Создал новый скелет, прописал в model.cfg. При забинаривании в логе ругается
Obsolete CfgSkeletons for OFP2_ManSkeleton, move to model.cfg No entry 'C:\Program Files\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp.CfgSkeletons'. No entry '.OFP2_ManSkeleton'. No entry '.skeletonInherit'. '/' is not a value No entry '.skeletonBones'. Size: '/' not an array Size: '/' not an array Size: '/' not an array No entry '.isDiscrete'. '/' is not a value
В игре работает всё нормально, но в логе игры куча ошибок
Error: Bone weapon doesn't exist in some skeleton
Перечисляет весь скелет от OFP2_ManSkeleton. Временно добавил в model.cfg все кости от OFP2_ManSkeleton, а то лог растёт как на дрожах. Вот мой model.cfg СпойлерКодclass CfgSkeletons{class Default{isDiscrete = 0;skeletonInherit = "";skeletonBones[] ={};};class twoSkeleton: Default{skeletonInherit = "Default";skeletonBones[] ={"bip01_pelvis","","bip01_spine","bip01_pelvis","bip01_neck","bip01_spine","bip01_head","bip01_neck","bip01_ponytail2","bip01_head","bip01_ponytail1","bip01_head","bip01_l_clavicle","bip01_neck","bip01_l_upperarm","bip01_l_clavicle","bip01_l_forearm","bip01_l_upperarm","bip01_l_hand","bip01_l_forearm","bip01_l_finger0","bip01_l_hand","bip01_r_clavicle","bip01_neck","bip01_r_upperarm","bip01_r_clavicle","bip01_r_forearm","bip01_r_upperarm","bip01_r_hand","bip01_r_forearm","bip01_r_finger0","bip01_r_hand","bip01_l_thigh","bip01_pelvis","bip01_l_calf","bip01_l_thigh","bip01_l_horselink","bip01_l_calf","bip01_l_foot","bip01_l_horselink","bip01_l_toe0","bip01_l_foot","bip01_r_thigh","bip01_pelvis","bip01_r_calf","bip01_r_thigh","bip01_r_horselink","bip01_r_calf","bip01_r_foot","bip01_r_horselink","bip01_r_toe0","bip01_r_foot", }; };};class CfgModels{ class Default { sectionsInherit=""; sections[] = {"trup"}; skeletonName = "Default"; }; class two: Default { sections[] = {"Head_Injury"}; sectionsInherit="Default"; skeletonName = "twoSkeleton"; };};Кто с таким сталкивался?
Помощь в изучении 3ds max, моддинга Arma2/3. Создание и редактирование 3d моделей. Группа в VK
class flag_alone : Flag {}; /////////////////////////////////////////////////////////класс модели из p3d///////////////////////////////////////// class telo_cheloveka : ArmaMan {}; class A3_VDV_beret : ArmaMan {}; /////////////////////////////////////////////////////////класс модели из p3d головного убора///////////////////////////////////////// class buchlat_kepa : ArmaMan {}; class russ_kepa : ArmaMan {}; /////////////////////////////////////////////////////////закончился класс модели///////////////////////////////////////// };
Добавлено (24.12.2015, 22:59) --------------------------------------------- или вот полностью пример рабочего когфига
class flag_alone : Flag {}; /////////////////////////////////////////////////////////класс модели из p3d///////////////////////////////////////// class telo_cheloveka : ArmaMan {}; class A3_VDV_beret : ArmaMan {}; /////////////////////////////////////////////////////////класс модели из p3d головного убора///////////////////////////////////////// class buchlat_kepa : ArmaMan {}; class russ_kepa : ArmaMan {}; /////////////////////////////////////////////////////////закончился класс модели///////////////////////////////////////// };
/////////////////////////////////////////////////////////фракция///////////////////////////////////////// class CfgFactionClasses {
class test_a3 { displayName = "test_goloi"; priority = 10; side = TEast; }; };
/////////////////////////////////////////////////////////снаряжение///////////////////////////////////////// class cfgWeapons {
class Uniform_Base; // External class reference class UniformItem; // External class reference /////////////////////////////////////////////////////////сама униформа ///////////////////////////////////////// class VDV_EAST_Uniform: Uniform_Base { scope = 2; displayName = "VDV Uniform"; // название модели в инвентаре picture = "\Modern_rus_VDV\pic\ru_digi_uniform.paa"; model = "\sold_a3\model\telo_cheloveka.p3d";
class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "rus_soldier"; containerClass = "Supply20"; mass = 20; }; };
class ItemCore; // External class reference class HeadGearItem; // External class reference
class H_MilCap_ocamo; // External class reference /////////////////////////////////////////////////////////кепка или шапка и каска///////////////////////////////////////// class A3_VDV_beret : H_MilCap_ocamo { displayName = "Beret VDV"; // название модели в инвентаре picture = "\A3\characters_f\Data\UI\icon_h_beret_blk_ca.paa"; model = "\Modern_rus_VDV\A3_VDV_beret";
class ItemInfo : HeadGearItem { mass = 4; allowedSlots[] = {901, 701, 605}; uniformModel = "\Modern_rus_VDV\A3_VDV_beret.p3d"; // модель головного убора modelSides[] = {6}; armor = "3*0.05"; passThrough = 0.950000; }; }; /////////////////////////////////////////////////////////сама униформа ///////////////////////////////////////// class buchlat_kepa: Uniform_Base { scope = 2; displayName = "buclat_uniform"; // название модели в инвентаре picture = "\Modern_rus_VDV\pic\ru_digi_uniform.paa"; // иконка в инвентаре на униформу model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; // сложеная одежда
class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "rus_soldier_BUCHLAT"; containerClass = "Supply20"; mass = 20; }; }; /////////////////////////////////////////////////////////кепка или шапка и каска///////////////////////////////////////// class russ_kepa : H_MilCap_ocamo { displayName = "russ_kepa"; // название модели в инвентаре picture = "\A3\characters_f\Data\UI\icon_h_beret_blk_ca.paa"; // иконка в инвентаре на униформу model = "\sold_a3\model\russ_kepa"; // сложеная одежда
class ItemInfo : HeadGearItem { mass = 4; allowedSlots[] = {901, 701, 605}; uniformModel = "\sold_a3\model\russ_kepa.p3d"; // модель головного убора modelSides[] = {6}; armor = "3*0.05"; passThrough = 0.950000; }; }; };
// название класса модели в mission.sqm // rus_soldier_BUCHLAT class rus_soldier_BUCHLAT: SoldierEB { _generalMacro = "rus_soldier_BUCHLAT"; // общий класс модели faction = "test_a3"; // сторона фракции vehicleClass = "Men"; // транспортное средство displayName = "buchlat";// название модели в редакторе identityTypes[] = {"Language_EN", "Head_Euro", "G_NATO_default" }; //Типы идентичности faceType = "Man_A3"; // лицо genericNames = "RussianMen"; // имена моделей side = 0; // сторона scope = 2; // область видимости weapons[] = {"Throw", "Put"}; // оружие magazines[] = {}; // магазин linkedItems[] = {"russ_kepa", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //связанные предметы expansion = 1; // расширение accuracy = 2.300000; //точность sensitivity = 3; // чувствительность threat[] = {1, 0.100000, 0.100000}; // угроза camouflage = 1.400000; // камуфляж minFireTime = 7; // время огонь минута cost = 40000; // повреждение canCarryBackPack = 1; // может нести рюкзак с цифрой 1 а 0 не может model = "\sold_a3\model\buchlat_kepa.p3d"; // сама модель p3d modelSides[] = {0, 3}; // модель стороны nakedUniform = "U_BasicBody"; // одеть униформу модели стандартная бисовская или своя p3d uniformClass = "buchlat_kepa"; // одеть униформу модели
gerasimow9, Проблема с тем что скелет полностью новый, он совсем отличается от любого скелета А2 и А3. Но чтобы он работал и не спамил ошибки приходится в model.cfg прописывать ещё и кости от OFP2_ManSkeleton. Спойлерclass CfgSkeletons{class Default{isDiscrete = 0;skeletonInherit = "";skeletonBones[] ={};};class twoSkeleton: Default{skeletonInherit = "Default";skeletonBones[] ={ //чтобы работал добавил все кости от OFP2_ManSkeleton "Pelvis","","Spine","Pelvis","Spine1","Spine","Spine2","Spine1","Spine3","Spine2","Camera","Pelvis","weapon","Spine1","launcher","Spine1",//Head skeleton in hierarchy"neck","Spine3","neck1","neck","head","neck1","HeadCutScene","head","jaw","head","chin","head","jaw_rf","head","jaw_rm","head","jaw_rs","head","jaw_lf","head","jaw_lm","head","jaw_ls","head","ear_r","head","ear_l","head","lip_lc","head","lip_lwlb","head","lip_lwlf","head","lip_lwm","head","lip_lwrf","head","lip_lwrb","head","lip_rc","head","lip_uprb","head","lip_uprf","head","lip_upm","head","lip_uplf","head","lip_uplb","head","nose_tip","head","nose_r","head","nose_l","head","zig_lt","head","zig_lm","head","zig_lb","head","zig_rt","head","zig_rm","head","zig_rb","head","cheek_r","head","cheek_l","head","eyebrow_lb","head","eyebrow_lm","head","eyebrow_lf","head","corr","head","eyebrow_rf","head","eyebrow_rm","head","eyebrow_rb","head","eye_upr","head","eye_lwr","head","eye_upl","head","eye_lwl","head","cheek_rf","head","cheek_rm","head","cheek_rb","head","cheek_lf","head","cheek_lm","head","cheek_lb","head","forehead_l","head","forehead_m","head","forehead_r","head","l_eye","head","r_eye","head","l_pupila","head","r_pupila","head","neck_t","head","neck_b","head","neck_r","head","neck_l","head","tongue_b","head","tongue_m","head","tongue_f","head","LeftShoulder","Spine3","LeftArm","LeftShoulder","LeftArmRoll","LeftArm","LeftForeArm","LeftArmRoll","LeftForeArmRoll","LeftForeArm","LeftHand","LeftForeArmRoll","LeftHandRing","LeftHand","LeftHandRing1","LeftHandRing","LeftHandRing2","LeftHandRing1","LeftHandRing3","LeftHandRing2","LeftHandPinky1","LeftHandRing","LeftHandPinky2","LeftHandPinky1","LeftHandPinky3","LeftHandPinky2","LeftHandMiddle1","LeftHand","LeftHandMiddle2","LeftHandMiddle1","LeftHandMiddle3","LeftHandMiddle2","LeftHandIndex1","LeftHand","LeftHandIndex2","LeftHandIndex1","LeftHandIndex3","LeftHandIndex2","LeftHandThumb1","LeftHand","LeftHandThumb2","LeftHandThumb1","LeftHandThumb3","LeftHandThumb2","RightShoulder","Spine3","RightArm","RightShoulder","RightArmRoll","RightArm","RightForeArm","RightArmRoll","RightForeArmRoll","RightForeArm","RightHand","RightForeArmRoll","RightHandRing","RightHand","RightHandRing1","RightHandRing","RightHandRing2","RightHandRing1","RightHandRing3","RightHandRing2","RightHandPinky1","RightHandRing","RightHandPinky2","RightHandPinky1","RightHandPinky3","RightHandPinky2","RightHandMiddle1","RightHand","RightHandMiddle2","RightHandMiddle1","RightHandMiddle3","RightHandMiddle2","RightHandIndex1","RightHand","RightHandIndex2","RightHandIndex1","RightHandIndex3","RightHandIndex2","RightHandThumb1","RightHand","RightHandThumb2","RightHandThumb1","RightHandThumb3","RightHandThumb2","LeftUpLeg","Pelvis","LeftUpLegRoll","LeftUpLeg","LeftLeg","LeftUpLegRoll","LeftLegRoll","LeftLeg","LeftFoot","LeftLegRoll","LeftToeBase","LeftFoot","RightUpLeg","Pelvis","RightUpLegRoll","RightUpLeg","RightLeg","RightUpLegRoll","RightLegRoll","RightLeg","RightFoot","RightLegRoll","RightToeBase","RightFoot",//мой новый скелет"bip01_pelvis","","bip01_spine","bip01_pelvis","bip01_neck","bip01_spine","bip01_head","bip01_neck","bip01_ponytail2","bip01_head","bip01_ponytail1","bip01_head","bip01_l_clavicle","bip01_neck","bip01_l_upperarm","bip01_l_clavicle","bip01_l_forearm","bip01_l_upperarm","bip01_l_hand","bip01_l_forearm","bip01_l_finger0","bip01_l_hand","bip01_r_clavicle","bip01_neck","bip01_r_upperarm","bip01_r_clavicle","bip01_r_forearm","bip01_r_upperarm","bip01_r_hand","bip01_r_forearm","bip01_r_finger0","bip01_r_hand","bip01_l_thigh","bip01_pelvis","bip01_l_calf","bip01_l_thigh","bip01_l_horselink","bip01_l_calf","bip01_l_foot","bip01_l_horselink","bip01_l_toe0","bip01_l_foot","bip01_r_thigh","bip01_pelvis","bip01_r_calf","bip01_r_thigh","bip01_r_horselink","bip01_r_calf","bip01_r_foot","bip01_r_horselink","bip01_r_toe0","bip01_r_foot"};};};class CfgModels{class Default //Default{sectionsInherit="";sections[] = {"trup"};skeletonName = "Default";};class two: Default{sections[] = {"osobnost","Head_Injury","Body_Injury"}; sectionsInherit="Default";skeletonName = "twoSkeleton";};};
Добавлено (25.12.2015, 17:05) --------------------------------------------- Ну какого эти спойлеры через раз работают(((
Помощь в изучении 3ds max, моддинга Arma2/3. Создание и редактирование 3d моделей. Группа в VK