Vespa

Arma3 Characters Modding Tutorial

394 posts in this topic

Wow, thank you. I wasn't expecting to see this so soon :)

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Wow, didn't expect something like this so early on.

I don't even do character modelling at all really, but I can't thank you guys at BIS enough for providing these resources.

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A very good step in the right direction toward supporting modding.

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Can we use an existing Arma2 config and model.cfg to get Characters into game?

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I have no idea myself. Configs are not my area, but I will try to ask around. If some skilled community haxxor feels like providing insight, I welcome that!

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Hey guys, I prepared some material for Arma3 characters modding:

http://community.bistudio.com/wiki/Arma_3_Modding_Characters

I plan to expand it with configuration and implementation stuff soon.

Let me know what you like, and what you miss.

EDIT:

descrition how to add custom helmet by Stiltman

http://forums.bistudio.com/showthread.php?147988-Helmet-Addons&p=2318293&viewfull=1#post2318293

Well this explains why only the caps, tactical vest, and underwear have hiddenSelections. Is there a chance you could add hiddenSelections to all the uniforms, headgear, and vests? Trying to make a combat shirt, OPSCORE FAST helmet, and Crye CAGE Plate Carrier reskin, but there are no hiddenSelections on those.

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Thanks a lot for this really :D

I will get right to it :D

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Well this explains why only the caps, tactical vest, and underwear have hiddenSelections. Is there a chance you could add hiddenSelections to all the uniforms, headgear, and vests? Trying to make a combat shirt, OPSCORE FAST helmet, and Crye CAGE Plate Carrier reskin, but there are no hiddenSelections on those.

right, thanks for pointing that out -will be arranged.

The actual crye vests HAVE "camo" selection on them, but dunno what else need to be done in config. Helmets lack it, so I fix

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right, thanks for pointing that out -will be arranged.

The actual crye vests HAVE "camo" selection on them, but dunno what else need to be done in config. Helmets lack it, so I fix

I tried putting hiddenSelections[] = {"camo"}; before my hiddenSelectionsTextures[] code. But, after doing that, the vest is invisible and it can't read the uniform texture. weird.

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Well this explains why only the caps, tactical vest, and underwear have hiddenSelections. Is there a chance you could add hiddenSelections to all the uniforms, headgear, and vests? Trying to make a combat shirt, OPSCORE FAST helmet, and Crye CAGE Plate Carrier reskin, but there are no hiddenSelections on those.

Or you could model them, and texture them. Then put them into the game and onto units using the modulation system.

Also, regarding hidden selections make sure you have added them in the model.cfg of your addon.. like how did on my US Marines..

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {"tex1","tex2","tex3","tex4","hat"};
	skeletonName = "";
};

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Ok, I got the vests to work. Was a problem with my texture path. The combat shirt isn't working, however. Anyway, thanks for the help. This should make my upcoming mod a little easier.

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I didn't expect this to come this soon. This is why I love BIS.

Thanks for this useful stuff :)

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Thanks for providing the example models so quickly. Personally, I am very excited to finally be able to implement customizable headgear properly, no longer having to use the various workarounds from Arma 2.

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Sweet :D Could we see something similar with weapons?

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I'm having a little problem here.

I've done some small changes to the example vest p3d provided by you, created a config and binarized it.

So, it shows up just fine in game but it isn't placed where it is supposed to be placed but inbetween my legs instead.

Here is a screenshot showing what I'm talking about :

arma32013-03-0719-31-05-90_zps961b051f.jpg

If you take a close look, you'll see the vest between my legs.

Here is my config :

enum {
destructengine = 2,
destructdefault = 6,
destructwreck = 7,
destructtree = 3,
destructtent = 4,
stabilizedinaxisx = 1,
stabilizedinaxesxyz = 4,
stabilizedinaxisy = 2,
stabilizedinaxesboth = 3,
destructno = 0,
stabilizedinaxesnone = 0,
destructman = 5,
destructbuilding = 1
};

class DefaultEventhandlers;
class CfgPatches
{
class FJ_Clothing
{
	units[] = {};
	weapons[] = {"FJ_TestVest"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Data_F","A3_Weapons_F"};
};
};

class cfgWeapons
{
class Vest_Base;
class VestItem;

class FJ_TestVest: Vest_Base
{
	scope = 2;
	displayName = "Test Vest";
	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
	model = "\FJ_Clothing\test_vest.p3d";
	class ItemInfo: VestItem
	{
		uniformModel = "\FJ_Clothing\test_vest.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
	};
};

};

Any help regarding my problem would be greatly appreciated.

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Is the vest weighed with the proper selections? That is the only reason why I can think of it acting that way.

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Is the vest weighed with the proper selections? That is the only reason why I can think of it acting that way.

I have kept all of the selections provided in the example model. I didn't even know that there needed to be a geo lod.

Is there a model.cfg that is needed?

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Is there a model.cfg that is needed?

Probably! Stiltman's said the example model.cfg from the Arma 2 samples worked when he tried making a custom helmet model so it might be worth a shot using that. I think you just add an inheritance to the bottom of the model.cfg he posted along the lines of

class name_of_your_model : ArmaMan {};

Otherwise I imagine we'll have to wait and see if Vespa can sort us out with an updated model.cfg for whatever changes may have been made to the main human skeleton.

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