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Cunico

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Posts posted by Cunico


  1. These are some of the *WIP* of the new Hidden Identity Pack V2.



    p><p><img src=[/img]

    p><p><img src=[/img]

    p><p><img src=[/img]

    p><p><img src=[/img]

    I'm still working on other variants of shemaghs. These shemaghs are also compatible with all other "Faces" in the game (No more clipping...YAY!).

    They will also include more color variants than the previous pack, but wanted to keep it realistic so no red, pink, or any other colors lol. I'm updating this post constantly so check back, as things might change. These are not the finals but more of the pre-finals. So, pictures you see above might be different in the final release.:D :o


  2. <a  href=FaceShemaghNew_zps10964268.png' alt='Fac

    Ok, so I know in my original pack we had issues with the shemaghs fitting "Black Faces" and such. Well, in this pack I am working on a whole new lot of shemaghs and completely revamping them with more color choices and such. This picture above shows that it now fits African faces. I also made it a priority to make it look a little tighter to skin, as real life shemaghs are very thin. The issue with it being to close to skin makes the "Clipping issue" appear worse, so far this is as good as it can get.


  3. I have tried 3 different model.cfg's. I also uninstalled my Oxygen 2, just in case that was the issue, but I just found out that there is a new oxygen for Arma 3 so I'm going to try and install that. I don't think thats what the issue is but guess we will see. Yes Pomigit, I have tried that and still same results.


  4. Ok, so I found something else out. I loaded a template from kiorys balaclavas and tried to load that in game without changing a thing and the results are the same as the shemagh. So, maybe something wrong with my Oxygen. I can't open in bulldozer at all either says "external viewr: unable to create viewer"...soooo yeahh....progress?


  5. Nope, everything is painted correctly. All of the "head" selection is selected. I even re did everything now its more on the face but still on the face and middle of the crotch. This is becoming a pain in the butt.

    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 Shemagh_Face : ArmaMan {};

    };

    Config.cpp

    #define _ARMA_

    //Class config.bin{

    class CfgPatches

    {

    class Shemaghs

    {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class CfgGlasses

    {

    class None;

    class Shemagh_Face: None

    {

    displayname = "Face Shemagh - Desert";

    model = "\Shemaghs\Shemagh_Face.p3d";

    picture = "\shemaghs\UI\neckDicon.paa";

    identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",0,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",0,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0};

    };

    };

    //};


  6. So, I have done everything I could think of. Basically in game my Shemagh transfers fine on the face, but the other part of it is in the middle of the ground between players legs. While making my mods I encountered this problem but fixed it, I just don't remember how. I have auto centered everything in geometry. I have tried using sample models to make sure everything is ok. My model.cfg and config.cpp are ok from the people in the scripting area of these forums. So, maybe you guys could help?


  7. I do have a geometry LOD present, but I can't tell if its sets to autocenter or 0. I'm looking in the properties window but don't seen an auto center. I looked around the web at other posts but nothing really tells me how to make sure its centered. I copied the Geometry lod from kiorys balaclava, if that matters...just to make sure its ok.


  8. Ok, well I got everything set and straightened away finally but I'm having that old issue I used to get a lot with the model being part on the face and the other part between the legs. I have weighed everything, and attached it to body parts probably more than I should. Configs and model.cfg are all right (as far as I know). It's been toooo long I guess, but I can't remmeber for the life of me what the fix was. I know it was something simple. I have sat here for a few hours tyring to figure it out.

    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 Shemagh_Face: ArmaMan {};

    };

    Config.cpp

    #define _ARMA_

    //Class config.bin{

    class CfgPatches

    {

    class Shemagh_Face

    {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class CfgGlasses

    {

    class None;

    class Shemagh_Face: None

    {

    displayname = "Face Shemagh - Desert";

    model = "\Shemaghs\Shemagh_Face.p3d";

    picture = "\shemaghs\UI\neckDicon.paa";

    identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",0,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",0,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0};

    };

    };

    //};

    I will keep scratching away at this, once again thanks for the help in advance guys.


  9. Ok, so I'm back and making more and adding onto my "Hidden Identity" pack. Basically I made some new models and would like them to replace the nvg slot to see how I like that. How would I go about do this? If someone can get me the config file for it, that would be awesome! or at least point me in the right direction. I have been away from Arma for a long while now, but back. So, I kinda feel like I forgot how to do a few things. Thanks in advance.


  10. Just started using this mod, is there anyway to convert what you have in MCC Sandbox into the 2d editor? Example: I have made an FOB and such, but I would like to convert it into the 2d editor and continue editing the mission. Basically the mission is done but wondering if possible to edit in the 2d editor and how? thanks for the great mod sir.


  11. Hmm, that seemed to do something now its just a matter of time til I get the right level I like. Faced_occ.paa is the occlusion map, not really to sure about it, as davegary90 sent me a bunch of rvmat textures and that is how he had them labled. Not going to lie I was a bit thrown off by the names as I am used to the names listed above.

    ---------- Post added at 03:17 ---------- Previous post was at 03:14 ----------

    Oh, and once again thanks for all your help means a bunch.


  12. It's kind of difficult to say what you might be doing wrong when you don't post a copy of your .rvmat code...

    Code? you mean like open it up in the text editor and post that info?

    class StageTI

    {

    texture="fshemaghs\Data\faceD.paa";

    };

    ambient[]={1,1,1,1};

    diffuse[]={1,1,1,1};

    forcedDiffuse[]={0,0,0,0};

    emmisive[]={0,0,0,1};

    specular[]={1,1,1,1};

    specularPower=150;

    PixelShaderID="Super";

    VertexShaderID="Super";

    class Stage1

    {

    texture="fshemaghs\Data\faceD_nohq.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    class Stage2

    {

    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    class Stage3

    {

    texture="#(argb,8,8,3)color(0,0,0,0,MC)";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    class Stage4

    {

    texture="fshemaghs\Data\faced_occ.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    class Stage5

    {

    texture="fshemaghs\Data\faceD_smdi.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    class Stage6

    {

    texture="#(ai,64,64,1)fresnel(1,0.7)";

    uvSource="none";

    };

    class Stage7

    {

    texture="fshemaghs\Data\faceD.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1,0,0};

    up[]={0,1,0};

    dir[]={0,0,0};

    pos[]={0,0,0};

    };

    };

    There you go.

    ---------- Post added at 01:02 ---------- Previous post was at 01:01 ----------

    ooops, ok I fixed the shadow issue I just forgot to post the SPECULAR map in the RVMAT. New issue, how do I tone down the shinyness in the RVMAT?

    Example: arma3_2013_08_28_19_03_50_71.jpg

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