Rhodesy77 11 Posted August 8, 2009 ok so ive been working on geting a reskinned landrover from arma1 into arma2 for the ProjectAus mod. now i am completely hopeless with configs, so need as much help as possible so i can really learn from it. here is my config so far, but im pretty sure most of it is wrong lol // PA_Landrovers -- 06-08-09 // -*Skins*- // by Rhodesy // -*Config & Import*- // by Rhodesy class CfgPatches { class PA_landrover { units[] = { "landrover" }; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CAWheeled"}; }; }; class CfgFactionClasses { class ProjectAus { displayName = "Project Aus"; priority = 8; side = 1; }; }; // ========================================= //West Vehicles class landrover: Land { scope=2; faction = "ProjectAus"; vehicleClass = "Wheeled"; crew = "USMC_Soldier_Crew"; hasGunner = false; class Turrets {}; model = \PA_landrover\Landrover_Closed; typicalCargo[]={"USMC_Soldier_Crew","USMC_Soldier_Crew" }; mapSize = 8; side=1; displayName="Army Landrover"; accuracy=0.30; armor=100; damageResistance = 0.014030; cost=100000; maxSpeed=90; hasGunner = 0; transportSoldier = 6; hiddenSelectionsTextures[] = { "\PA_Landrover\data\Landy_1_co.paa", "\PA_Landrover\data\Landy_2_co.paa", "\PA_Landrover\data\Landy_1_nohq.paa", "\PA_Landrover\data\Landy_1_smdi.paa", "\PA_Landrover\data\Landy_2_nohq.paa", "\PA_Landrover\data\Landy_2_smdi.paa", "\PA_Landrover\data\landrover_03_ca.paa", "\PA_Landrover\data\landrover_03br1_ca.paa", "\PA_Landrover\data\landrover_03br2_ca.paa", "\PA_Landrover\data\lr_glass.paa" }; now nothing happens when i try to use it, no errors, dosnt show in the editor nothing. Cheers Rhodesy Share this post Link to post Share on other sites
.kju 3244 Posted August 8, 2009 http://pastebin.jonasscholz.de/79 Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 8, 2009 thanks for reply mate, and the effort, but dosnt seem to be working, not showing up in the editor anywhere. any ideas? Share this post Link to post Share on other sites
.kju 3244 Posted August 8, 2009 sorry try this. http://pastebin.jonasscholz.de/80 Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 8, 2009 (edited) still no luck mate :S EDIT: ok got it part working, the model is in there, in the right spot, but i get a cfg.model error or something. and the models just show up all white. can drive them and all that. just no textures. helps me :S Edited August 8, 2009 by Rhodesy77 Share this post Link to post Share on other sites
OberSchutze 19 Posted August 8, 2009 make sure your PAA files are in the right place. Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 9, 2009 (edited) EDIT: ok got the textures working, now all thats left is the animations of the wheels, dust and all that sorta thing, and it seems the placement of the driver (hanvt tested cargo) is off, like sunk into the seat. im guessing i have to make a model.cfg for this? would some1 beable to give me some examples or something for this? texture preview (very wip) bug Cheers Rhodesy Edited August 9, 2009 by Rhodesy77 Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 9, 2009 Position in the vehicles for all people, passengers and driver is related directly to a) The location of the proxy in the p3d model and b) the "action" parameter in the Config. eg. driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01","HMMWV_Cargo01","UAZ_Cargo01"}; Not all the "actions" from ArmAI are the same as ArmAII anymore. Theres been some small changes. If the "stance" of the driver is ok (hands are out to touch wheel, legs are at right angle etc) then its easy to just open the model in O2 and slightly move the proxy. If the "stance" is wrong then you'll have to test out all the available ones in ArmAII and see which is best suited to the vehicle you're doing. How do you do that? No easy answer, but probably the best is; 1) Play with each and every ArmAII vehicle to see which vehicle driver (or cargo or gunner etc) have the "stance" you're looking for. 2) Once identified, go to the "AllinOne.cpp" file to find the vehicle in question and see what the driverAction or Cargo action is defined as. And sometimes you'll have to change both the p3d model and config.cpp The "AllInOne.cpp" is an extremely handy document to browse to see how BIS do their Configs for each vehicle, weapon, ammo etc etc. Find a thread about it here, with where you can download; http://www.ofpec.com/forum/index.php?topic=33429.0 HTH Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 9, 2009 Gnat i love you... lol thanks soo much man. this is the sorta info some1 who is new to this needs :), cheers mate, will do this now. then all thats left is the actual vehicle animations, like rotating wheels and making your wheels turn when u turn and all that. oh and also the dust when you drive off road. wats involved with all that? Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 9, 2009 np, u gotta ask the right questions to get the right answer. On the wheels, dust etc. Thats all about the named sections in the p3d model and the matching Model.cfg (and sometimes some config stuff) First question; where did the model come from? Do you have the matching model.cfg? Depending on what the named sections (wheels etc) are in the p3d, if you "inherit" from a BIS HMMWV definition or similar in the model.cfg, it may start working straight away. Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 9, 2009 hmm i see, well i got the model from the P3D's released by BIS for arma1. no model.cfg that i know of. and currently there is no dust nor whell animations. also with the driver animations. just been working on it and am stuck again lol. it seems in 3rd person they seem ok (see pic below) however once in 1st person its waaay to low... now ive looked all over the p3d, and checked all the LOD's and cant seem to figure it out. ideas? pics: 3rd person: 1st person: Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 9, 2009 Then it looks like you'll have to physically move the driver proxy in the "Resolution" LODs of the p3d file as well as move them in the "Cargo" and "Pilot" LODs etc as well, until each veiw looks correct. As for the Model.cfg, BIS provided a sample also. Look for 1 in the "wheeled" directory of the ARMA_SampleVehiclesWeapons.zip I haven't seen any ArmAII model.cfg files so I don't know if the names match, but theres a resonable chance they do. First trick, rename your p3d file to "hmmwv.p3d" and it may all start working for you. (Reason: see bottom of my post) If thats isnt very helpful, then this simple model.cfg *may* work. class CfgSkeletons { class Car; // copy and extend the Car class class MyLandySkeleton : Car { isDiscrete=1; skeletonInherit="Car"; }; }; class CfgModels { class Car; class THENAMEOFMYP3DFILE: Car { sectionsInherit="Car"; sections[]={}; skeletonName="MyLandySkeleton"; }; }; Otherwise, you'll have to try a full model.cfg like this; http://pastebin.com/f22d92a78 Note the NAMEOFMYP3DFILE bit, this must match whatever you call the p3d model file, otherwise the model.cfg file ignores it. The first trick above, naming your p3d to "hmmwv" is just letting you model inherit everything BIS already put in their model.cfg file .... maybe. HTH Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 9, 2009 hey mate, first off, thanks for putting the time in to help me, really greatful ok well that full model.cfg worked! (cept no dust and a error on loading into the mission, but can work that out at a later date) however for some reason in 1st person i am still seated far to low, and its only the front to seats, all 5 back seats are fine. ive edited every LOD i could see in O2, however, there was no "pilot" LOD, there where 7 res LOD's and then these - view cargo (only had the rear view mirrors in this lod :S - shadow volume 0.000 - Geometry - Memory - LandContact -hit-points - view geometry - fire geometry - view cargo geometry and all of them are up at the same level. :S Cheers Rhodesy Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 9, 2009 Looks like its the driver (view) proxy in the "View Cargo" then. But ..... whats your "DriverAction" defined to now in the config.cpp ? Dust: Dust used to come from Memory LOD points; levy prach pravy prach Check if they are in the memory lod of your p3d file. BUT, I see this in ArmAII configs; leftDustEffect = "LDustEffects"; rightDustEffect = "RDustEffects"; So, I suggest just add that code to you config at it may work. Dust no longer seems to be ascoiated with memory points. Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 9, 2009 (edited) thats wat i have in my config atm, im going to play around with some other ones now but. driverAction = "HMMWV_Driver"; and no i dont have either of those in my memory LOD. im trying the config way now. will report back EDIT: ok got most of it sorted, figured out the View LOD, and the dust is working. however theres one more bug lol, im geting a error when trying to load the vehicle in the editor "No rentry 'model.cfg/cfgSkeletons.car'." if u could just help me with this last problem would be great mate. youve really helped me learn alot. Edited August 9, 2009 by Rhodesy77 Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 10, 2009 Hmmm ... try changing; skeletonInherit="Car"; to skeletonInherit=""; Share this post Link to post Share on other sites