Buldozer and model.cfg problem

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Snake Man
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Buldozer and model.cfg problem

Post by Snake Man » 2008-06-07 13:36:13

In O2 when I edit a unit model which has model.cfg in the directory I get this kind of view:

Image

If I delete the model.cfg file, the model is displayed correctly. Whats wrong with the model.cfg as it works ok with binarize?

The current model is the BIS examples, including the example model.cfg so I would have to think its OK... but I get same sort of errors on my own models as well, its also strange that not every model get same error, the errors kind of depend on each model.
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Synide
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Post by Synide » 2008-06-07 14:34:36

could be a combination of things...

Does that image you have there... have an .rtm applied to it?

If so... some of the BIS example character models have poly's and verts that are not correctly associated with the 'named selections' they are supposed to be... and when you apply an .rtm it'll screw it up in Buldozer.

If you don't have an .rtm currently applied to the model... and you've disabled your model.cfg for the model... then maybe you need to triple check your .cfg to make sure 1. it's inheriting from what you expect and 2. the model.cfg is 'well formed'.

Also, with those BIS supplied character models... you should go through each LOD and make sure the named selection called 'Weapon' is changed to lowercase 'weapon'. BIS supplied some dodgy six-month old snapshot of the models I think...

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Post by Snake Man » 2008-06-08 10:47:34

That screenshot of the buldozer is just by opening O2, browsing to characters dir and opening the BIS example (that was pilot I think) model. I havent touched or changed anything, havent loaded any rtm's or anything.

I'll take an example VTE soldier buldozer image and model.cfg with me tomorrow and post them, perhaps they shed some light on the problem.
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Synide
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Post by Synide » 2008-06-08 14:24:51

here's a bit of an example extract from my 'synBodies.cfg' file sitting in the 'P:\Synide\synBodies' folder.

Code: Select all

class CfgSkeletons {
  class Default;
  class Head: Default {};
  class OFP2_ManSkeleton: Head {};
  class synManSkeleton: OFP2_ManSkeleton {};
};

class CfgModels {
  class Default;
	class ArmaMan: Default {};
	class synMan: ArmaMan {skeletonName="synManSkeleton";};

	class synSASAssault: synMan {};
};
Cheers, Sy

Snake Man
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Post by Snake Man » 2008-06-08 14:43:33

Looks clean and clear :)

I'll try that as my model.cfg's include all kinds of selections and stuff in there. Would be superb to have it working with so little code.
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Post by Snake Man » 2008-06-09 14:17:35

For my own models, your example config (naturally with my p3d names) worked like a charm, no errors anymore.

Thank you!
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Post by Snake Man » 2008-06-10 14:05:08

Well the model.cfg works fine in buldozer... but ingame all the soldiers are locked into the O2 stance and I get some error too which I cant remember now what it said (skeleton/section maybe).
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Post by Snake Man » 2008-06-11 13:47:30

Synide wrote:make sure the named selection called 'Weapon' is changed to lowercase 'weapon'. BIS supplied some dodgy six-month old snapshot of the models I think...
So they changed the case since they packaged the example models(?). What effect do the Weapon versus weapon have? Maybe there is similar error in other named selections.

Do you think its more suitable to modify model.cfg instead of fixing the model itself? (unless the up/lower cases are spread across LODs all with different cases hehe).
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Post by Synide » 2008-06-11 15:13:56

Snake Man wrote:
Synide wrote:make sure the named selection called 'Weapon' is changed to lowercase 'weapon'. BIS supplied some dodgy six-month old snapshot of the models I think...
So they changed the case since they packaged the example models(?). What effect do the Weapon versus weapon have? Maybe there is similar error in other named selections.

Do you think its more suitable to modify model.cfg instead of fixing the model itself? (unless the up/lower cases are spread across LODs all with different cases hehe).
If you are using one of the BIS supplied example models (not the BISoldier.p3d that was originally released) then you HAVE to change the named selection 'Weapon' to 'weapon' in each lod that it occurs.
The reason for this is that all the BIS rtm's (that relate to characters using the OFP2_ManSkeleton) have a transform for 'weapon' not 'Weapon' - when the engine applies a given .rtm it matches up the 'named selections' and transforms all verts in that selection.

The easiest way is to open the .p3d in a hex editor and do a 'Matchcase' replace-all...

Sorry, the model.cfg skeleton I posted above was from a synBodies.bak folder (lol, i have shit loads of versions of things...). It's late for me... I'll dig out a proper 'working' one tomorrow...
So they changed the case since they packaged the example models(?).
yip, well sorta... the proper case of the named selection called 'weapon' in the Game and the patchs has always been lowercase 'weapon'... this and a few other things about all the BIS released p3dm mlods leads me to the conclusion that the snapshot of the models & there config's and model.cfg's was not exactly from an 'up-to-date' build... just speculation though.

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Post by Synide » 2008-06-12 01:55:50

Ok,

I had a bit of a think about it... basically it comes down to this...

I have been slowly creating the cleanest build structure I possibly can for myself and it will not suit others people's implementations too well.
The reason's behind me doing this stems from how Binarize.exe works, but I won't bore you with those details here.
Because I have my build environment setup in a specific manner it allows me to have very clean config.cpp's and model.cfg's... but, consequently if you don't have the same build environment setup as I do then you have to supply more information to Binarize.exe than what I posted above.

Following is probably what you will need for your model.cfg for this character given the context in your build environment...

Code: Select all

class CfgSkeletons {
	class Default {isDiscrete=1;skeletonInherit="";skeletonBones[]={};};
	class Head: Default {isDiscrete=0;skeletonInherit="Default";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: Head {
		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 Flag: Default {};
	class FlagCarrier: Default {skeletonInherit="Default";skeletonBones[]={"stozar","","vlajka",""};};

	class synManSkeleton: OFP2_ManSkeleton {isDiscrete=0;skeletonInherit="OFP2_ManSkeleton";};
};

class CfgModels {
	class Default {sectionsInherit="";sections[]={};skeletonName="";};
	class flag_vojak: Default {sections[]={"latka"};};
	class Head: Default {sectionsInherit="Default";sections[]={"osobnost","brejle"};skeletonName="Head";};
	class ArmaMan: Default {sectionsInherit="Default";sections[]={"osobnost","Head_Injury","Body_Injury",
"l_leg_injury","l_arm_injury","r_arm_injury",
"r_leg_injury","clan"};skeletonName="OFP2_ManSkeleton";};
	class synMan: ArmaMan {sectionsInherit="ArmaMan";sections[]={};skeletonName="synManSkeleton";};

	class synSASAssault: synMan {};
};
And, as a reference, following is an extract from my current synBodies.cfg file (not like the previously posted example from an older backup folder... sorry about that...) sitting in my P:\Synide\synBodies folder.
However, it's of no use to you 'cause you need to have your inheritance structure (and folder structure) setup as I do for it too work... I'm only posting it to illustrate how clean you can get the stuff...

Code: Select all

class CfgSkeletons {
	class OFP2_ManSkeleton;
	class synManSkeleton: OFP2_ManSkeleton {isDiscrete=0;skeletonInherit="OFP2_ManSkeleton";skeletonBones[]={};};
};

class CfgModels {
	class ArmaMan;
	class synMan: ArmaMan {sectionsInherit="ArmaMan";sections[]={};skeletonName="synManSkeleton";};

	class synSASAssault: synMan {};
};
hopefully some of this will be helpfull...

cheers, Sy

Snake Man
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Post by Snake Man » 2008-06-12 11:10:12

The long example looks pretty much like the default BIS MLOD supplied model.cfg, mostly. Is it the same? If it is, then its still not working for me, I still get "the thing" units on buldozer but ingame they work ok.
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Synide
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Post by Synide » 2008-06-12 12:22:23

Snake Man wrote:The long example looks pretty much like the default BIS MLOD supplied model.cfg, mostly. Is it the same? If it is, then its still not working for me, I still get "the thing" units on buldozer but ingame they work ok.
Tick 'Diable Model Config' under the buldozer menu... in O2PE...

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Post by Snake Man » 2008-06-18 08:50:47

Okay in model.cfg file from BIS example models, there is some differences for example in the class CfgModels -> class ArmaMan -> sections[] there is named selection of "Head_Injury" and "Body_Injury", but in the us_soldier_pilot.p3d model these are "head_injury" and "body_injury" which is different. What does that mean... like injuries wont work ingame or something?

Also there are some other differences:
p3d / model.cfg
Neck / neck
Neck1 / neck1
Head / head
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Post by Synide » 2008-06-23 23:17:42

Actually, I think I put you a bit wrong there... the difference in the case of the 'selection name' between the p3dm.p3d and the model.cfg and say an .rtm should only matter when using O2PE.
I'm pretty sure that when binarize runs over the p3dm.p3d it lowercases everything anyway. And, I think the ArmA.exe itself during gameplay also lowercases everything.

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