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Author Topic: I untrained myself the proper config work... serious! ;)  (Read 7774 times)

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Offline Vigilante

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ok, i have a strange problem as of lately... my objects only animate after i shoot them once! ... they are somehow not animating the lod 0.000 ... but somehow geolod is animated (i can see the shadow of it moving) although no physics interaction with geolod and earth or other objects... BUT if i shoot it once it all works as intended.
The stranger part is, before i DID NOT have this problem, but somehow my mind managed to sckrew my intuition/idea of proper configwork somehow... but i dont know what in particular.... stupid me, i still have other objects still working as intended even without shooting, and i cant see any difference in their configs. i even tried to clone/mirrot the configs but theres something i miss or dont see or whatever.

If some friendly soul has a few pointers guiding me in the right direction, i would be glad! not that i need help, finding out how that darn real virtuallity engine works is part of (my) fun, just maybe someone had the same problem or an general idea...

i cant/wont post any config here, these would be hundreds of lines, and somehow im convinced it has something to do with, how i configure the MODEL p3d inside oxygen2 ...


thanks in advance!
peaceĀ°

PS: no errormsg or such, just the described situation
 >:( >:(
« Last Edit: 26 Mar 2009, 13:17:48 by Vigilante »
a.k.a. PhilippRauch

check out my Addon Wiki http://www.vigilante-systems.webs.com (WIP and outdated :P)
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Offline kju

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Re: I untrained myself the proper config work... serious! ;)
« Reply #1 on: 26 Mar 2009, 13:19:58 »
sorry i dont.

a general recommendation.

with source control and proper use, you have any version and can just roll back to test.  :whistle:

Offline DeanosBeano

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Re: I untrained myself the proper config work... serious! ;)
« Reply #2 on: 26 Mar 2009, 13:35:28 »
Hi there Vigilante
 First a friendly piece of advise and not alegation :). never post a question like this unless you are willing to submit some code and or pics/vids,posts like this can lead to suspicion of someone modifying oter peoples work without permission,or at least in my opinion it can ;).
 ok now i cant offer any advise because the problem is not clear, i can tell you however that your description seemt to be of a model that has all its properties correctly named and someone has altered the 0.000 lod in an attempt to recreate an animation of one thing and apply it to another but forgot to name the selections accordingly in the edited lod.

 pls goto pastebin.com and upload your cfg.cpp and any model.cfg and take a pic of the geo lod and the 0.000 lod and come back maybe we can help you .

 ty
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Offline Vigilante

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Re: I untrained myself the proper config work... seriously! ;)
« Reply #3 on: 26 Mar 2009, 13:45:18 »
FIRST: lol... check out my wiki, all is 100% my original work ... never heard such thing before ...

the thing which troubles me is that ONLY after shooting the animations work ...

i know it has something to do that i inherit from class Thing with simulation=thing BUT in my mk80s addon it works like a charm but with my cbu addon it only does animate properly with simulation=house ... but then the object stays in air like a house, which is obviously not what i want for a bomb ...

it totally baffles me that the mk80s DO work (check my YT videos (in my wiki, see sig) showing them)
...
i recreated the whole structure of those mk80s for the cbus but to no avail... i miss there something ... argh..


if its in pastebin i can post the config for sure, i just didnt want to use those darn forums code function because with a couple hundred lines of code ... i dont like that ...  i will pm when i uploaded that thing in question...


BTW: the animations DO work with house directly after gamestart ... but with simulation thing they do ONLY after i shot the thing once ... my M93 also suffers this now .. it didnt before ... i go crazy


@kju ... YEAH ... thats what im trying now to adapt to my, lets say, very creative creation process ... ;) i wrote a little about that im my email to you last time ... what happened to my version control?? its a website now .. lol


EDIT:
lol... had to add my sig first here... been with OFPEC since OFP days... but forgot i was never much at the forums before..
« Last Edit: 26 Mar 2009, 13:54:48 by Vigilante »
a.k.a. PhilippRauch

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Offline Planck

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Re: I untrained myself the proper config work... serious! ;)
« Reply #4 on: 26 Mar 2009, 14:06:58 »
There can be many reasons here, lack of information doesn't help to pin it down.

Are you using any model.cfg before binarizing?

Are you binarizing?

Does the classname of your object begin Land_xxxxxx?


Planck


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Offline Vigilante

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Re: I untrained myself the proper config work... serious! ;)
« Reply #5 on: 26 Mar 2009, 14:15:39 »
YouTube Video showing the Petal and Ballute retarders in Action (with a very basic/simple dropscript based on some stuff by mando (with his permission!!!)  :angel: )
http://www.youtube.com/watch?v=j0wsOcDXCwg&eurl=http%3A%2F%2Fwww.vigilante-systems.webs.com%2F&feature=player_embedded
This Video showing an A-10 dropping each two of RET and AIR respectively.. one in lowdrag the other in highdrag mode/animation (to AIR rotating while at it ;) )


--------------------- problem stuffe heere ----------

hey... no model.cfg or binarizing for that is in the public release ... but i do pack them all the same way and all have the same setup like

$PBOPREFIX$ // i.e. VIG_Mk80 or VIG_CBU, the folder name containing the following

foldername/
config.cpp with some base definitions and #define VIG_MK80.hpp or VIG_CBU.hpp nothing else
then in VIG_MK80.hpp or VIG_CBU.hpp theres the stuff i just posted at pastebin...

VIG_MK80 (working as intended and described above, see some YTvideos on my wiki)
http://pastebin.com/m6f13d207
(pls ignore the bombcart part... its not going somewhere... at least right now ...)

VIG_CBU: (not working but i did try to recreate the same structure)
http://pastebin.com/m780f29ff


right now its the following situation...
VIG_MK80 is madeup with four p3d right now (mk81.p3d,mk82.p3d,mk84.p3d) each containing all stuff for the various versions (dont know if that was a good idea, size and performance wise) i.e. each contains the LDGP, the RET and the AIR sections or JDAM or not depending on version needed (there are no AIR or JDAM mk81 and there are no RET Mk84, too big even Mk83 with petal retarder is not real)

VIG_CBU uses right now only one p3d for the SUU-6x Dispenser ... no hidden selections needed there, the different variants come from different payloads ... later on



short explanation:
LDGP = Low Drag General Purpose i.e. 'normal' freefall bombfins // not animated
RET = Petal Retarder // animated
AIR = Ballute Retarder // animated
JDAM = Different Tail and Finkit // not animated

the others like LASER or TV are of no interest right now ... and the fuze animations work also very well on all models variants...
« Last Edit: 26 Mar 2009, 14:27:24 by Vigilante »
a.k.a. PhilippRauch

check out my Addon Wiki http://www.vigilante-systems.webs.com (WIP and outdated :P)
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Offline Planck

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Re: I untrained myself the proper config work... serious! ;)
« Reply #6 on: 26 Mar 2009, 14:24:33 »
For objects that need a cfgskeleton and cfgmodels section a model.cfg holding these is essential if you want the model to function as intended.
The model.cfg is applied to the model only during binarization, so binarizing whilst packing using the BI Tools packing pipeline thing is trivial in order to test any changes.
If you put the cfgskeletons and cfgmodels sections in your normal config.cpp there is no quarantee the model will work as intended, the information in the model.cfg is normally written to the model I believe during binarization.


Planck
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Offline Vigilante

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Re: I untrained myself the proper config work... serious! ;)
« Reply #7 on: 26 Mar 2009, 14:28:38 »
the mk80s proof thats not a necessarily this way ... thats why im dumbstuck ... i know all those BIS info'snippets' they provide at their biki ...


EDIT:
Im just converting a video, showing the difference between the two addons...
EDIT2:
heres the link to a YT video showing both addons in action ... first the mk80s namely two Mk82 with Petal and Ballute retarder each ...
And then my troublechild .. the suu-6x dispenser ... doing what is supposed to do only AFTER i shoot it once ...
http://www.youtube.com/watch?v=sF20OFB5j4w
« Last Edit: 26 Mar 2009, 14:52:08 by Vigilante »
a.k.a. PhilippRauch

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Offline DeanosBeano

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Re: I untrained myself the proper config work... serious! ;)
« Reply #8 on: 26 Mar 2009, 17:32:53 »
Hi vigilante again :0.
 ty for the extra information ,i am still at work and can only offer limited advise at moment and cannot watch videos , but i would suggest you tr the following in the first instance.

 Follow plancks advise and use model.cfg its no  work simply copy the skeleton and model section to a model.cfg and paste.

1 reason you can now test inside bulldozer all your animations
2 some animations with complex skeletons require a binarized model.cfg to work properly if you look in your arma .rpt you may see a error.##///is not defined this can happen both when .cpp is used and unbinarised model.cfg.

 also if you are using INIT scripts then you must have a small pause at start or it wont work for some reason in my experience with init scripts of sqf type they can be ignored if there is more than one to be inited,especially on my su33 with boost i needed a small sleep in there.

 i will take a look at the cfg and video later.

 edit  *** also i found
 you have defined the skeleton name in model.cfg section  but it is not defined yet ,because skeletons are underneath model, i have always defined skeleton first and then model.cfg.

 in addition how have you defined both models in geometry lod , class = ?  are both same >?

 also . on fins in 0.00 lod in properties window right click and look weights see if they are attached to another component and look geo lod same ,see any difference ?

    also just for fun if you are createvehicle these bombs , try to make mission and manual edit the mission.sqm autoaddons and add your class there , one time i had similar problem and because nothing from this class was in mission the engine didnt realise intil i shot at it .

 

 

« Last Edit: 26 Mar 2009, 18:48:38 by DeanosBeano »
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Offline Vigilante

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Re: I untrained myself the proper config work... serious! ;)
« Reply #9 on: 26 Mar 2009, 18:16:27 »
awesome mate... still not working ingame ... but now i can check my animation within o2, quite cool i didnt know i can check my config animations this way... i always thought the anim function in buldozer is just for rtm animations... and model.cfg is just for binarizing later ...

perfect... but still ingame it hasnt changed ! 

But this gives my a boost THANKS ALOT.
a.k.a. PhilippRauch

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Offline kju

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Re: I untrained myself the proper config work... serious! ;)
« Reply #10 on: 26 Mar 2009, 18:37:19 »
For clarification.

There is cfgSkeletons and cfgModels class.
Both should be defined in the model.cfg instead of config.cpp.

To be defined in the said order.

Is this correct DeanosBeano?

« Last Edit: 26 Mar 2009, 19:58:33 by kju »

Offline Vigilante

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Re: I untrained myself the proper config work... serious! ;)
« Reply #11 on: 26 Mar 2009, 18:39:53 »
 :D :D you cant imagine, how happy im now... able to test the various animation controller already in bulldozer... puh what a BLAST ... this helps so much troubleshooting and it helps me learning that stuff even better ... binarizing for ingame didnt work yet... but since i can check my controllers im so happy right now ... :P

the biki didnt really point me to the importance and ease of working them with model.cfg ... i really thought its 'just' a prerequisite for binarizing for faster gameengine load later when releasing a working addon...

thanks and KUDOS for all you guys...
« Last Edit: 26 Mar 2009, 18:41:52 by Vigilante »
a.k.a. PhilippRauch

check out my Addon Wiki http://www.vigilante-systems.webs.com (WIP and outdated :P)
http://www.youtube.com/user/vigilante-systems

Offline DeanosBeano

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Re: I untrained myself the proper config work... serious! ;)
« Reply #12 on: 26 Mar 2009, 18:58:41 »
Glad your having fun, its the best medicine for problem solving.
 i know that because i have one model with over 50 animations to check.
 one thing to be aware of and it happened to me, sometimes in bulldozer anim will say 0.000 and you animate to desired position read the point -.200 for example you take that figure and put in max or stage1 = -2.00, then ingame it animates complete oposite way or wont animate at all, this because some how what happen in bulldozer is opposite, so you must change to 2.00, this may not happen to you but pls always be aware it can happen one day maybe we get some info from bis on how the viewer works etc ;).

 pls check my last post above i made some edits for you to try.

 good luck

 
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Offline Vigilante

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Re: I untrained myself the proper config work... serious! ;)
« Reply #13 on: 26 Mar 2009, 20:06:47 »
hey thanks...

i use now as my first line in all inits
sleep (random 1);
if found that in BIS own scripts, but generally that wasnt  a problem since my inits start from a gamelogic vehicle placed in editor, not with init.sqf from mission folder ...

but could you please clarify a few things from your edit??
Quote
you have defined the skeleton name in model.cfg section  but it is not defined yet ,because skeletons are underneath model, i have always defined skeleton first and then model.cfg.
what you mean exactly? i put both class trees into the model.cfg ... like so:
Code: [Select]
CfgSkeleton {
class Default {emtpystuff};
class VIG_CBU_Skeleton {Skeletonstuff};
};

CfgModels {
class Default {emptystuff};
class VIG_CBU {modelstuff};
};

did you mean the otherway around?

I also think i remember that model name and skeletonname and foldername should/must be same? i will try that ... EDIT: no doesnt matter if the skeletonname is different from p3d name...
a.k.a. PhilippRauch

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Offline DeanosBeano

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Re: I untrained myself the proper config work... serious! ;)
« Reply #14 on: 26 Mar 2009, 21:41:10 »
hi,
 first , in your original method i reffered to the fact you have put model.cfg then skeleton.cfg so no problem now because you have corrected in model.cfg

 anyway firstly it does matter about name in model.cfg and name in p3d i believe especially when binarising ,to find the impossible we must first eliminate the possible as they say :).
 
 ok i have some time free now , i will make a model and investigate there are not many people who have animated a class :thing  i have done it with a bouncing bomb and some bricks but not for soem time but if i am so far upto speed, both examples in the video are class thing and yet one works and one does not ?
     
  the whole thing simply looks like hidden selection but in config it seems it cannot be is ther some way you can upload mlod of this bomb so i may take a closer look pls ?

 
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