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Thread: Animations don't work on UH60

  1. #1
    Moderator [FRL]Myke's Avatar
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    Well, as i'm new to modelling/addon making and as i thought that there is no decent Medevac Chopper, so i've started with the original BIS UH60, removed both guns and also the seats in the cargo space, added stretcher (copy/pasted from M113 Ambulance). Also i've edited the original texture (added red cross) a bit. So far it works everything fine and also in Buldozer it looks good.

    Made a model.cfg and a config.cpp where i took mostly all from original UH60.

    Now the problem arises: ingame, none of the animations work (rotors, instruments) and also it shows permanently both rotors (still and blurred).

    100% i'm doin something wrong with the configs so if anyone could have a look on it and point me what i'm doin wrong.

    config.cpp
    http://pastebin.com/m29f257b3

    model.cfg
    http://pastebin.com/d556a956b


    Any help much appreciated.

  2. #2
    1. missing requiredAddons defintion

    2. This should not work. You need to define base classes full in model.cfg:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons
    {
    class Default;
    class Vehicle;


    class Rotation;
    class CfgModels
    {
    class Default;
    class Vehicle;[/QUOTE]

    There was just a post about this a few days ago.
    Search for Rotation.

  3. #3
    Moderator [FRL]Myke's Avatar
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    Thanks Q.

    To 1.
    Ok, added requiredAddons:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class CfgPatches
    {
    class GLT_UH60_medevac
    {
    ***units&#91;&#93; = {GLT_UH60_MEDEVAC};
    ***weapons&#91;&#93;={};
    ***requiredVersion = 1.00;
    ***requiredAddons&#91;&#93; = {&#34;CACharacters&#34;, &#34;CAWeapons&#34;, &#34;CA_Anims_Char&#34;, &#34;CAAir&#34;};
    };
    };
    [/QUOTE]

    To 2.:
    I&#39;m sorry, i can&#39;t follow. This code is 1 on 1 from the BIS model.cfg for the UH60 FFAR. I can&#39;t see what could be missing. Also the search for "Rotation" revealed nothing that i could use for my problem or i just don&#39;t see it.




  4. #4
    Quote Originally Posted by (Myke @ Sep. 01 2008,11:41)
    To 2.:
    I&#39;m sorry, i can&#39;t follow. This code is 1 on 1 from the BIS model.cfg for the UH60 FFAR. I can&#39;t see what could be missing. Also the search for "Rotation" revealed nothing that i could use for my problem or i just don&#39;t see it.
    the cfg and cpp stuff you copied over to your one is from the default BIS mod.
    This mod makes proper use of the inheritance structure built into the game/engine etc.

    The reason it&#39;s not working for you is because you are using a cfg & cpp that makes use of inheritance but you probably do not have your folder structure AND the appropriate parent config&#39;s in place for the build tools to resolve the external references.

    So, your options are...

    ***1. Keep the model.cfg & config.cpp as is... And, setup your folders and the parent config&#39;s to emulate how BIS have there&#39;s setup...

    ***Or...

    ***2. Do what Q told you and completely define everything in your versions so that during build Binarize.exe doesn&#39;t have to go looking to resolve the dependencies.
    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  5. #5
    1. CAAir probably enough. You only need the cfgPatches class that define your required classes.

    2. check this

  6. #6
    Moderator [FRL]Myke's Avatar
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    Ok, i think i start to understand. Edited now the model.cfg to the following:

    http://pastebin.com/m5bffd011

    Does this look any correct?

  7. #7
    Looks good to me.
    Note that I am a model.cfg noob though.

  8. #8
    Moderator [FRL]Myke's Avatar
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    Thanks Q, much appreciated.

    Sadly the anims still wont work. The Rotors doesn&#39;t move and there are still both version visible (the still rotor and the blurred version).




  9. #9
    replace your...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    *** *** *** ***class GLT_Default
    *** *** *** ***{
    *** *** *** *** *** *** *** ***sections&#91;&#93; = {};
    *** *** *** *** *** *** *** ***sectionsInherit=&#34;&#34;;
    *** *** *** *** *** *** *** ***skeletonName = &#34;&#34;;
    *** *** *** ***};
    [/QUOTE]

    with...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    *** *** *** ***class GLT_Default
    *** *** *** ***{
    sections&#91;&#93; =
    {
    &#34;cislo&#34;,
    &#34;grupa&#34;,
    &#34;side&#34;,
    &#34;sektor&#34;,
    &#34;clan&#34;,
    &#34;clan_sign&#34;,
    &#34;podsvit pristroju&#34;,
    &#34;poskozeni&#34;,
    &#34;L svetlo&#34;,
    &#34;P svetlo&#34;,
    &#34;zasleh&#34;
    };
    *** *** *** *** *** *** *** ***sectionsInherit=&#34;&#34;;
    *** *** *** *** *** *** *** ***skeletonName = &#34;&#34;;
    *** *** *** ***};
    [/QUOTE]


    The anims still don&#39;t work in buldozer or in-game?

    If still not in buldozer... make sure your &#39;Diable Model Config&#39; is unchecked under the Buldozer menu.

    If it still doesn&#39;t work after that... either in Buldozer or in-game... then double check you haven&#39;t altered the named selections in the model from what you expect they should be...

    Try that then we&#39;ll continue with the &#39;blur&#39; proxy...

  10. #10
    Moderator [FRL]Myke's Avatar
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    Thanks Synide,

    i mean ingame, in Buldozer i don&#39;t care if it doesn&#39;t work as long it does ingame. But i guess this is related so if it doesn&#39;t work in Buldozer it wont work ingame, am i correct?

    Here&#39;s the actual model.cfg i&#39;m using:
    http://glt.pastebin.com/d1f6b2540

    Quote Originally Posted by [b
    Quote[/b] ]
    make sure your &#39;Diable Model Config&#39; is unchecked under the Buldozer menu.
    Checked. It is unchecked.

    Quote Originally Posted by [b
    Quote[/b] ]
    either in Buldozer or in-game... then double check you haven&#39;t altered the named selections in the model from what you expect they should be...
    Also checked. It is the BIS UH60 model which came with the ArmA sample vehicles pack and all i did was deleting the cargo seats (and theyr proxies) and both M134. The rest i didn&#39;t touched.

    Here&#39;s a little screen of the rotor selection which has still the name it is supposed to have:

    Also the rest of the selections correspond to the model.cfg names.

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