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arremba_san_zorzo

Hidden selections

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Hi guy, the first step of the PedagneMOD project (163 units, for 70 models 3D and weapons and vehicles...) is almost ready but (everytime there is a 'but' ) some do not go right.

First of all: The hidden selections don't play. And i do not why. All the definitions in the model and in the config are right. I think. Below an extract of the config file:

/////////////////////////////////////////////////////////

..........................

class CfgModels

{

       class Default

{

sections[] = {};

sectionsInherit="";

};

       class flag_vojak : Default

       {

               sections[] = {"latka"};

       };

       class Head: Default

       {

               skeletonName = "Head";

               sections[] = {"swap_hhl","hide_eyewear"};

               sectionsInherit="";

       };

       class asz_personeit: Default

       {

               skeletonName = "OFP2_ManSkeleton";

               sectionsInherit="Head";

               sections[] =

{"weapon","","launcher","","Camera",&quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;,"","LeftHandPinky2","","LeftHandPinky3","&q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

quot;","RightHandRing1","","RightHandRing2","&quot

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu

ot;,"","LeftLeg","","LeftLegRoll","",&qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&q

uot;,"clan","","portarazzi","CRI","M203"

,"Alpini","Bersaglieri","Lagunari","Granatieri",&q

uot;Paracadutisti","Montebello","Ariete"};

       };

.........................................................

class CfgVehicles

{

class SoldierWB; // External class reference

class SoldierWG; // External class reference

class SoldierWMedic; // External class reference

class SoldierWAR; // External class reference

class SoldierWAT; // External class reference

class SoldierWAA; // External class reference

class SquadLeaderW; // External class reference

class SoldierWSniper; // External class reference

class OfficerW; // External class reference

class SoldierWSaboteurRecon; // External class reference

class OfficerE; // External class reference

class SoldierWPilot; // External class reference

class SoldierWCrew;

class ASZ_EI_G_dig2_M249: SoldierWAR

{

model = "\ASZ_PersoneIT\EI_labgp_dig2mg_sabot";

moves="BI_PeopleMoves";

hiddenSelections[] = {"Alpini","Bersaglieri","Lagunari","Paracadutisti"

};

displayName="Granatieri DGT M249";

vehicleClass = "ASZ_MEN";

weapons[] = {"asz_M249","Binocular","NVGoggles", "asz_M84", "Throw", "Put"};

  magazines[] = {"200Rnd_556x45_M249","200Rnd_556x45_M249","200Rnd_556x45_M249&qu

ot;,"200Rnd_556x45_M249","200Rnd_556x45_M249", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9","HandGrenadeTimed","HandGrenadeTimed"};

};

...........................................

};

///////////////////////////////////////////////////////////////

I think that the definitions are right...or not?

Moreover another questions: the right way to binarize a unit is to binarize it in the P:\my addon directory with a models.cfg inside. Right?

Thanks for your help

Arremba San Zorzo

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hi man i works actualy on hunk a survivor of resident evil i add a nbc gaz mask and i works with a hiden seletction you config has good but you need define a section in you

class CfgModels

{

class Default

{

sections[] = {here};

sectionsInherit="";

};

after you selection has hiden wink_o.gif

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Thanks CERVANTES, now the hiddens go right. But now there is another problem. With the binarizing, the texture that should have a trasparency, have a black surface instead the transparency. Have you had the same problem?

Thanks again

Arremba san Zorzo

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yes i have this probléme with one addons i want create an armored bus for my zombies mod and if i want add a config.cfg for animate all parts of vehicle i need binarise it if not i have one error when i launch a game.

but when i binarise it i have this probléme and for the moment i d'ont understand why a pac textures has black i have break this project for the moment and works on addons working with a config.cpp not a config.bin if you found a solution write this in this post for other creators and me tounge2.gif thanks

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YES, yesterday night i have found the solutions. I have re-named all the textures with transparency from mytexture_co.paa in mytexture_ca.paa . And after i have leave in the same folder the config.bin the config.cpp the models.cfg and the log of the binarizzation. Now i have the last problem that is the damned wounds!

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ok i have d'ont understand all things but i test this in next time wink_o.gif for a wound define this with this method jus after you skeleton config define a wounds

#define MYWOUNDS wounds[]={""};

and after in class CfgVehicles define this wounds

                        model="";

                        vehicleClass = "";

                        accuracy=5;

                        displayName= "";

                        picture = "";

                        Icon = "";

           weapons[]={""};

                        hiddenSelections[]={""};

           magazines[]={""};

                        MYWOUNDS

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Hi, Skeleton thanks. One question: where in skeleton config i must place

#define MYWOUNDS wounds[]={""}; ?

I.E.:

/////////START OF FILE/////////////////////////////////////////

#define MYWOUNDS wounds[]={""};

class CfgSkeletons

{

class Default; // External class reference

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] = {

".............................................................."

};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"..................................................."};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] = {"stozar","","vlajka",""};

};

};

class CfgMovesMaleSdr;

class BI_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "OFP2_ManSkeleton";

collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};

collisionGeomCompPattern[] = {1, 3, 6};

};

class CfgModels

{

class Default

{

sections[] = {here};

sectionsInherit="";

};

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

skeletonName = "Head";

sections[] = {"swap_hhl","hide_eyewear"};

sectionsInherit="";

};

class asz_personeit: Default

{

skeletonName = "OFP2_ManSkeleton";

sectionsInherit="Head";

sections[] =

{".......................................

"};

class OFP2_ManSkeleton: asz_personeit{};

class CC_blu1_sqleader: asz_personeit{};

};

/////////END OF FILE/////////////////////////////////////////

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just after you skeleton define.

Posted on April 05 2008,11:48

--------------------------------------------------------------------------------

Hi, Skeleton thanks. One question: where in skeleton config i must place

#define MYWOUNDS wounds[]={""}; ?

I.E.:

/////////START OF FILE/////////////////////////////////////////

#define MYWOUNDS wounds[]={""};

class CfgSkeletons

{

class Default; // External class reference

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] = {

".............................................................."

};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"..................................................."};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] = {"stozar","","vlajka",""};

};

};

class CfgMovesMaleSdr;

class BI_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "OFP2_ManSkeleton";

collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};

collisionGeomCompPattern[] = {1, 3, 6};

};

class CfgModels

{

class Default

{

sections[] = {here};

sectionsInherit="";

};

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

skeletonName = "Head";

sections[] = {"swap_hhl","hide_eyewear"};

sectionsInherit="";

};

class asz_personeit: Default

{

skeletonName = "OFP2_ManSkeleton";

sectionsInherit="Head";

sections[] =

{".......................................

"};

class OFP2_ManSkeleton: asz_personeit{};

class CC_blu1_sqleader: asz_personeit{};

};

#define MYWOUNDS wounds[]={""};

and after in class CfgVehicles

model="";

vehicleClass = "";

accuracy=5;

displayName= "";

picture = "";

Icon = "";

weapons[]={""};

hiddenSelections[]={""};

magazines[]={""};

MYWOUNDS (here)

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