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sputnik monroe

I want to make my own custom config

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Where can I get an default game config in ccp? I have Cpp to bin but I can't find a bin to cpp.

I just want to make my own personal config for playing CWC and resistance missions with different models.

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Install Binview

Open the BIS config.bin (the one in ..\Res\bin\) with Binview

Then always in Binview just Save it, it will save it as an editable config.cpp

Have fun replacing BIS units with your own addon choices.

Edit : i suggest you to binarize back your edited config.cpp to a new config.bin ( with cpp2bin ) after tweaking it, if you play only with the config.cpp some annoying problems can occur when you have a unit using pistols.

Oh, and use mod folders, do not overwrite the BIS original config.bin.

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Thanks, I'll give that a try.

Could you elaborate on the pistol problem?

Also do I need to make changes to both the original and resistance config.bins?

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If i play with my config.cpp (so if i play without binarize it back to a config.bin), if i use a soldier that have a rifle and a sidearm , switching to the sidearm will 'paralyse' the soldier and if i try to shoot not only the pistol will not but the rifle that is in the soldier back will open fire ... weird but always happen.

You only need to make a config.cpp from the Resistance config.bin (the one located in ...\Codemasters\Operation Flashpoint\Res\Bin)  you don't have to worry about the other config.bin and so don't convert it in config.cpp it is not needed (the one in ...\Codemasters\Operation Flashpoint\bin)

But remember to create a mod folder for your replacement config, never ever replace the original config.bin (the CWC or the Res one)

For a simple example , you can download the replacement config i made using -only- Marine Assault Pack units (a way to say thanks to this great addon) , weapons and sounds that is located there in the digital grenade forum , the config.bin i attached in the post comes with an editable config.cpp of the replacement if you want to work on it.

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Thanks downloading your config now.

You basically did with your config what I'm aiming to do with mine. I odn't want to replace weapon handeling or anthing like that. I simply want to replace the cosmetic stuff like models and sounds. My plan is so I can play downloaded missions and the original campaigns with better looking units.

I'm having trouble figuring otu binview but with your config will help. Also yours will be nice because I'll be able to see exactly how you replaced the units.

I'm going to start out small and just try to replace BIS's troops with Hyks 1985 units and ORCs motorized infantry. Probably try to replace the weapons with MAP and Laser weapons also.

Thanks you've been a lot of help so far.

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You're welcome, feel free to ask if you have anymore problems wink_o.gif

PS : Thanks to the ECP team's ECP, Kurayami's E:ECP and Pappy Boyington's Y2K3 editable configs, i figured out and understood some things about editing those files for my own replacements.

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I tried messing with the config some and would like to return some of the items back to default (like the rocketlaunchers). Only thing is I'm not sure what their original model path's are called and so forth. There are few little bugs like the US troops don't have a pic for the M16 or it's magazines in their inventory, that and the machinegunner has a picture of 5 SAWS as clips rather than M249 mags. Not a major knock against your config. I actually played Ambush with it, the new models and sounds give it new life.

I'm going to try binview one more time. Your config is very useful though for checking what I need to replace.

When I'm all through with my config would you like to try it out?

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Well I got binview to work. Very simple to use. I now have a default Resistance config to work with.

As a matter of fact I've made my first change. I've changed the model path for soldierWB to now use Hyks 1985 soldier model. I do have a problem though, (probably wont be the last). He doesn't have wound textures except on his face.

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you must define the wounds textures for the soldier.

I assume you are using the line  

model="\HYK_USsol\wl\HYK_USsol_wl.p3d";

to replace the default BIS

model="MC vojakW2";

By opening the HYK_USsol.pbo file , you must give a look at the config.cpp that is inside the pbo

Notice where is used the

model="\HYK_USsol\wl\HYK_USsol_wl.p3d";

you want to use , it is located in the definition of

class HYK_USSolBase: Soldier

And in this definition , wounds textures , specific to this model are present.

So copy paste to your own config.cpp the following that you just found

Quote[/b] ] wounds[]=

{

// Target Textures , Damaged Textures

// Face Textures

"xicht_a.paa","xicht_a_zranen",

"xicht_b.paa","xicht_a_zranen",

"xicht_c.paa","xicht_a_zranen",

"xicht_d.paa","xicht_a_zranen",

"xicht_e.paa","xicht_e_zranen",

"xicht_f.paa","xicht_a_zranen",

"xicht_g.paa","xicht_a_zranen",

"xicht_h.paa","xicht_a_zranen",

"xicht_i.paa","xicht_a_zranen",

"xicht_j.paa","xicht_a_zranen",

"xicht_k.paa","xicht_a_zranen",

"xicht_l.paa","xicht_a_zranen",

"xicht_m.paa","xicht_a_zranen",

"xicht_n.paa","xicht_a_zranen",

"xicht_o.paa","xicht_o_zranen",

"xicht_p.paa","xicht_a_zranen",

"xicht_q.paa","xicht_a_zranen",

"xicht_r.paa","xicht_a_zranen",

"xicht_s.paa","xicht_a_zranen",

"xicht_t.paa","xicht_a_zranen",

"xicht_u.paa","xicht_a_zranen",

"xicht_v.paa","xicht_v_zranen",

"xicht_w.paa","xicht_w_zranen",

"xicht_x.paa","xicht_a_zranen",

"xicht_y.paa","xicht_a_zranen",

"xicht_z.paa","xicht_a_zranen",

"xicht_2a.paa","xicht_a_zranen",

"xicht_2b.paa","xicht_w_zranen",

"xicht_2c.paa","xicht_a_zranen",

"xicht_2d.paa","xicht_v_zranen",

"xicht_2e.paa","xicht_a_zranen",

"xicht_2f.paa","xicht_a_zranen",

"xicht_2g.paa","xicht_w_zranen",

"xicht_2h.paa","xicht_a_zranen",

"xicht_2i.paa","xicht_a_zranen",

"xicht_2j.paa","xicht_a_zranen",

"xicht_2k.paa","xicht_a_zranen",

"xicht_2l.paa","xicht_a_zranen",

"xicht_2m.paa","xicht_a_zranen",

"xicht_2n.paa","xicht_a_zranen",

"xicht_2o.paa","xicht_a_zranen",

"xicht_2p.paa","xicht_2p_zranen",

"xicht_2q.paa","xicht_a_zranen",

"xicht_2r.paa","xicht_e_zranen",

"xicht_2s.paa","xicht_a_zranen",

"xicht_2t.paa","xicht_a_zranen",

"xicht_2u.paa","xicht_a_zranen",

"xicht_2v.paa","xicht_a_zranen",

"xicht_2w.paa","xicht_w_zranen",

"xicht_2x.paa","xicht_a_zranen",

"xicht_2y.paa","xicht_a_zranen",

"xicht_2z.paa","xicht_a_zranen",

// Wood Land BDU Textures ('03)

"\HYK_USsol\wl\arm_L.paa","\HYK_USsol\wl\arm_Ld.paa",

"\HYK_USsol\wl\arm_R.paa","\HYK_USsol\wl\arm_Rd.paa",

"\HYK_USsol\wl\ba_bk.paa","\HYK_USsol\wl\ba_bkd.paa",

"\HYK_USsol\wl\ba_frt.paa","\HYK_USsol\wl\ba_frtd.paa",

"\HYK_USsol\wl\baO_bk.paa","\HYK_USsol\wl\baO_bkd.paa",

"\HYK_USsol\wl\baO_frt.paa","\HYK_USsol\wl\baO_frtd.paa",

"\HYK_USsol\wl\body_bk.paa","\HYK_USsol\wl\body_bkd.paa",

"\HYK_USsol\wl\body_frt.paa","\HYK_USsol\wl\body_frtd.paa",

"\HYK_USsol\wl\foot_bk.paa","\HYK_USsol\wl\foot_bkd.paa",

"\HYK_USsol\wl\foot_frt.paa","\HYK_USsol\wl\foot_frtd.paa",

"\HYK_USsol\wl\footO_bk.paa","\HYK_USsol\wl\footO_bkd.paa",

"\HYK_USsol\wl\footO_frt.paa","\HYK_USsol\wl\footO_frtd.paa",

"\HYK_USsol\wl\footpok.paa","\HYK_USsol\wl\footpokd.paa",

"\HYK_USsol\wl\helm_sid.paa","\HYK_USsol\wl\helm_sidd.paa",

"\HYK_USsol\wl\helm_tp.paa","\HYK_USsol\wl\helm_tpd.paa",

"\HYK_USsol\wl\hat_tp.paa","\HYK_USsol\wl\hat_tpd.paa",

"\HYK_USsol\wl\hat_sid.paa","\HYK_USsol\wl\hat_sidd.paa",

"\HYK_USsol\wl\bhat_tp.paa","\HYK_USsol\wl\bhat_tpd.paa",

"\HYK_USsol\wl\bhat_sid.paa","\HYK_USsol\wl\bhat_sidd.paa",

// Wood Land BDU Textures ('85)

"\HYK_USsol\wl\ba_bk85.paa","\HYK_USsol\wl\ba_bk85d.paa",

"\HYK_USsol\wl\ba_frt85.paa","\HYK_USsol\wl\ba_frt85d.paa",

"\HYK_USsol\wl\helm_sid85.paa","\HYK_USsol\wl\helm_sid85d.paa",

"\HYK_USsol\wl\helm_tp85.paa","\HYK_USsol\wl\helm_tp85d.paa",

// Desert BDU Textures ('03)

"\HYK_USsol\de\arm_L.paa","\HYK_USsol\de\arm_Ld.paa",

"\HYK_USsol\de\arm_R.paa","\HYK_USsol\de\arm_Rd.paa",

"\HYK_USsol\de\ba_bk.paa","\HYK_USsol\de\ba_bkd.paa",

"\HYK_USsol\de\ba_frt.paa","\HYK_USsol\de\ba_frtd.paa",

"\HYK_USsol\de\body_bk.paa","\HYK_USsol\de\body_bkd.paa",

"\HYK_USsol\de\body_frt.paa","\HYK_USsol\de\body_frtd.paa",

"\HYK_USsol\de\foot_bk.paa","\HYK_USsol\de\foot_bkd.paa",

"\HYK_USsol\de\foot_frt.paa","\HYK_USsol\de\foot_frtd.paa",

"\HYK_USsol\de\footO_bk.paa","\HYK_USsol\de\footO_bkd.paa",

"\HYK_USsol\de\footO_frt.paa","\HYK_USsol\de\footO_frtd.paa",

"\HYK_USsol\de\footpok.paa","\HYK_USsol\de\footpokd.paa",

"\HYK_USsol\de\helm_sid.paa","\HYK_USsol\de\helm_sidd.paa",

"\HYK_USsol\de\helm_tp.paa","\HYK_USsol\de\helm_tpd.paa",

"\HYK_USsol\de\hat_tp.paa","\HYK_USsol\de\hat_tpd.paa",

"\HYK_USsol\de\hat_sid.paa","\HYK_USsol\de\hat_sidd.paa",

"\HYK_USsol\de\bhat_tp.paa","\HYK_USsol\de\bhat_tpd.paa",

"\HYK_USsol\de\bhat_sid.paa","\HYK_USsol\de\bhat_sidd.paa",

// Desert BDU Textures ('91)

"\HYK_USsol\de\arm_L91.paa","\HYK_USsol\de\arm_L91d.paa",

"\HYK_USsol\de\arm_R91.paa","\HYK_USsol\de\arm_R91d.paa",

"\HYK_USsol\de\ba_bk85.paa","\HYK_USsol\de\ba_bk85d.paa",

"\HYK_USsol\de\ba_frt85.paa","\HYK_USsol\de\ba_frt85d.paa",

"\HYK_USsol\de\body_bk91.paa","\HYK_USsol\de\body_bk91d.paa",

"\HYK_USsol\de\body_frt91.paa","\HYK_USsol\de\body_frt91d.paa",

"\HYK_USsol\de\foot_bk91.paa","\HYK_USsol\de\foot_bk91d.paa",

"\HYK_USsol\de\foot_frt91.paa","\HYK_USsol\de\foot_frt91d.paa",

"\HYK_USsol\de\footpok91.paa","\HYK_USsol\de\footpok91d.paa",

"\HYK_USsol\de\helm_sid91.paa","\HYK_USsol\de\helm_sid91d.paa",

"\HYK_USsol\de\helm_tp91.paa","\HYK_USsol\de\helm_tp91d.paa",

"\HYK_USsol\de\hat_tp91.paa","\HYK_USsol\de\hat_tp91d.paa",

"\HYK_USsol\de\hat_sid91.paa","\HYK_USsol\de\hat_sid91d.paa",

"\HYK_USsol\de\bhat_tp91.paa","\HYK_USsol\de\bhat_tp91d.paa",

"\HYK_USsol\de\bhat_sid91.paa","\HYK_USsol\de\bhat_sid91d.paa"

};

Notice that the desert wounds textures (that begin by "\HYK_USsol\de\) are present.

Notice too that some lines beginning by  // are present, we don't need them, they are just comments that are not read by OFP (usually, they and are there to help the guy reading the config)

If you will only use the woodland camo version in your config replacement, you have no need to define the desert textures, so just add

Quote[/b] ] wounds[]=

{

"xicht_a.paa","xicht_a_zranen",

"xicht_b.paa","xicht_a_zranen",

"xicht_c.paa","xicht_a_zranen",

"xicht_d.paa","xicht_a_zranen",

"xicht_e.paa","xicht_e_zranen",

"xicht_f.paa","xicht_a_zranen",

"xicht_g.paa","xicht_a_zranen",

"xicht_h.paa","xicht_a_zranen",

"xicht_i.paa","xicht_a_zranen",

"xicht_j.paa","xicht_a_zranen",

"xicht_k.paa","xicht_a_zranen",

"xicht_l.paa","xicht_a_zranen",

"xicht_m.paa","xicht_a_zranen",

"xicht_n.paa","xicht_a_zranen",

"xicht_o.paa","xicht_o_zranen",

"xicht_p.paa","xicht_a_zranen",

"xicht_q.paa","xicht_a_zranen",

"xicht_r.paa","xicht_a_zranen",

"xicht_s.paa","xicht_a_zranen",

"xicht_t.paa","xicht_a_zranen",

"xicht_u.paa","xicht_a_zranen",

"xicht_v.paa","xicht_v_zranen",

"xicht_w.paa","xicht_w_zranen",

"xicht_x.paa","xicht_a_zranen",

"xicht_y.paa","xicht_a_zranen",

"xicht_z.paa","xicht_a_zranen",

"xicht_2a.paa","xicht_a_zranen",

"xicht_2b.paa","xicht_w_zranen",

"xicht_2c.paa","xicht_a_zranen",

"xicht_2d.paa","xicht_v_zranen",

"xicht_2e.paa","xicht_a_zranen",

"xicht_2f.paa","xicht_a_zranen",

"xicht_2g.paa","xicht_w_zranen",

"xicht_2h.paa","xicht_a_zranen",

"xicht_2i.paa","xicht_a_zranen",

"xicht_2j.paa","xicht_a_zranen",

"xicht_2k.paa","xicht_a_zranen",

"xicht_2l.paa","xicht_a_zranen",

"xicht_2m.paa","xicht_a_zranen",

"xicht_2n.paa","xicht_a_zranen",

"xicht_2o.paa","xicht_a_zranen",

"xicht_2p.paa","xicht_2p_zranen",

"xicht_2q.paa","xicht_a_zranen",

"xicht_2r.paa","xicht_e_zranen",

"xicht_2s.paa","xicht_a_zranen",

"xicht_2t.paa","xicht_a_zranen",

"xicht_2u.paa","xicht_a_zranen",

"xicht_2v.paa","xicht_a_zranen",

"xicht_2w.paa","xicht_w_zranen",

"xicht_2x.paa","xicht_a_zranen",

"xicht_2y.paa","xicht_a_zranen",

"xicht_2z.paa","xicht_a_zranen",

"\HYK_USsol\wl\arm_L.paa","\HYK_USsol\wl\arm_Ld.paa",

"\HYK_USsol\wl\arm_R.paa","\HYK_USsol\wl\arm_Rd.paa",

"\HYK_USsol\wl\ba_bk.paa","\HYK_USsol\wl\ba_bkd.paa",

"\HYK_USsol\wl\ba_frt.paa","\HYK_USsol\wl\ba_frtd.paa",

"\HYK_USsol\wl\baO_bk.paa","\HYK_USsol\wl\baO_bkd.paa",

"\HYK_USsol\wl\baO_frt.paa","\HYK_USsol\wl\baO_frtd.paa",

"\HYK_USsol\wl\body_bk.paa","\HYK_USsol\wl\body_bkd.paa",

"\HYK_USsol\wl\body_frt.paa","\HYK_USsol\wl\body_frtd.paa",

"\HYK_USsol\wl\foot_bk.paa","\HYK_USsol\wl\foot_bkd.paa",

"\HYK_USsol\wl\foot_frt.paa","\HYK_USsol\wl\foot_frtd.paa",

"\HYK_USsol\wl\footO_bk.paa","\HYK_USsol\wl\footO_bkd.paa",

"\HYK_USsol\wl\footO_frt.paa","\HYK_USsol\wl\footO_frtd.paa",

"\HYK_USsol\wl\footpok.paa","\HYK_USsol\wl\footpokd.paa",

"\HYK_USsol\wl\helm_sid.paa","\HYK_USsol\wl\helm_sidd.paa",

"\HYK_USsol\wl\helm_tp.paa","\HYK_USsol\wl\helm_tpd.paa",

"\HYK_USsol\wl\hat_tp.paa","\HYK_USsol\wl\hat_tpd.paa",

"\HYK_USsol\wl\hat_sid.paa","\HYK_USsol\wl\hat_sidd.paa",

"\HYK_USsol\wl\bhat_tp.paa","\HYK_USsol\wl\bhat_tpd.paa",

"\HYK_USsol\wl\bhat_sid.paa","\HYK_USsol\wl\bhat_sidd.paa",

"\HYK_USsol\wl\ba_bk85.paa","\HYK_USsol\wl\ba_bk85d.paa",

"\HYK_USsol\wl\ba_frt85.paa","\HYK_USsol\wl\ba_frt85d.paa",

"\HYK_USsol\wl\helm_sid85.paa","\HYK_USsol\wl\helm_sid85d.paa",

"\HYK_USsol\wl\helm_tp85.paa","\HYK_USsol\wl\helm_tp85d.paa"

             };

The BIS default Class SoldierWB:Soldier looked like this

Quote[/b] ] class SoldierWB:Soldier

{

model="MC vojakW2";

hiddenSelections[]={"medic"};

moves="CfgMovesMC";

vehicleClass="Men";

scope=2;

side=1;

accuracy=0.7;

displayName="$STR_DN_SOLDIER";

weapons[]={"M16","Throw","Put"};

magazines[]={"M16","M16","M16","M16","HandGrenade",&

amp;

amp;

quot;HandGrenade","HandGrenade","HandGrenade","HandGrenade&a

mp;a

mp;q

uot;,"HandGrenade"};

cost=40000;

};

Now your after your own replacement with the HYK base soldier, and adding the wound textures support, it should look like this

Quote[/b] ] class SoldierWB:Soldier

{

model="\HYK_USsol\wl\HYK_USsol_wl.p3d";

hiddenSelections[]=

{

"medic",

"mic"

};

moves="CfgMovesMC";

vehicleClass="Men";

scope=2;

side=1;

accuracy=0.7;

displayName="$STR_DN_SOLDIER";

weapons[]={"M16","Throw","Put"};

magazines[]={"M16","M16","M16","M16","HandGrenade",&

amp;

amp;

quot;HandGrenade","HandGrenade","HandGrenade","HandGrenade&a

mp;a

mp;q

uot;,"HandGrenade"};

cost=40000;

wounds[]=

{

"xicht_a.paa","xicht_a_zranen",

"xicht_b.paa","xicht_a_zranen",

"xicht_c.paa","xicht_a_zranen",

"xicht_d.paa","xicht_a_zranen",

"xicht_e.paa","xicht_e_zranen",

"xicht_f.paa","xicht_a_zranen",

"xicht_g.paa","xicht_a_zranen",

"xicht_h.paa","xicht_a_zranen",

"xicht_i.paa","xicht_a_zranen",

"xicht_j.paa","xicht_a_zranen",

"xicht_k.paa","xicht_a_zranen",

"xicht_l.paa","xicht_a_zranen",

"xicht_m.paa","xicht_a_zranen",

"xicht_n.paa","xicht_a_zranen",

"xicht_o.paa","xicht_o_zranen",

"xicht_p.paa","xicht_a_zranen",

"xicht_q.paa","xicht_a_zranen",

"xicht_r.paa","xicht_a_zranen",

"xicht_s.paa","xicht_a_zranen",

"xicht_t.paa","xicht_a_zranen",

"xicht_u.paa","xicht_a_zranen",

"xicht_v.paa","xicht_v_zranen",

"xicht_w.paa","xicht_w_zranen",

"xicht_x.paa","xicht_a_zranen",

"xicht_y.paa","xicht_a_zranen",

"xicht_z.paa","xicht_a_zranen",

"xicht_2a.paa","xicht_a_zranen",

"xicht_2b.paa","xicht_w_zranen",

"xicht_2c.paa","xicht_a_zranen",

"xicht_2d.paa","xicht_v_zranen",

"xicht_2e.paa","xicht_a_zranen",

"xicht_2f.paa","xicht_a_zranen",

"xicht_2g.paa","xicht_w_zranen",

"xicht_2h.paa","xicht_a_zranen",

"xicht_2i.paa","xicht_a_zranen",

"xicht_2j.paa","xicht_a_zranen",

"xicht_2k.paa","xicht_a_zranen",

"xicht_2l.paa","xicht_a_zranen",

"xicht_2m.paa","xicht_a_zranen",

"xicht_2n.paa","xicht_a_zranen",

"xicht_2o.paa","xicht_a_zranen",

"xicht_2p.paa","xicht_2p_zranen",

"xicht_2q.paa","xicht_a_zranen",

"xicht_2r.paa","xicht_e_zranen",

"xicht_2s.paa","xicht_a_zranen",

"xicht_2t.paa","xicht_a_zranen",

"xicht_2u.paa","xicht_a_zranen",

"xicht_2v.paa","xicht_a_zranen",

"xicht_2w.paa","xicht_w_zranen",

"xicht_2x.paa","xicht_a_zranen",

"xicht_2y.paa","xicht_a_zranen",

"xicht_2z.paa","xicht_a_zranen",

"\HYK_USsol\wl\arm_L.paa","\HYK_USsol\wl\arm_Ld.paa",

"\HYK_USsol\wl\arm_R.paa","\HYK_USsol\wl\arm_Rd.paa",

"\HYK_USsol\wl\ba_bk.paa","\HYK_USsol\wl\ba_bkd.paa",

"\HYK_USsol\wl\ba_frt.paa","\HYK_USsol\wl\ba_frtd.paa",

"\HYK_USsol\wl\baO_bk.paa","\HYK_USsol\wl\baO_bkd.paa",

"\HYK_USsol\wl\baO_frt.paa","\HYK_USsol\wl\baO_frtd.paa",

"\HYK_USsol\wl\body_bk.paa","\HYK_USsol\wl\body_bkd.paa",

"\HYK_USsol\wl\body_frt.paa","\HYK_USsol\wl\body_frtd.paa",

"\HYK_USsol\wl\foot_bk.paa","\HYK_USsol\wl\foot_bkd.paa",

"\HYK_USsol\wl\foot_frt.paa","\HYK_USsol\wl\foot_frtd.paa",

"\HYK_USsol\wl\footO_bk.paa","\HYK_USsol\wl\footO_bkd.paa",

"\HYK_USsol\wl\footO_frt.paa","\HYK_USsol\wl\footO_frtd.paa",

"\HYK_USsol\wl\footpok.paa","\HYK_USsol\wl\footpokd.paa",

"\HYK_USsol\wl\helm_sid.paa","\HYK_USsol\wl\helm_sidd.paa",

"\HYK_USsol\wl\helm_tp.paa","\HYK_USsol\wl\helm_tpd.paa",

"\HYK_USsol\wl\hat_tp.paa","\HYK_USsol\wl\hat_tpd.paa",

"\HYK_USsol\wl\hat_sid.paa","\HYK_USsol\wl\hat_sidd.paa",

"\HYK_USsol\wl\bhat_tp.paa","\HYK_USsol\wl\bhat_tpd.paa",

"\HYK_USsol\wl\bhat_sid.paa","\HYK_USsol\wl\bhat_sidd.paa",

"\HYK_USsol\wl\ba_bk85.paa","\HYK_USsol\wl\ba_bk85d.paa",

"\HYK_USsol\wl\ba_frt85.paa","\HYK_USsol\wl\ba_frt85d.paa",

"\HYK_USsol\wl\helm_sid85.paa","\HYK_USsol\wl\helm_sid85d.paa",

"\HYK_USsol\wl\helm_tp85.paa","\HYK_USsol\wl\helm_tp85d.paa"

             };

};

Notice that i changed the HiddenSelection part by the one from the HYK bas soldier

(The hidden selection are part of the model that we don't want to show, as an example if you delete the word medic, the red cross will appear on the arm of the soldier)

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Hmmm new problem with ORCS Russian Federation Troops. Their newest version lets you put on and take off cammo nets with foliage on the helmets. Problem is when I use them to replace the default Russians in Flashpoint their helmets start with the nets and leaves on, but no option to take them on and off.

Personally I don't know where to place this question. here, in the ORCS thread, or in the y2k3 thread? Personally I'd like to have them not have the cammo nets at all even as a option. I'm just trying to make a graphic update config, no new scripts or actions.

I'd just leave the nets but they show up as white and very visible at a distance, kind of unfair.

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This is probably in the HiddenSelections

I will give a look tomorrow into those units, in the meanwhile you can ask in the Y2K3 thread, Pappy Boyington is very responsive there as he is often here.

Notice in my previous post , the BIS forum is killing my quotes

It has added some bad lines

&

amp

quot

so do not copy paste the content of the quotes, those lines added by the BIS forum will make problems

Fortunately, the wounds part is not affected , so you can copy/paste it.

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Thanks I'll give the blood a shot. I'm very happy with how this is turning out. Sure I've only just begun, but I tell you placing a MG jeep on desert Island to see if it would have the new crew was just great. I can tell when I'm done with this all missions and campaigns are going to be that much more imersive and enjoyable.

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Well I got the blood to work on the Americans and the Russians. Also after reading what you said about the hidden selections found out that that is indeed why the russians had on their helmet nets. So far so good I think the infantry are going to be pretty easy now.

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There is a certain satisfaction feeling when you modify some part of the config yourself and that you see that its effects are really noticable ingame smile_o.gif

Good you found out about the hiddenselection, you should have no more problem anymore with infantry, you have understood the biggest part.

icon14.gif

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I tried messing with the config some and would like to return some of the items back to default (like the rocketlaunchers). Only thing is I'm not sure what their original model path's are called and so forth. There are few little bugs like the US troops don't have a pic for the M16 or it's magazines in their inventory,  that and the machinegunner has a picture of 5 SAWS as clips rather than M249 mags.  Not a major knock against your config. I actually played Ambush with it, the new models and sounds give it new life.

  I'm going to try binview one more time. Your config is very useful though for checking what I need to replace.

   When I'm all through with my config would you like to try it out?

Oops, i have not noticed this post earlier

Thanks for the bug report, i will try to correct them.

I had not tested this part when i released it.

About your config, i will play with it when you will release it smile_o.gif

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Thanks for all your help Sanctuary. So far things are going pretty good now. Hit two little snags though.One I think I can figure out But the other I just can't seem to solve.

    The one that has me stumped has to do with the west officer. I've decided to replace the west officers with Hyks 1985 woodland ones. Well it works except for one thing... they are wearing both Hyks fatigue cap and his snipers boonie hat. You have to look close to see the fatigue cat as the boonie covers it up nearly all the way.

     I looked through Hyks config and cannot seem to find a hidden selection for the boonie cap. What is interesting though is that the 1985 sniper and 1985 officer in Hyks pack both use the same model path...  model="\HYK_USsol\wl\HYK_USoff_wl85.p3d";

   So I suspect there is some sort of hidden selection to turn off each one, I just can't find them.

    The other little probelm I think I can solve. It has to do with the Russian officer, I've replaced them with ones from ORCS. They are missing wound textures on their body but not on their legs,hands, and feet. All I got to do to fix that I take it is add the wounds[]={}; from the orcs config. My only question is do I need to add all of them again, or just a specific part that references the torso?

Quote[/b] ]About your config, i will play with it when you will release it

Ok, It'll be a while as I still got a ways to go and a lot to learn. Hopefully you'll enjoy it though wink_o.gif . If there's any interest in the community when it's done and tested I may try to get permission from all the addon makers who's models are used in it and do a full release.

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For your HYK officer '85 problem , you must use a hiddenselection as you guessed right

in the HYK config.cpp , you will notice the

class HYK_USofficerWL85: HYK_USofficerWL

{

vehicleClass="HYK/Men (WoodLand/'85)";

model="\HYK_USsol\wl\HYK_USoff_wl85.p3d";

armor=3.6;

armorBody=3.0;

class animations {};

class UserActions {};

};

And, no hiddenselection is available, so how ?

answer : notice the line

class HYK_USofficerWL85: HYK_USofficerWL

It means that HYK_USofficerWL85 is a variation of the previously defined HYK_USofficerWL class, so in fact the '85 officer is defined by the 03' officer , what is changing between them will be wrote under

class HYK_USofficerWL85: HYK_USofficerWL

but what is not wrote under this class and is wrote under the previously defined HYK_USofficerWL: HYK_USsolBase definition will be used for this class HYK_USofficerWL85

So, looking at the "parent" of the class HYK_USofficerWL85: HYK_USofficerWL , we find it there

class HYK_USofficerWL: HYK_USsolBase

and looking the values , we can find the hiddenselection we need :

hiddenSelections[]={"bhat"};

With that wrote in your own config, the boonie hat will be hidden, so only the cap of the officer will appear ingame

(i hope it is understandable , as english is not my primary langage, maybe it is not good enough when going technical)

For your wound problem, i have difficulties to identify what are the textures wounds used by a specific soldier in a pack, so usually i define them all under the wounds= ...

If you use Texview from the BI website, you will be able to view the .paa and .pac from an infantry pack and then localize exactly the wound textures used by a specific soldier (as the Orcs pack use very different textures from a soldier to another).

But it takes a lot more time.

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Ahh now I see. Thanks.

I had a feeling it was defined some how in the 03 officers tree. Reason I didn't spot the hidden selections was because I thought it would be defined right next to the model= section and thus I didn't look below the weapons and magazines part.

So It shouldn't hurt anything on the Russian officer if I just paste all of his wounds= {}; info right over?

Quote[/b] ](i hope it is understandable , as english is not my primary langage, maybe it is not good enough when going technical)

No problem understanding at all. You type it better than me and English is my primary language tounge_o.gif . I always end up with lots of typos and run on sentences even though I triple check my post before hitting add reply heh heh .

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No, you are right nothing should be hurt by using every wounds (even the uneeded) ones in the wounds= part of the ORCS officer.

I spent a long time before understanding that the some of the classes defined in the config were just "children" of other classes.

In fact, i ran into the exact same problem like you had with the HYK officer before figuring out what was really going on smile_o.gif

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I'm almost done converting the east and west troops now. Though I have finally hit another stumbling block.

I changed the Black Ops (day) model and it changed all of the other black op day unit's models except for one. The laser Designator Black Ops guy still uses the old BIS model. I cannot find the Laserdesignator guy any where in the config.

I also wanted to change the East Heavy Grenadier's models to one of ORCS models. Same problem though, I cannot find the heavy grenadiers any where in the config.

Other than that every thing works so far. I'm thinking now about converting the Resistance side to Edges models when I'm done with the east and west infantry.

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The laser designator had been added to OFP with a patch in the CWC era if my memory is exact(the official addon Laserguided.pbo that can be found in the OFP addons\ and res\addons\ folder) , and so the config.cpp that defined it, is not a part of the global config.bin.

so you must add the class definition of the laser blackops in your config modification

find the following class in you config

class SoldierWSaboteurDay:SoldierWSaboteurPipe

{

several values defined, etc..

};

And just after it and before the

class SoldierWMiner:SoldierWB

{

several values defined, etc..

};

Add the following

class SoldierWSaboteurLaser : SoldierWSaboteurPipe

{

displayName="$STR_DN_SABOTEUR_LASER";

weapons[]={"HK", "Binocular", "LaserDesignator", "Throw", "Put"};

magazines[]={"HK", "HK", "HK", "HK", "LaserDesignator"};

};

(this time i don't use quotes, as they are modified by the forum) and then you will have the Laser Designator blackops

The source of the problem in your case, is that in the Laserguided.pbo , the config defined the black ops laser while using the line

model="mc saboteurday.p3d";

So unless you wrote what i suggested you , the old BIS model would have been used everytime.

With what i suggested you, the model used would be the one of the parent class (SoldierWSaboteurPipe) of -your- config (you can define a specific new model for it if you want a different one from the other blackops by adding the line model="path of the model you want"; in the middle of the existing values).

Same story for the heavy grenadiers, as it came with a patch it is not in the default big config.bin (he is in the 6G30.pbo official addon that is installed in the original Addons folder and the ...\res\Addons\ folder too if you look into the pbo, prefer the one in ...\res\Addons they are more up to date)

search your own config for the following class

class SoldierEB:Soldier

{

several values defined, etc..

};

and you must add , like previously just after that and before the next defined class :

class HeavyGrenadier:SoldierEB

{

displayName="$STR_DN_HEAVYGREN";

weapons[]={"6g30","Binocular","Throw","Put"};

magazines[]={"6g30Magazine","6g30Magazine","SmokeShell","SmokeShell

"};

};

then, add the line model="path of your model";  in the middle of the values defined there

And your east heavy grenadier is defined.

Note : if you give a look inside the official addons to find some values in the config.cpp, you will notice that there are no config.cpp , but a config.bin , as BIS binarized even those config inside the pbo.

So you will need Binview for an extended time smile_o.gif (it open them without problems)

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Thanks, worked like a charm.

I think I'll be done with the troops by tommorow if time permits. I'm not sure what I'll start on next. I'm leaning towards weapons.

The thing I am wondering is if I replace a guns optics but not it's ballistics will the new optics not be sighted in correctly? For example if I replace the BIS's M16 optics with Sucheys will the bullets not hit where I am aiming?

The question I have about vehicles is about them being hit. I'm considering replacing Bis's BMP model with CSLAII's (simply one of the best models in the community). The thing is CSLAII's BMP is smaller than Bis's. So will near misses that would of hit the bigger BIS BMP hit the smaller CSLAII BMP? Basically will Flashpoint know that the new model is smaller, or will it still think it takes up as much area as the old one?

By the way I please let me know If I'm asking too many questions or being a pest.

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There should be no problem using different optics, in the config i linked you near the beginning of the thread (i fixed the M16 image not displaying you reported by the way) where i replaced units weapons and sounds using only suchey&earl Marine Assault Pack , i touched no ballistic at all, everything is BIS default , for the weapons category only model, sounds and the optics are modified.

And if you have tested it, you should notice that the optics are centered and bullets hits where they are supposed to hit.

As an example, the SAW machinegun in the MAP addons has +/- no recoil while firing full auto, making it the deadlier weapon on the battlefield making every other weapons obsolete.

And i didn't liked this, so i made the choice to use the default BIS M60 ballistics/recoil instead and i have not see any problem at all.

So there should be no problem if you replace weapons optics and keep BIS ballistics

I have not replaced any vehicle yet myself in my different configs, but i guess that the AI has the capacity to aim at the 'center' of the vehicle, so maybe the AI can adapt his aim to the size of the new model of the vehicle, without you having to 'tweak' the ballistics.

For your number of questions, as long as i know an answer i will reply smile_o.gif

When you will ask me questions about things i have no clue about , well i think that i will consider you as being a pest  wink_o.gif

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Ok sounds easy enough then.

Quote[/b] ]When you will ask me questions about things i have no clue about , well i think that i will consider you as being a pest

Like the vehicle question wink_o.gif j/k.

I have all east and west troop models replaced now except for the pilots. If you want I can email you the config.bin to try out. I guess it could be considered V.02 Beta.

So far the required addons are...

1. Hyakushiki's US Infantry

2. Suchey and Earl's Marine Assault Pack

3. ORCS Russian Motorized Infantry

4. Lasers Deltas

5. Lasers Rangers

6. Red Hammer Studios Tank Crew pack.

I'm debating what to do next. So far I'm thinking of replacing the resistance with Edge's Resistance next, or starting to replace the weapons.

After I'm done with the weapons and resistance I'll move on to either vehicles or sound. Sound is what's really scaring me to be honest. It seems like the biggest project.

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watch your PM wink_o.gif

I think that as you understood all you have already understood, replacing the sounds (as it involves replacing sound paths the same way you replaced model paths) should not be difficult at all for you.

Give a look to the config i made for the MAP addons , it should help you for the weapon sounds.

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