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
Problem z nowym modelem
Moderator: Inkwizytor
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Problem z nowym modelem
"Spadochroniarze nie umierają.... Idą do piekła,żeby się przegrupować."
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Re: Problem z nowym modelem
prawdopodobnie brak model.cfg bądź pokopane selekcje w tym pliku.
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Re: Problem z nowym modelem
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.
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
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:
Musisz wyciąć co zbędne i wpisać do niego nazwę twojego żołnierza (nazwę pliku p3d). Przykładowo powinno wyglądać to tak:
Zamieścić w folderze z modelem i configiem spakować (bądź zbinaryzować) i uruchomić w grze.
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 {};
};
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 {};
};