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Author Topic: I untrained myself the proper config work... serious! ;)  (Read 1871 times)
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Vigilante
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« Reply #15 on: 26 Mar 2009, 22:29:05 »

cool, much appreciated, because i stumble with this for months now ...  Whistle
But this lead me to do the other addons then ... hehehe... even in dark times you gotta see the light Cheesy ...
I did my Javelin Addon mainly due to boredom with those stupid bombs and mines ... Wink

I will send you an email or pm with the location of the files... im also installing turtouiseSVN for future working with it .. .stupid thing (lol) is those revision systems are for coders only... and im a designer i hate codeing ... but turtouise seems cool and easy enough for me ...

peace!
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« Reply #16 on: 27 Mar 2009, 11:33:55 »

For some reason this reminds me of a problem in early ArmA releases, youre using ArmA 1.08 or above right?
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« Reply #17 on: 27 Mar 2009, 12:16:04 »

yeah, its 1.15 beta ...

me somehow thinks it has something to do with (un)proper use of the new "system" introduced... according to biki the model.cfg and main config file are separated and somehow it has to do with modelname vs. foldername vs. configfilename vs. model.cfg ... its just a feeling that there lies my trouble somehow ...
there is some naming wrong maybe ... i just dont want to fix it only, i also want to understand WHY it is like it is...


EDIT:
I try without 1.15 beta now...
EDIT2:
 no its the same with 1.14 ...


EDIT3:
(just for info=
buldozer is showing the model in the correct initial state, like it should show up ingame ...
i.e. all animationSources are at their intended state (fins retracted) just thought to mention it, because in the actual model they are extended, so somehow the config must be correct till some point in gameengine voodoo ...

the search goes on... (in the meantime i added some more polish and such Wink starting the submunitions models  etc)
« Last Edit: 27 Mar 2009, 12:56:31 by Vigilante » Logged

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« Reply #18 on: 27 Mar 2009, 19:55:24 »

well i have downloaded mate and spent a spare 20 mins , i will test more in morning.
  my thoughts so far is :

 1 There is problem with Thing class not being recognised as animated ,until it is interacted with by player,this does not mean byt ramming with car or even satchel the bomb , but only when bullet fired hits (you know this).
 2 reason i know(think ish) it is the class thing , because i changed simulation from thing to house and all anim work perfect.

 i tried from class :thing to class :BarrelBase  but still same ,i am afraid it may very well be engine limitation ,simulation "thing" class ignored until hit by player, this maybe to stop engine going crazy and Thing class ingored, like road cones etc in multiplayer.

 i think on top f my head you may have to make this emtpy air class so it will still fall, but let the tests cotinue , its only been 20 mins Wink.

 
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« Reply #19 on: 27 Mar 2009, 21:00:09 »

hey ,thanks mate... very much ... two brains work better than mine right now...  Whistle

i understand what you just wrote, but look at the mk80s ... there its (almost?) the same both inherit from class thing with simulation=thing ... but one works the other doesnt? ... does it has to do with the hiddenselection thing i do with the mk80s?

thanks, i will send you new one shortly... Wink with FX and such

is there a problem with Roadcone in MP ?? or any such... i dont want that to happen when im finished, i mean find out you cant really use them in MP ... thats the point of doing nasty weapons... to get the other guys Tongue Scratch Chin

thanks... i retreat into Weekend and my forest ... going for climbing trees and my girlfriend ... cya all monday Smiley

EDIT...:

 Clapping
 SOLVED
 Good Yes CheckMark
Clapping

oh my DEAR .... damnit ... it 0300h here right now ... AHH ... FEELS SOO GOOD OMG

i selected everything in LOD 0.000 and created selection "all" ... then in my baseclass i made
Code:
hiddenSelections[] = {"all"};
who knows why it then works?!?... but thats the interesting part ... hehe .. why oh why oh why ...

GN8 ... till monday ... dammnit have to get up at 0700h, no more time for building stuff... darn

heres a short video showing it ... the skins fly apart a little bit too extreme, but thats just a matter of animPeriod tweaking ... hehe im happyhappyjoyjoy happyhappyjoyjoy happyhappyjoyjoy happyhappyjoyjoy
http://www.youtube.com/watch?v=5WKUbI63G_k

EDIT3:
im not tired anymore damn...
« Last Edit: 28 Mar 2009, 03:19:42 by Vigilante » Logged

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« Reply #20 on: 28 Mar 2009, 10:41:55 »

 congratulations mate Smiley

   of course i knew it was hidden selection problems somewhere lol Wink

 
Quote
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 ?
  I just didnt know i knew haha.
  I was going to look deeper later and i think i will to see why  this new selection has fixed the problem.

 congrats.

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« Reply #21 on: 28 Mar 2009, 19:29:02 »

hehe, i had somehow a gutfeeling it had to do with hiddenselections, too before, but that seemed to far off to mention... but last night i did a reinforced focused manifestation that i will find the solution NOW ... and voilà .. it worked after that ...
but even more important was the hint with model.cfg to check animations in bulldozer, which will speed up things by factor X²³ for me now... thanks again Wink
-----------

my take on why it works now is, that since the resolution lods (i.e. 0.000 etc) are just textures (without geolod its just a colored ghost object) being manipulated you NEED the hiddenSelections, just like you need them if you want to use the setTexture command for signs, decals or whatever.

 I guess its somehow that animation of an resolution lod is merely like the setTexture command as far as the gameengine is concerned... you could see it in the first test, where you clearly could see that geolod IS properly animating, just not the reslod ...

would be good to know why ... thanks to all of you guys, i will post/host the finished addon only at OFPEC now, as retribution Smiley

(got the BLU108 submunition animated already, the skeet scripts where allready done due to my other addon the M93 Horner WAM,  which uses same skeetwarhead and is from the same manufacturer textron actually. This M93 was my very first addon and now its going into the final lap, finishing and stuff...)


(BTW, i reworked the whole CBU addon folder structure especially the submunitions so each model gets its own with proper named config (named after model and folder takes precedence over model.cfg) and as such it has a much cleaner look and the cool thing it STILL works Wink ) i feel so pro now *lol*
« Last Edit: 28 Mar 2009, 19:40:49 by Vigilante » Logged

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« Reply #22 on: 29 Mar 2009, 10:32:51 »

 I havent had chance to revisit , but seems you have been back for a troubleshooting walkthrough, glad you have found it and can now move on Smiley.
 i think what you are saying is that because you have not applied a texture but used .
 #(argb,8,8,3)color(0.447059,0.419608,0.419608,1.0,co)
 so this means there is no uv map for the model and so it can`t animate on lod 0.000, this makes sense (some anyway). maybe i will try add small texture just to see if this is reason.

 i have used this in my own models before and have had no problem , but i think i did name the selections,like you have. anyway congrats on your new found PRO status Wink. soon you can become staff hopefully and help others here.

 
« Last Edit: 29 Mar 2009, 10:58:08 by DeanosBeano » Logged

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« Reply #23 on: 29 Mar 2009, 12:41:45 »

do you think its because i use procedurals as textures? I dont think so its said in biki they are the same as any other texture minus the loading times and memory used ...

Its very interesting topic now... getting all from that real virtuality engine ...

yeah, try one of these checkerboard uv-test-textures ... im bad at applying and making uvs (for now... Wink )
 i can send you the new installment of the addon, so you can see also the new folder structure.

hehe.. trying to recruit me? im a unreliable slob  Whistle when it comes to community work (been translator at armedassault.info until i started addonmaking-learning (the few hours spending on the game reduced my time to translate to like ... ahm zero!? im still sorry for that Sorry )), although i like to help and will of course...  Tongue
« Last Edit: 29 Mar 2009, 13:06:02 by Vigilante » Logged

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