Problem z nowym modelem

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VeaVictis
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Problem z nowym modelem

Post autor: VeaVictis »

Witam,

Mam problem, sciągnąłem paczkę modeli BISu (MLOD) i postanowiłem zrobić nowe jednostki (na razie do własnych celów),ale pojawił się problem... otóż po wrzuceniu "własnego modelu" wojaka do Army , żołnierz jest do połowy "zakopany" w ziemi... Poniżej zamieszczam screena, czy ktoś mógłby mi pomóc, jak zrobić,żeby żołnierz normalnie stał i dało się nim kierować?? Przekopałem całem forum armagame, oraz Forum BIStudio i odpowiedzi nie znalazłem. Z góry dzięki . Pozdrawiam
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problem.JPG
"Spadochroniarze nie umierają.... Idą do piekła,żeby się przegrupować."
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Maćko
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Re: Problem z nowym modelem

Post autor: Maćko »

prawdopodobnie brak model.cfg bądź pokopane selekcje w tym pliku.
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MOBO: MSI H110M PRO-D | CPU: Core i3 [email protected] | RAM: 8GB DDR4 2400@2133 MHz CL14 Goodram Play |
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PSU: Corsair VS450 | Case: SilentiumPC Brutus S20 | FAN: SilentiumPC Mistral 120 mm
VeaVictis
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Re: Problem z nowym modelem

Post autor: VeaVictis »

a tak trochę bardziej "łopatologicznie"?? config "zapożyczyłem" od jednostki SLA PARA, bo potrzebowałem config dla pojedynczego żołnierza,żeby sprawdzić co i jak.
Niestety nie znam się na configach :/ ale config z którego korzystam w sekcji cfgModels ma takie coś:
class CfgModels
{

class Default
{
sections[] = { };
sectionsInherit = "";
};

Jak na moje "laickie" oko to tam chyba cos powinno być.
"Spadochroniarze nie umierają.... Idą do piekła,żeby się przegrupować."
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Re: Problem z nowym modelem

Post autor: Maćko »

Powinieneś mieć w folderze addonu plik model.cfg w którym będzie on skonfigurowany. Jeśli używasz za wzór któregoś z MLODów BISu to powinieneś znaleźć ten plik i go edytować.
Tak wygląda nie zmieniony:

Kod: Zaznacz cały

class CfgSkeletons
{
	class Head
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
			"neck","",
				"neck1","neck",
			    		"head","neck1",
						"lBrow","head",
						"mBrow","head",
						"rBrow","head",
						"lMouth","head",
						"mMouth","head",
						"rMouth","head",
						"eyelids","head",
						"LLip","head"
		};
	};
	class OFP2_ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "Head";
		skeletonBones[] =
		{
				"weapon","",
				"launcher","",
				"Camera","",
				"Spine","",
				"Spine1","",
				"Spine2","",
				"Spine3","",
				"Pelvis","",
		//Left upper side
				"LeftShoulder","",
				"LeftArm","",
				"LeftArmRoll","",
				"LeftForeArm","",
				"LeftForeArmRoll","",
				"LeftHand","",
				"LeftHandRing","",
				"LeftHandRing1","",
				"LeftHandRing2","",
				"LeftHandRing3","",
				"LeftHandPinky1","",
				"LeftHandPinky2","",
				"LeftHandPinky3","",
				"LeftHandMiddle1","",
				"LeftHandMiddle2","",
				"LeftHandMiddle3","",
				"LeftHandIndex1","",
				"LeftHandIndex2","",
				"LeftHandIndex3","",
				"LeftHandThumb1","",
				"LeftHandThumb2","",
				"LeftHandThumb3","",

		//Right upper side
				"RightShoulder","",
				"RightArm","",
				"RightArmRoll","",
				"RightForeArm","",
				"RightForeArmRoll","",
				"RightHand","",
				"RightHandRing","",
				"RightHandRing1","",
				"RightHandRing2","",
				"RightHandRing3","",
				"RightHandPinky1","",
				"RightHandPinky2","",
				"RightHandPinky3","",
				"RightHandMiddle1","",
				"RightHandMiddle2","",
				"RightHandMiddle3","",
				"RightHandIndex1","",
				"RightHandIndex2","",
				"RightHandIndex3","",
				"RightHandThumb1","",
				"RightHandThumb2","",
				"RightHandThumb3","",
		//Left lower side
				"LeftUpLeg","",
				"LeftUpLegRoll","",
				"LeftLeg","",
				"LeftLegRoll","",
				"LeftFoot","",
				"LeftToeBase","",
		//Right lower side
				"RightUpLeg","",
				"RightUpLegRoll","",
				"RightLeg","",
				"RightLegRoll","",
				"RightFoot","",
				"RightToeBase",""
		};
  	};

	class default;
	class Flag: Default {};
	class FlagCarrier: Default
	{
		skeletonInherit = "Default";
		skeletonBones[] =
		{
			"stozar","",
			"vlajka",""
		};
	};
};

class CfgModels
{
	class Default;
	class flag_vojak : 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"
		};
	  	skeletonName = "OFP2_ManSkeleton";
	};

	class np_soldier_b: ArmaMan {};
	class np_soldier_crew: ArmaMan {};
	class np_soldier_medic: ArmaMan {};
	class np_soldier_mine: ArmaMan {};
	class np_soldier_officer: ArmaMan {};
	class np_soldier_pilot: ArmaMan {};
	class np_soldier_sabot: ArmaMan {};
	class np_soldier_sniper: ArmaMan {};
	class np_soldier_captive: ArmaMan {};

	class us_soldier_b: ArmaMan {};
	class us_soldier_ar: ArmaMan {};
	class us_soldier_mg: ArmaMan {};
	class us_soldier_g: ArmaMan {};
	class us_soldier_at: ArmaMan {};
	class us_soldier_crew: ArmaMan {};
	class us_soldier_medic: ArmaMan {};
	class us_soldier_mine: ArmaMan {};
	class us_soldier_officer: ArmaMan {};
	class us_soldier_pilot: ArmaMan {};
	class us_soldier_sabass: ArmaMan {};
	class us_soldier_sabmark: ArmaMan {};
	class us_soldier_sabot: ArmaMan {};
	class us_soldier_sniper: ArmaMan {};
	class us_soldier_sqleader: ArmaMan {};
	class us_soldier_teamlead: ArmaMan {};
	class us_soldier_captive: ArmaMan {};

	class res_soldier_b: ArmaMan {};
	class res_soldier_mg: ArmaMan {};
	class res_soldier_g: ArmaMan {};
	class res_soldier_at: ArmaMan {};
	class res_soldier_crew: ArmaMan {};
	class res_soldier_medic: ArmaMan {};
	class res_soldier_mine: ArmaMan {};
	class res_soldier_officer: ArmaMan {};
	class res_soldier_pilot: ArmaMan {};
	class res_soldier_sabass: ArmaMan {};
	class res_soldier_sabmark: ArmaMan {};
	class res_soldier_sabot: ArmaMan {};
	class res_soldier_sniper: ArmaMan {};
	class res_soldier_sqleader: ArmaMan {};
	class res_soldier_teamlead: ArmaMan {};
	class res_soldier_captive: ArmaMan {};
	
	class camel_pilot: ArmaMan {};

	class civil_1_tshirt: ArmaMan {};
	class civil_1_tshirt_shorts: ArmaMan {};
	class civil_1_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_2_tshirt: ArmaMan {};
	class civil_2_tshirt_shorts: ArmaMan {};
	class civil_2_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_3_tshirt: ArmaMan {};
	class civil_3_tshirt_shorts: ArmaMan {};
	class civil_3_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_4_tshirt: ArmaMan {};
	class civil_4_tshirt_shorts: ArmaMan {};
	class civil_4_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_5_tshirt: ArmaMan {};
	class civil_5_tshirt_shorts: ArmaMan {};
	class civil_5_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_6_tshirt: ArmaMan {};
	class civil_6_tshirt_shorts: ArmaMan {};
	class civil_6_tshirt_shorts_tlustoch: ArmaMan {};
	class civil_7_tshirt: ArmaMan {};
	class civil_7_tshirt_shorts: ArmaMan {};
	class civil_7_tshirt_shorts_tlustoch: ArmaMan {};

	class MarianQuandt: ArmaMan {};
	class MarianQuandt02: ArmaMan {};
	class MarianQuandt03: ArmaMan {};
	class MarianQuandt04: ArmaMan {};
	class civil_king: ArmaMan {};
	class civil_nprem: ArmaMan {};
	class civil_pressmanik: ArmaMan {};
	class civil_tvreport: ArmaMan {};
	class res_riboli: ArmaMan {};
	class civil_undead_1: ArmaMan {};
	class civil_undead_2: ArmaMan {};
	class civil_undead_3: ArmaMan {};
	class civil_undead_4: ArmaMan {};
};
Musisz wyciąć co zbędne i wpisać do niego nazwę twojego żołnierza (nazwę pliku p3d). Przykładowo powinno wyglądać to tak:

Kod: Zaznacz cały

class CfgSkeletons
{
	class Head
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
			"neck","",
				"neck1","neck",
			    		"head","neck1",
						"lBrow","head",
						"mBrow","head",
						"rBrow","head",
						"lMouth","head",
						"mMouth","head",
						"rMouth","head",
						"eyelids","head",
						"LLip","head"
		};
	};
	class OFP2_ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "Head";
		skeletonBones[] =
		{
				"weapon","",
				"launcher","",
				"Camera","",
				"Spine","",
				"Spine1","",
				"Spine2","",
				"Spine3","",
				"Pelvis","",
		//Left upper side
				"LeftShoulder","",
				"LeftArm","",
				"LeftArmRoll","",
				"LeftForeArm","",
				"LeftForeArmRoll","",
				"LeftHand","",
				"LeftHandRing","",
				"LeftHandRing1","",
				"LeftHandRing2","",
				"LeftHandRing3","",
				"LeftHandPinky1","",
				"LeftHandPinky2","",
				"LeftHandPinky3","",
				"LeftHandMiddle1","",
				"LeftHandMiddle2","",
				"LeftHandMiddle3","",
				"LeftHandIndex1","",
				"LeftHandIndex2","",
				"LeftHandIndex3","",
				"LeftHandThumb1","",
				"LeftHandThumb2","",
				"LeftHandThumb3","",

		//Right upper side
				"RightShoulder","",
				"RightArm","",
				"RightArmRoll","",
				"RightForeArm","",
				"RightForeArmRoll","",
				"RightHand","",
				"RightHandRing","",
				"RightHandRing1","",
				"RightHandRing2","",
				"RightHandRing3","",
				"RightHandPinky1","",
				"RightHandPinky2","",
				"RightHandPinky3","",
				"RightHandMiddle1","",
				"RightHandMiddle2","",
				"RightHandMiddle3","",
				"RightHandIndex1","",
				"RightHandIndex2","",
				"RightHandIndex3","",
				"RightHandThumb1","",
				"RightHandThumb2","",
				"RightHandThumb3","",
		//Left lower side
				"LeftUpLeg","",
				"LeftUpLegRoll","",
				"LeftLeg","",
				"LeftLegRoll","",
				"LeftFoot","",
				"LeftToeBase","",
		//Right lower side
				"RightUpLeg","",
				"RightUpLegRoll","",
				"RightLeg","",
				"RightLegRoll","",
				"RightFoot","",
				"RightToeBase",""
		};
  	};

	class default;
	class Flag: Default {};
	class FlagCarrier: Default
	{
		skeletonInherit = "Default";
		skeletonBones[] =
		{
			"stozar","",
			"vlajka",""
		};
	};
};

class CfgModels
{
	class Default;
	class flag_vojak : 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"
		};
	  	skeletonName = "OFP2_ManSkeleton";
	};

	class moj_soldier_01: ArmaMan {};
};
Zamieścić w folderze z modelem i configiem spakować (bądź zbinaryzować) i uruchomić w grze.
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-------------
MOBO: MSI H110M PRO-D | CPU: Core i3 [email protected] | RAM: 8GB DDR4 2400@2133 MHz CL14 Goodram Play |
GPU: Asus GTX 760 DirectCU II 2GB GDDR5 | SSD: Samsung 850 EVO 250GB | HDD: Samsung HD502HJ 500GB |
PSU: Corsair VS450 | Case: SilentiumPC Brutus S20 | FAN: SilentiumPC Mistral 120 mm
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