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Thread: Pegasus Team 101 MULE WIP

  1. #31
    Staff Sergeant JSF 82nd Reaper's Avatar
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    PHP Code:
    class CfgPatches 

        class 
    pt101_mule 
        

            
    units[] = {"pt101_mule"}; 
            
    weapons[] = {}; 
            
    requiredVersion 0.1
            
    requiredAddons[] = {"CAWheeled_E"};
        }; 
    }; 

    class 
    CfgVehicles 

        class 
    M1135_ATGMV_EP1
        class 
    pt101_muleM1135_ATGMV_EP1 
        

            
    displayName "MULE"
            
    model "\pt101_mule\pt101_mule.p3d"
            
    side west
            
    crew "US_Soldier_Light_EP1"
            
    maxSpeed 60
            
    transportSoldier 1
        }; 
    }; 
    PHP Code:
    class Rotation;
    class 
    CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="Car";
            
    skeletonBones[]=
            {
                
    "wheel01",
                
    "wheel02",
                
    "wheel03",
                
    "wheel04",
                
    "wheel05",
                
    "wheel06",
                
    "turret",
                
    "camera"
            
    };
        };
    };
    class 
    CfgModels
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    skeletonName="Mule";
            class 
    Animations
            
    {
                class 
    FrontWheelL
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel01";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    FrontWheelR
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel02";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    CenterWheelL
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel03";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    CenterWheelR
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel04";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    RearWheelL
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel05";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    RearWheelR
                
    {
                    
    type "rotationX";
                    
    source "wheel";
                    
    selection "wheel06";
                    
    axis "X";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                class 
    Turret
                
    {
                    
    type "rotationY";
                    
    source "mainTurret";
                    
    selection "turret";
                    
    axis "Y";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
                    class 
    Camera
                
    {
                    
    type "rotationY";
                    
    source "mainTurret";
                    
    selection "camera";
                    
    axis "Y";
                    
    memory 1;
                    
    sourceAddress "loop";
                    
    minValue 0;
                    
    maxValue 1;
                    
    angle0 0;
                    
    angle1 "rad -360";
                };
            };
        };
    }; 
    Last edited by JSF 82nd Reaper; Apr 3 2012 at 01:45.

  2. #32
    "not working" is not appropraite when request help from the community.

    config.cpp has no "definitions" defined, so "west" means nothing.


    skeletonBones[]=
    {
    "wheel01","",
    "wheel02","",
    "wheel03","",
    "wheel04","",
    "wheel05","",
    "wheel06","",
    "turret","",
    "camera",""
    };


    skeletonName="Mule";
    does not match your skeletons name

    I dont see a sections[] definition in model.cfg

  3. #33
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat I replaced the skeletonName ="MULE" to skeletonName ="pt101_mule"; I also replaced the side = west with side = 3; Is 3 civilian or Blufor, and what do you mean by "not working" is not appropraite when requesting help from the community?

  4. #34
    You have provided no description of whats "not working".

  5. #35
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Quote Originally Posted by [APS]Gnat View Post
    You have provided no description of whats "not working".
    I've spent about a month on reworking the model of an addon I'm creating and am not able to create a PBO. Since I've been done with the looks of the model (pt101_mule.p3d); there are no textures yet; from oxygen 2, I started working on the model.cfg and config.cpp. I took the original model.cfg and config.cpp that I started to create from the older model of the MULE I created that worked with putting the addon in game, but the model.cfg did not work. (The model.cfg still doesn't work) Now I'm trying to put this new model in the game, so I'm using BinPBO to pack the new model and config files to put in game, but it's not working. Isn't the BinPBO suppose to take all the files in the given folder i.e. .p3d, model.cfg and config.cpp and create a pbo with all them in it? If so it's not doing that, the pbo that is created only has a config.bin file in it and some sort of prefix file, but no .p3d, model.cfg, and config.cpp files are in the pbo file.

    Here's a link for the download of the .log file created.

    http://www.2shared.com/file/UhaaOb2z/pt101_mule.html

  6. #36
    PHP Code:
    Parse0 ms
    No entry 
    'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp.CfgSkeletons'.
    No entry '.Mule'.
    No entry '.skeletonInherit'.
    '/' is not a value
    No entry 
    '.skeletonBones'.
    Size'/' not an array
    Size'/' not an array
    Size'/' not an array
    No entry '.isDiscrete'.
    '/' is not a value 
    Is everything in BinPBO refering to P drive?
    Almost all BIS tools use P drive only.

    Are to files true raw text?
    Saved in maybe notepad to ensure there are no special formats.

    FYI config.bin IS same as config.cpp, just binarized.

  7. #37
    In addition to above your model is too high poly .
    as seen here
    W:\c\Poseidon\lib\Shape\vertex.cpp(648) : Assertion failed '_nVertex < 32768'
    I am a lil rusty but i think this refers to the sum of all the tris in the model not just one LOD , however someone will clarify .

    remember triangulate in o2 to reiceve true number , because Binpbo/game will do it and then kick out the p3d for ya resulting in empty PBO.

    maybe you can reduce some lods like pilot view or especially shadow lod .

  8. #38
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat: Yes everything in BinPBO is refering to P drive, and I'm using Notepad++

    @Thromp: So I need to rid Shadow lod, triangulate lod 1.000, and rid whatever lod that isn't needed? I can recall when I was working on it in Oxygen 2 that when I previewed it in Buldozer it said that there where to many vertices or something like that. So I went back and redid it, and it showed up in Buldozer finally. But I'm probably borderline, so I go ahead and re-due it again then let you know.
    Last edited by JSF 82nd Reaper; Apr 5 2012 at 23:08.

  9. #39
    it showed up in Buldozer finally. But I'm probably borderline, so I go ahead and re-due it again then let you know.
    well i usually just change the lod to an Edit lod and rebinarize , then look in the LOG , if the nvertex > 32768 is gone then at that point you know you found affending Lod and an try to reduce .

    it maybe the Shadow lod is always easiest because it will be drawn along with the corresponding Resolution LOd , im no expert but this 32768 is a magic number that can be drawn in regards to one object . iused to understand but well i`m old now

  10. #40
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Thromp, After deleting the Shadowvolume lod, Shadowvolume - view cargo, and view cargo lods it finally worked. Right now I only have 1.000 lod, memory lod, geometry lod, land contact lod, and fire geometry lod. I'm going to experiment with it some more to see if I can put the Shadowvolume lod back in, and possibly a couple other lods.

    I successfully UV mapped the MULE and now I'm going to try to tackle the texture part of it now, once I've completed that I'm going to start back up on the whole scripting part of it. I still don't understand most of the scripting needed, so it's going to take some time to figure it out and getting it to work. I'll keep everyone updated on my progress and if anymore problems occur, or anything after much research that I don't understand.

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