paradise when it comes to lighting. Any help is appreciated and iv'e included some screenshots. This is the problematic lighting. This is the lighting i would like but i can only achieve this at a really late time and having a high overcast value(Almost Raining). Thanks to everyone in advance. -Irish
  10. npmproductions13

    Problem making custom helmet

    Hi all im having a minor issue with a helmet i'm currently working on. I pack the pbo fine and all that jazz but once im in game i get an error saying the p3d cannot be opened. The p3d is all original, as in i own it and made it from scratch. Iv'e made a few vehicles in the past but was wondering if anyone has an idea why the helmet won't open. Also on a side note i reduced the vert count to about 400 verts and still no joy. This is my config.cpp class CfgPatches { class Irishs_Gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; /// External class reference class InventoryItem_Base_F; /// External class reference class HeadgearItem : InventoryItem_Base_F { allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack type = 605; /// standard slot for the cap is on head hiddenSelections[] = {}; /// default caps don't have any changeable selections hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection }; class MK6 : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Mk6 Jungle Warfare"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\MK6_Helmet\Mk6"; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\MK6_Helmet\Mk6"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; This is my model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class Irishs_Gear : ArmaMan{}; }; Any help anyone can give will be greatly appreciated.
  11. npmproductions13

    Problem making custom helmet

    Ok now that the helmet is "finished" im now trying to refine it a little is there a reason why this occurs ? All verts are connected and such i made sure in blender.
  12. npmproductions13

    Problem making custom helmet

    Nice one lads ill give this a go later on thanks boys.
  13. npmproductions13

    Problem making custom helmet

    Ok an update. I'm much more happy with it now. Here is the end result im sure many will cringe at the sight of it lol. But im happy with it as my first helmet. Thanks for the help lads. Now i have one more question and im officially done. this issue with the inside being see through. I have mapped the inside and given it a texture but still its invisible any ideas.
  14. npmproductions13

    Problem making custom helmet

    Great thanks for the advice PuFu and i respect the no bullshit/stern reply :P . Ill have a look around and come back if i have questions.
  15. npmproductions13

    Problem making custom helmet

    Well thats the thing im quite new and want to learn. I know its not a proper unwrap but i don't know how you would go about using a texture that was made in blender in Obj Builder for example i don't know if i made a texture in blender would it be effected if i resized the model etc... And i gather you can only use one UV set per p3d/model.
  16. npmproductions13

    Problem making custom helmet

    Iv'e mapped the leafs and the helmet as far as i know as seen here i have the helmet and leafs in different UV sets. Is that alright. Then in photoshop...
  17. npmproductions13

    Problem making custom helmet

    Ok i got that working fine but i now have another problem i cant seem to fix. Object builder is very picky but now i got that working and i thank you for that Jackal. The helmet texture wont load. It just stays a purple colour and i packed and tryed it in game its invisible. Again any ideas ?
  18. npmproductions13

    Problem making custom helmet

    Im having a problem i'm find TGA does not hold onto transparency any ideas ? The leafs im using are solid but have the green stem on them. But in photoshop the background is transparent. Its like the transparency is not exporting to the file.
  19. npmproductions13

    Problem making custom helmet

    Ok i will do that now but one question. What do you mean by the alpha gradient. I know the alpha channel controls opacity but thats about it.
  20. npmproductions13

    Problem making custom helmet

    Ok is it possible to use a transparent image as i need the design of a transparent image as seen here ? Without transparent images the leafs are solid and i have this.
  21. npmproductions13

    Problem making custom helmet

    Again before i call it a wrap an idea why my helmet is transparent ? But then when far away its visible. Would this be caused by the paa being wrong in some way ?
  22. npmproductions13

    Problem making custom helmet

    One quick question that is off topic. Im sorry if it is were can i find the apex pbos to use the tropic camos for my helmet.
  23. npmproductions13

    Problem making custom helmet

    I have updated the model.cfg to the correct names as far as i know. And i have a head selection but cant give weight or mass to it. What do you mean x3kj ? I have a geoLod but has no selections or anything in it. Ok i got it working thanks lads. Ill now have to look into adding the hitbox of the helmet and such aswell as texturing
  24. npmproductions13

    Problem making custom helmet

    Well to make the model i used blender. Then i ported that to OBJ Builder. To do lods and all that stuff. Then i use addon builder to compile the files into PBO EDIT Ok i used pboProject instead and the hat is visible. But now its in my characters stomach area.
  25. npmproductions13

    Problem making custom helmet

    Ok so i took your advice and made the folder structure more neat and now has the tag (NPMP) and so on. I still have the problem i changed my p3d that i made and put an arma 3 sample p3d to test it and the sample p3d still doesn't work im not to sure if the arma samples are ready to use straight away but neither my helmet or sample hat works. Any ideas ? Thanks for all this help lads i appreciate it loads
×