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J. Schmidt

Pegasus Team 101 MultiCam Units WIP

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After much practice and familiarization with modeling and some config scripting from my PT101 MULE addon, I've started work on creating some new units for ArmA 2 OA. The idea of creating these units came from one of my favorite games Ghost Recon Future Soldier. I don't really know what all needs to be included in the config.cpp and model.cfg though so I'm going to need some more help as I learn and create the scripts. I've also found from working on the remote control script that I was able to sort of get what seemed to be a camera that showed what the MULE was looking at on the controller's screen. So I'm going to play around with this and see if I can get something like it to work with the cross-com on the units. (I'm not making any promises though.)

Unit 1:

http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/JSF%20Units%20Resized/pt101_unit01_resize.jpg (205 kB)

Unit 2:

http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/JSF%20Units%20Resized/pt101_unit02_resize.jpg (205 kB)

Edited by JSF 82nd Reaper

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Most of the model is textured now, except for the ammo pouches and rucksack (which are just colored.) I'm having troubles creating a UV map for the gear, for when I look at the UV map using Oxygen's 2 UV Map Editor, there is a whole bunch of different line going all over the place, and the items themselves are a little disfigured. Am I missing something, or do I have to totally create a new UV Map manually from scratch? If so I don't know how to do that.

Here's a quick picture of what the UV Map looks like:

http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Untitled-1.jpg (349 kB)

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I created the config.cpp and model.cfg files for the units, but every-time after I place the units and preview the mission my game becomes unresponsive on the loading screen for about 5mins and then crashes. I don't know what's causing it and I need help. Am I suppose to add and delete certain things from it? If so what, and is there anything else that I'm missing from the config.cpp file other than the loadout that I'm still working on? Any help will be appreciated.

I got the model.cfg file from this link: http://forums.bistudio.com/showthread.php?83808-ARMA-II-Editing-Tools-Released&p=1413200#post1413200

Config.cpp:

class CfgPatches 
{
class ab_army_mc 
{
	units[] = {"pt101_soldier1", "pt101_soldier2"};
	requiredVersion = 1.0;
};
};

class CfgVehicleClasses 
{
class ab_army_men 
{
	displayName = "AB Forces (Multicam)";
};
};

class CfgVehicles 
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man: Land {};
class Soldier: Man {};
class Civilian: Man {};
 	class US_Soldier_Base: Soldier {};
 	class US_Soldier: US_Soldier_Base {};
 	class US_Soldier_Light_EP1: US_Soldier {};


class pt101_soldier1: US_Soldier_Light_EP1 
{
	vehicleClass = "ab_army_men";
	displayName = "Rifleman";
	model = "\pt101_abunits\pt101_soldier1.p3d";
	weapons[] = {};
	magazine[] = {};
	respawnWeapons[] = {};
};
class pt101_soldier2: US_Soldier_Light_EP1 
{
	vehicleClass = "ab_army_men";
	displayName = "Rifleman Sleeves";
	model = "\pt101_abunits\pt101_soldier2.p3d";
	weapons[] = {};
	magazine[] = {};
	respawnWeapons[] = {};
};
};

Model.cfg:

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle 
{
	skeletonBones[]=
	{
		"drivewheel","",

		"wheel_1_1_damper_land","",
		"wheel_1_2_damper_land","",
		"wheel_1_3_damper_land","",
		"wheel_1_4_damper_land","",

		"wheel_2_1_damper_land","",
		"wheel_2_2_damper_land","",
		"wheel_2_3_damper_land","",
		"wheel_2_4_damper_land","",

		"wheel_1_1_damper","wheel_1_1_damper_land",
		"wheel_1_2_damper","wheel_1_2_damper_land",
		"wheel_1_3_damper","wheel_1_3_damper_land",
		"wheel_1_4_damper","wheel_1_4_damper_land",

		"wheel_2_1_damper","wheel_2_1_damper_land",
		"wheel_2_2_damper","wheel_2_2_damper_land",
		"wheel_2_3_damper","wheel_2_3_damper_land",
		"wheel_2_4_damper","wheel_2_4_damper_land",

		"wheel_1_1_steering","wheel_1_1_damper",
		"wheel_1_2_steering","wheel_1_2_damper",
		"wheel_1_3_steering","wheel_1_3_damper",
		"wheel_1_4_steering","wheel_1_4_damper",

		"wheel_2_1_steering","wheel_2_1_damper",
		"wheel_2_2_steering","wheel_2_2_damper",
		"wheel_2_3_steering","wheel_2_3_damper",
		"wheel_2_4_steering","wheel_2_4_damper",

		"wheel_1_1","wheel_1_1_steering",
		"wheel_1_2","wheel_1_2_steering",
		"wheel_1_3","wheel_1_3_steering",
		"wheel_1_4","wheel_1_4_steering",

		"wheel_2_1","wheel_2_1_steering",
		"wheel_2_2","wheel_2_2_steering",
		"wheel_2_3","wheel_2_3_steering",
		"wheel_2_4","wheel_2_4_steering",

		"wheel_1_1_unhide","wheel_1_1",
		"wheel_1_2_unhide","wheel_1_2",
		"wheel_1_3_unhide","wheel_1_3",
		"wheel_1_4_unhide","wheel_1_4",

		"wheel_2_1_unhide","wheel_2_1",
		"wheel_2_2_unhide","wheel_2_2",
		"wheel_2_3_unhide","wheel_2_3",
		"wheel_2_4_unhide","wheel_2_4",

		"wheel_1_1_hide","wheel_1_1",
		"wheel_1_2_hide","wheel_1_2",
		"wheel_1_3_hide","wheel_1_3",
		"wheel_1_4_hide","wheel_1_4",

		"wheel_2_1_hide","wheel_2_1",
		"wheel_2_2_hide","wheel_2_2",
		"wheel_2_3_hide","wheel_2_3",
		"wheel_2_4_hide","wheel_2_4",

		"OtocVez","",
		"OtocHlaven","OtocVez",

		"damageHide","",
		"damageVez","OtocVez",
		"damageHlaven","OtocHlaven",

		"ukaz_rychlo","",
		"ukaz_rychlo2","",
		"ukaz_rpm","",
		"mph","",
		"rpm","",
		"fuel","",
		"fuel_1","",
		"fuel_01","",
		"fuel_2","",
		"fuel_3","",
		"prop_01","",
		"prop_02","",
		"prop_2","",
		"prop_1","",
		"glass1","damageHide",
		"glass2","damageHide",
		"glass3","damageHide",
		"glass4","damageHide",
	};
};
class Flag: Default {};
class FlagCarrier: Default
{
	skeletonInherit = "Default";
	skeletonBones[] =
	{
		"stozar","",
		"vlajka",""
	};
};
class Head
{
	isDiscrete = 0;
	skeletonInherit = "";
 		skeletonBones[] =
 		{
 			"neck","",
		"neck1","neck",
		"head","neck1",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
   			"zig_lm","head",
   			"zig_lb","head",
   			"zig_rt","head",
   			"zig_rm","head",
   			"zig_rb","head",
   			"cheek_r","head",
   			"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head"
	};
};
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",
		"HeadCutScene","head",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
		"zig_lm","head",
		"zig_lb","head",
		"zig_rt","head",
		"zig_rm","head",
		"zig_rb","head",
		"cheek_r","head",
		"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head",
	//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="";
 };
 class WomanSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",

	//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
		"jaw","head",
		"chin","head",
		"jaw_rm","head",
		"jaw_lm","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
		"zig_rt","head",
		"cheek_r","head",
		"cheek_l","head",
		"eyebrow_lm","head",
		"corr","head",
		"eyebrow_rm","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_lf","head",
		"forehead_m","head",
		"l_eye","head",
		"r_eye","head",
	//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftInHandRing","LeftHand",
		"LeftHandRing1","LeftInHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftInHandRing",
		"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",
		"RightInHandRing","RightHand",
		"RightHandRing1","RightInHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightInHandRing",
		"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="";
 };
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class Head: Default
{
	sections[] =
	{
		"osobnost",
		"brejle"
	};
	skeletonName = "Head";
};
class ArmaMan: Default
{
	sections[] =
	{
	    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury",
	    		"clan","clan_sign","Camo","CamoB"
	};
  	skeletonName = "OFP2_ManSkeleton";
};

class ArmaWoman: Default
{
	sections[] =
	{
	    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury",
	    		"clan","clan_sign","Camo","CamoB"
	};
  	skeletonName = "WomanSkeleton";
};
class Vehicle: Default
{
	sections[] =
	{
		"cislo",
		"grupa",
		"side",
		"sektor",
		"clan",
		"clan_sign",
		"podsvit pristroju",
		"poskozeni",
		"L svetlo",
		"P svetlo",
		"zasleh"
	};
};
 class Flag: Default
{
	sections[] = {"latka"};
};
class flag_auto: Flag {};
class flag_alone: Flag {};
};

Edited by JSF 82nd Reaper

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Few things

First in cpp u only need

Class US_Soldier_Light_EP1;

class pt101_soldier1: US_Soldier_Light_EP1

{

vehicleClass = "ab_army_men";

displayName = "Rifleman";

model = "\pt101_abunits\pt101_soldier1.p3d";

weapons[] = {};

magazine[] = {};

respawnWeapons[] = {};

};

class pt101_soldier2: US_Soldier_Light_EP1

{

vehicleClass = "ab_army_men";

displayName = "Rifleman Sleeves";

model = "\pt101_abunits\pt101_soldier2.p3d";

weapons[] = {};

magazine[] = {};

respawnWeapons[] = {};

};

And in model.cfg

For every p3d in your cpp thats new ,you need to add in cfg model section

class pt101_soldier1 : ArmaMan {};

class pt101_soldier2 : ArmaMan {};

Sorry on iPad so hard to format things

Edited by Thromp

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Thanks it works, but when I go in-game an error shows up saying can't load a texture, and the IBA and ACH or armored vest and helmet are around the units legs. Why would the armor show up there but when in oxygen 2 it is fine? But the texture works in oxygen 2 and in-game but it still shows up as and an error.

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hmm its possible the hidden selection in the cpp do not match the sections in the model.cfg

seems like a bit more missing , i am not too sure how hiddenselections are now configged but i will guess that

it has something to do with it or a wrong .rvmat is on them which is placing a _co texture wrong place.

sorry texture not really my thing im afraid.

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@Thromp I fixed the texture problem, but now everytime I preview the units in-game the IBA and ACH is around the units legs and not on the body where it's suppose to be. What would cause that?

Here's a picture of what I'm talking about:

http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/ArmA2OA2012-06-2723-26-09-31.jpg (626 kB)

And here is an updated config.cpp and model.cfg file:

Config.cpp

class CfgPatches 
{
class ab_army_mc 
{
	units[] = {"pt101_soldier1", "pt101_soldier2"};
	requiredVersion = 1.0;
};
};

class CfgVehicleClasses 
{
class ab_army_men 
{
	displayName = "AB Forces (Multicam)";
};
};

class CfgVehicles 
{
 	class US_Soldier_Light_EP1;
class pt101_soldier1: US_Soldier_Light_EP1 
{
	vehicleClass = "ab_army_men";
	displayName = "Rifleman";
	model = "\pt101_abunits\pt101_soldier1.p3d";
	weapons[] = {};
	magazine[] = {};
	respawnWeapons[] = {};
};
class pt101_soldier2: US_Soldier_Light_EP1 
{
	vehicleClass = "ab_army_men";
	displayName = "Rifleman Sleeves";
	model = "\pt101_abunits\pt101_soldier2.p3d";
	weapons[] = {};
	magazine[] = {};
	respawnWeapons[] = {};
};
};

Model.cfg

class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Head
{
	isDiscrete = 0;
	skeletonInherit = "";
 		skeletonBones[] =
 		{
 			"neck","",
		"neck1","neck",
		"head","neck1",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
   			"zig_lm","head",
   			"zig_lb","head",
   			"zig_rt","head",
   			"zig_rm","head",
   			"zig_rb","head",
   			"cheek_r","head",
   			"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head"
	};
};
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",
		"HeadCutScene","head",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
		"zig_lm","head",
		"zig_lb","head",
		"zig_rt","head",
		"zig_rm","head",
		"zig_rb","head",
		"cheek_r","head",
		"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head",
	//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 = "";
   	};
};
class CfgModels
{
class Default
{
	sectionsInherit = "";
	sections[] = {};
	skeletonName = "";
};
class Flag: Default
{
	sections[] = {"latka"};
};
class Head: Default
{
	sections[] =
	{
		"osobnost",
		"brejle"
	};
	skeletonName = "Head";
};
class ArmaMan: Default
{
	sections[] =
	{
	    	"osobnost",
		"Head_Injury",
		"Body_Injury",
		"l_leg_injury",
		"l_arm_injury",
		"r_arm_injury",
		"r_leg_injury",
	    	"clan",
		"clan_sign",
		"Camo",
		"CamoB"
	};
	sectionsInherit = "";
  	skeletonName = "OFP2_ManSkeleton";
};
class pt101_soldier1: ArmaMan {};
class pt101_soldier2: ArmaMan {};
};

Edited by JSF 82nd Reaper

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I have found out that whatever is going on it must be something to do with the model.cfg because whenever I add this:

	class pt101_soldier1: ArmaMan {};
class pt101_soldier2: ArmaMan {};

to the cfgModels the disfigurment occurs. Both in the game and in the Buldozer view. So what is causing this?

Edited by JSF 82nd Reaper

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to the cfgModels the disfigurment occurs. Both in the game and in the Buldozer view

Bulldozer will always distort characters if model.cfg is not disabled in bulldoxer drop down , there is a work around where you can load a A1 .rtm and advance one frame , but it does nothing for you if you want to see t-pose (ish)

if the entry above is causing distortion ingame , then its either because

your weighting is messed up and now you have given it a skeleton , its showing up

or your model.cfg is not complete ,make sure its the one from arma2 sample and then add this two lines again directly after end bracket of armaman in model section ( not skeleton section ) of model.cfg

if this fixes the distortion and your gear and mask is still between legs , then your gear is not defined with correct name properties , see what is called in the arma2 ample model and name it the same. also remember weighting will be required for more complex areas

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@Thromp I've got the gear problem fixed, but now the units shadows are a bit messed up, how would I fix this?

Edited by JSF 82nd Reaper

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