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trying to customize WGL models


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QBA69
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#1

Posted 23 December 2011 - 19:13

I'm using "DMA_Army" as my base unit models but don't like the looks of weapons. So I downloaded "AT" replacement and followed all instructions included hoping that it will give me better looking weapons. But actually nothing changed at all:confused:

Here's a proof - this is how some LSR M16/M4 look like in OFP (without WGL):

Posted Image

And here's how M4 looks in WGL with AT weapons:

Posted Image


And that's my edited "wepdefwest.hpp" (all M4 sections changed):

Spoiler


Could someone tell me please how to reconfigure this config to make it work?

NacroxNicke
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#2

Posted 23 December 2011 - 19:48

You have a standart Lsr_m4 model for an acog version of the M4

Posted Image


Posted Image


QBA69
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#3

Posted 23 December 2011 - 20:19

Yes, I know. It's because in LSR weapon pack there are only M203 versions of M4 Acog. Besides it still looks like crap:(

EDIT:
Btw, what kind of program do I need to preview all these .p3d files?

NacroxNicke
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#4

Posted 23 December 2011 - 20:32

Well, the difference between the first and second M4, is that one is the SOPMOD version of the acog, and the other is a M4 with an acog.

From what i remember, LSR_USWP had both, so search for the SOPMOD type of the M4 and use that model.

I used PBOX before, but it's a little buggy with some versions of .pbo

Posted Image


Posted Image


QBA69
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#5

Posted 23 December 2011 - 20:54

I changed it but still nothing:/

// WGL_M4A1ACOG: WGL_M4A1
#define WGL_M4A1ACOG_MODEL		model = "\lsr_uswp\m4\lsr_m4_sopmod.p3d";
#define WGL_M4A1ACOG_MODELOPTICS	modelOptics = "\wgl_wep\m4\wgl_m4acog_optic.p3d";

Btw, here're all LSR's M4s:

Posted Image

EDIT:
Regarding that PboX tool - in preview mode it gives me only black screen:/ (Btw, I'm using it with ODOL Explorer). Any clues?

Edited by QBA69, 23 December 2011 - 21:04.


Icarus
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#6

Posted 23 December 2011 - 22:05

If you want some nice looking and performance friendly M4 rifles, try STGN mod:
http://forums.bistud...ead.php?t=42408

I hope you find what suites you best ;)

zulu1
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#7

Posted 24 December 2011 - 04:40

@QBA69

Here is a couple of things to check.

In the folder "OperationFlashpoint\@wgl5\bin\model_definitions"

there is one or two files "model_definitions.hpp" and/or "models_defintions.hpp" This is where the model replacement starts. For AT to work you need to make these edits.

For basic WGL models

#ifdef WGL5_MODELS
#define MODEL_DEFINE_ACTIVE
#include "@wgl5\bin\model_definitions\wgl5\infDefEast.hpp"
#include "@wgl5\bin\model_definitions\wgl5\infDefFia.hpp"
#include "@wgl5\bin\model_definitions\wgl5\infDefMisc.hpp"
#include "@wgl5\bin\model_definitions\wgl5\infDefWest.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefEast.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefFia.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefWest.hpp"
//#include "@wgl5\bin\model_definitions\wgl5\wepDefEast.hpp"
#include "@wgl5\bin\model_definitions\at\wepDefEast.hpp"
#include "@wgl5\bin\model_definitions\wgl5\wepDefMisc.hpp"
//#include "@wgl5\bin\model_definitions\wgl5\wepDefWest.hpp"
#include "@wgl5\bin\model_definitions\at\wepDefWest.hpp"


For Ryan models (In your case do this to the DMA_Army section)

#ifdef RYAN_MODELS
#define MODEL_DEFINE_ACTIVE
#include "@wgl5\bin\model_definitions\ryan\infDefEast.hpp"
#include "@wgl5\bin\model_definitions\ryan\infDefFia.hpp"
#include "@wgl5\bin\model_definitions\wgl5\infDefMisc.hpp"
#include "@wgl5\bin\model_definitions\ryan\infDefWest.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefEast.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefFia.hpp"
#include "@wgl5\bin\model_definitions\wgl5\vehDefWest.hpp"
//#include "@wgl5\bin\model_definitions\wgl5\wepDefEast.hpp"
#include "@wgl5\bin\model_definitions\at\wepDefEast.hpp"
#include "@wgl5\bin\model_definitions\wgl5\wepDefMisc.hpp"
//#include "@wgl5\bin\model_definitions\wgl5\wepDefWest.hpp"
#include "@wgl5\bin\model_definitions\at\wepDefWest.hpp"


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QBA69
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#8

Posted 24 December 2011 - 08:52

Yeah, that did the trick:yay: The problem was that I edited only "models_definitons.hpp" and wasn't aware that I need to edit also "model_definitions.hpp" (which seems to be exact copy of "models_definitions.hpp anyway:/)

Btw, could someone tell me what actually this "modelOptics" refers to? E.g.:

#define WGL_M16_MODELOPTICS		modelOptics = "\wgl_wep\Optics\wgl_m16.p3d";
Do I need to change it accordingly to the "model" section?

On a side note, I still would appreciate any help with this PboX tool or any other soft to quick preview all p3d files.

zulu1
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#9

Posted 24 December 2011 - 09:12

Optics model determines the iron sight or reticle you see for aiming. Most are set for WGL because they are properly zeroed. You could change to LSR, SJB or RHS if you like. The optics model should be close to the weapon model line in the addon.

Check out winpbo, it's a good addition to pbox. But there is no perfect pbo tool. Mikero's eliteness is another good choice.
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QBA69
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#10

Posted 24 December 2011 - 14:19

Thanks Zulu1 for your help and explanations. Just one more thing that bothers me. What if some weapon's model is not defined at all? E.g. here's a "wepdefwest.hpp" in WGL5 folder and as you can see both model and modeloptics are left blank.
// WGL_M82A1_300: WGL_M82A1
#define WGL_M82A1_300_MODEL
#define WGL_M82A1_300_MODELOPTICS
Does it mean that standard BIS models are used in that case?

zulu1
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#11

Posted 24 December 2011 - 15:37

The M82 is defined in the addons in this file. The M82A1_300 is inherited from from the M82A1, but the zoom factor is changed.

@wgl5\addons\wgl_wep_config.pbo


class WGL_M82A1: M21
{
WGL_M82A1_MODEL
WGL_M82A1_MODELOPTICS
scopeWeapon = 2;
scopeMagazine = 0;
weaponType = "1 + 16";
magazines[] = {"WGL_M82A1Mag"};
reloadMagazineSound[]={\wgl_sounds\man_wep\Reload_Rifle2.wss,WGL_SndLvl_2,1};
drySound[]={\wgl_sounds\man_wep\Dry_Fire.wss,WGL_SndLvl_2,1};
picture="\wgl_wep\icons\psdM82A1.jpg";
opticsZoomMin=0.02*0.9/0.7;
opticsZoomMax=0.02*0.9/0.7;
distanceZoomMin=690;
distanceZoomMax=690;
displayName = "M82A1";
dexterity=0.31;
};
class WGL_M82A1_300: WGL_M82A1
{
WGL_M82A1_300_MODEL
WGL_M82A1_300_MODELOPTICS
distanceZoomMin=310;
distanceZoomMax=310;
displayName = "M82A1, 300 BZA";


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QBA69
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#12

Posted 24 December 2011 - 18:51

Thanks Zulu1 once again. I think I got the big picture now:)

NacroxNicke
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#13

Posted 24 December 2011 - 22:00

No, it does meant that it gets the model of the root definition set before

In your example, it gets the model from WGL_M82A1, because it's the root definition and it will get all the definitions from there if there aren't new ones in the new definition

Posted Image


Posted Image


QBA69
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#14

Posted 06 January 2012 - 19:03

Can someone tell me please if it's possible to change descriptions (that are seen on screen) and sounds of weapons and vehicles while changing their models?

I'm trying to make UKF model replacement and just thought that it'd be desirable to change also these two features. I just hope it's not "mission impossible";/

EDIT:
Please let me know if someone knows who made the generic replacements for WGL5. I'd rather contact that person than post in here since it's strictly WGL issue.

Edited by QBA69, 06 January 2012 - 19:08.


Laukhan
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#15

Posted 24 April 2012 - 16:18

Hi, buddies, how to use @WGL_Ryn?

Edited by Laukhan, 24 April 2012 - 16:34.


Icarus
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#16

Posted 24 April 2012 - 19:05

@Laukhan

Either go to: ...\Program Files\Bohemia Interactive\Arma Cold War Assault\@wgl5\bin

or to: ...\Program Files\Codemasters\Operation Flashpoint\@wgl5\bin


First read models_info.txt and make sure you have all required addons.
Open models_base.hpp

Spoiler


remove comments on
#define RYAN_MODELS
and put comments on
#define WGL5_MODELS

Text should look something like this:
Spoiler


Save...

Icarus :)

Edited by Icarus, 24 April 2012 - 19:48.


Laukhan
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#17

Posted 24 April 2012 - 23:46

Thx,@Icarus, and do you know how to fix WGL5.12 handgrenade explosion sound and damage for default BIS grenades?:P

Icarus
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#18

Posted 25 April 2012 - 00:11

No, sorry.

Edited by Icarus, 25 April 2012 - 13:12.