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thoops99

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Posts posted by thoops99


  1. 6 minutes ago, RoF said:

    Don't use pbomanager when you have mikero tools, pbomanager is crap. You most likely extracted stuff wrong.

     

    Open command prompt and type

    
    extractpbo "path\to\mod" P:\

    This will extract everything in whatever folder you put in, to the P drive correctly. Make sure you use " " if it has spaces in the path

    So the Tanoa stuff should just be in my p drive route directory?


  2. I was wondering how i could make a light switch for a custom model that i'm working on. What I mean is that i would add a memory point on the light switch them have them scroll wheel on the light switch then they would get a "Lights On" or "Lights Off". I just don't know how i would create the light source it's self.


  3. 1 hour ago, Delta Hawk said:

    For the funny looking bricks as a rule of thumb you should use _co textures for solid textures, like bricks, and _ca textures for windows.  "_co" and "_ca" are suffixes you add to a texture name, i.e. "myshopwindows_ca.paa".  A typical workflow would be you create your textures in photoshop or gimp, save them as a 32 bit tga file with the appropriate suffix and use TexView to convert the .tga texture to a .paa texture.  I guess the _co and _ca tells TexView how to convert them???

     

    I would highly recommend going this post as it will help you greatly with textures in general

     

    Thank you very much


  4. 15 hours ago, UK_Apollo said:

    You'll need to define the Default{} classes as model.cfg doesn't externally inherit.

     

    class cfgSkeletons {
        class Default {
            isDiscrete = 1;
            skeletonInherit = "";
            skeletonBones[] = {};
        };

     

    class CfgModels {
        class Default {
            sections[] = {};
            sectionsInherit = "";
            skeletonName = "";
        };

    hmmmmm. ok ill try that in a bit. i dont have to do that with my other models


  5. I've just made a gate and have i setup to animate and everything and when i get in game and place the object i get this error

    23:39:45 Warning Message: No entry 'model.cfg/CfgModels/Toxic_WovenGate.sectionsInherit'.
    23:39:45 Warning Message: '/' is not a value

    this is my model.cfg

    class CfgSkeletons
    {
    	class Default;
    	class Toxic_WovenGate: Default
    	{
    		skeletonInherit="";
    		isDiscrete=1;
    		skeletonBones[]=
    		{
    			"door1",
    			"",
    			"GateRightAxis",
    			"",
    			"door2",
    			"",
    			"GateLeftAxis",
    			""
    		};
    	};
    };
    class CfgModels
    {
    	class Default;
    	class Toxic_WovenGate: Default
    	{
    		skeletonName="Toxic_WovenGate";
    		sections[]=
    		{};
    		
    		class Animations
    		{
    			class Door_1
    			{
    				type="rotationY";
    				source="Zeroanimation";
    				memory=1;
    				selection="door1";
    				axis="GateRightAxis";
    				animPeriod=5;
    				minPhase=0;
    				maxPhase=1;
    				minValue="0.0";
    				maxValue="1.0";
    				angle0="0";
    				angle1="-1.6";
    			};
    			class Door_2
    			{
    				type="rotationY";
    				source="Zeroanimation";
    				memory=1;
    				selection="door2";
    				axis="GateLeftAxis";
    				animPeriod=5;
    				minPhase=0;
    				maxPhase=1;
    				minValue="0.0";
    				maxValue="1.0";
    				angle0="0";
    				angle1="1.6";
    			};
    		};
    	};
    };

     

     

     

     

    This is a picture of the model. I have the right side setup as a door and the left side setup as a door so they are two different objects

    TyUmt75.png

     

    Could Anyone Help?


  6. On 3/4/2017 at 3:12 AM, x3kj said:

    uv map information is stored in the model itself. If you import/export via obj 3ds or fbx it gets transferred over as well.

    Faces only have one side. They are "invisible" when viewed through the wrong side. You can flip the face orientation (invert) in blender or in OB (select faces, hit W)

    Ok thanks for the info

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