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veris8993

Модель не встает на кости

Всем привет, ситуация следующая. Сделал нагрудный ремень для навеса на него оружия, Config.cpp и model.cfg прописал, в модели тоже все обозначил, пробовал по своему старому способу и по фидовскому, по итогу имею шлак который ВРОДЕ как привязан к кости, повторяет движения, но он не находится на самом персонаже.. Может ли кто подсказать , может я не так делаю или может что-то забыл дописать.. Пробовал привязывать свой класснейм к игровому, пробовал привязывать его просто к Clothing, везде пытался делать разные варианты и подходы, без толку...
Конфиги и скриншоты скину тут, может реально где ошибка..

Config.cpp

class CfgPatches {

    class LSD_equipment {

        units[] = {"lsd_Sling"};

        weapons[] = {};

        requiredVersion = 0.1;

        requiredAddons[] = {"DZ_Data", "DZ_Characters", "DZ_Characters_Backpacks", "DZ_Weapons_Firearms"};

    };

};



class CfgVehicles {

    class Clothing; // External class reference

    

    class lsd_Sling : Clothing {

        scope = 2;

        displayName = "$STR_shoulderbeltname";

        descriptionShort = "$STR_shoulderbeltshort";

        model = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_g.p3d";

        vehicleClass = "Clothing";

        simulation = "clothing";

        itemsCargoSize[] = {};

        inventorySlot = "Shoulder";

        attachments[] = {"Shoulder"};

        itemInfo[] = {"Clothing", "Back"};

        itemSize[] = {3, 3};

        weight = 20;

        lootCategory = "Crafted";

        lootTag[] = {"Civilian"};

        

        class DamageSystem {

            class GlobalHealth {

                class Health {

                    hitpoints = 100;

                    healthLevels[] = {{1, {"DZ\characters\belts\data\belt_leather_beige.rvmat"}}, {0.7, {}}, {0.5, {"DZ\characters\belts\data\belt_leather_beige_damage.rvmat"}}, {0.3, {}}, {0, {"DZ\characters\belts\data\belt_leather_beige_destruct.rvmat"}}};

                };

            };

        };

        

        class ClothingTypes {

            male = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_f.p3d";

            female = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_f.p3d";

        };

    };

};



class CfgNonAIVehicles {

    class ProxyAttachment;



    class ProxyProxy_Weapon : ProxyAttachment {

        scope = 2;

        inventorySlot = "Shoulder";

        model = "\LSD_equipment\proxy\proxy_weapon.p3d";

    };

};


Model.cfg

class cfgSkeletons

{

    class DayzTemporarySkeleton

    {

        skeletonInherit = "";

        isDiscrete = 0;

        SkeletonBones[]=

        {

            "pelvis"    ,"",

            "launcher"  ,"pelvis",

            "weapon"    ,"pelvis",

            "propweaponbody"    ,"weapon",

            "propweaponslide"   ,"propweaponbody",

            "propweaponmag" ,"propweaponbody",

            "propweapon01"  ,"propweaponbody",

            "propweapon02"  ,"propweaponbody",

            "propweapon03"  ,"propweaponbody",

            "propweapon04"  ,"propweaponbody",

            "propweapon05"  ,"propweaponbody",

            "propweapon06"  ,"propweaponbody",

            "propweapon07"  ,"propweaponbody",

            "propweapon08"  ,"propweaponbody",

            "propweapon09"  ,"propweaponbody",

            "propweapon10"  ,"propweaponbody",

            "lefthipextra"  ,"pelvis",

            "righthipextra" ,"pelvis",

            "propbeltleft"  ,"pelvis",

            "propbeltright" ,"pelvis",

            "propbeltcenter"    ,"pelvis",

            "turningaxis"   ,"pelvis",

            "propbackpackmain"  ,"pelvis",

            "propbackpacktop"   ,"propbackpackmain",

            "propbackpackextra" ,"propbackpackmain",

            "propbackpackleft"  ,"propbackpackmain",

            "propbackpackright" ,"propbackpackmain",

            "spine" ,"pelvis",

            "spine1"    ,"spine",

            "proprifleunderarm" ,"spine1",

            "spine2"    ,"spine1",

            "proprifleback" ,"spine2",

            "propvestleft"  ,"spine2",

            "propvestright" ,"spine2",

            "propvestfront" ,"spine2",

            "propvestlower" ,"propvestfront",

            "spine3"    ,"spine2",

            "propvestupper" ,"spine3",

            "propvestback"  ,"spine3",

            "neck"  ,"spine3",

            "neck1" ,"neck",

            "head"  ,"neck1",

            "prophelmet"    ,"head",

            "prophelmetvisor"   ,"prophelmet",

            "propmouth" ,"head",

            "propmask"  ,"head",

            "propglasses"   ,"head",

            "prophelmetchin"    ,"head",

            "propcamera1st" ,"head",

            "headcutscene"  ,"head",

            "eyeleft"   ,"head",

            "eyeright"  ,"head",

            "face_browfrontleft"    ,"head",

            "face_browfrontright"   ,"head",

            "face_browmiddle"   ,"head",

            "face_browsideleft" ,"head",

            "face_browsideright"    ,"head",

            "face_cornerleft"   ,"head",

            "face_cornerright"  ,"head",

            "face_eyelidlowerleft"  ,"head",

            "face_eyelidlowerright" ,"head",

            "face_eyelids"  ,"head",

            "face_eyelidupperleft"  ,"head",

            "face_eyelidupperright" ,"head",

            "face_forehead" ,"head",

            "face_cheekfrontleft"   ,"head",

            "face_cheekfrontright"  ,"head",

            "face_cheeksideleft"    ,"head",

            "face_cheeksideright"   ,"head",

            "face_cheekupperleft"   ,"head",

            "face_cheekupperright"  ,"head",

            "face_chin" ,"head",

            "face_chopleft" ,"head",

            "face_chopright"    ,"head",

            "face_jawbone"  ,"head",

            "face_jowl" ,"head",

            "face_liplowerleft" ,"head",

            "face_liplowermiddle"   ,"head",

            "face_liplowerright"    ,"head",

            "face_lipupperleft" ,"head",

            "face_lipuppermiddle"   ,"head",

            "face_lipupperright"    ,"head",

            "face_nostrilleft"  ,"head",

            "face_nostrilright" ,"head",

            "face_tongue"   ,"head",

            "beard" ,"head",

            "hair"  ,"head",

            "leftshoulder"  ,"spine3",

            "leftarm"   ,"leftshoulder",

            "leftarmextra"  ,"leftarm",

            "leftarmroll"   ,"leftarm",

            "leftelbowextra"    ,"leftarmroll",

            "leftforearm"   ,"leftarmroll",

            "leftforearmextra"  ,"leftforearm",

            "leftforearmroll"   ,"leftforearm",

            "leftwristextra"    ,"leftforearmroll",

            "lefthand"  ,"leftforearmroll",

            "prophandl" ,"lefthand",

            "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",

            "rightarmextra" ,"rightarm",

            "rightarmroll"  ,"rightarm",

            "rightelbowextra"   ,"rightarmroll",

            "rightforearm"  ,"rightarmroll",

            "rightforearmextra" ,"rightforearm",

            "rightforearmroll"  ,"rightforearm",

            "rightwristextra"   ,"rightforearmroll",

            "righthand" ,"rightforearmroll",

            "prophandr" ,"righthand",

            "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",

            "propthighleft" ,"leftupleg",

            "leftkneeextra" ,"propthighleft",

            "leftleg"   ,"propthighleft",

            "leftlegroll"   ,"leftleg",

            "leftfoot"  ,"leftlegroll",

            "lefttoebase"   ,"leftfoot",

            "rightupleg"    ,"pelvis",

            "rightuplegroll"    ,"rightupleg",

            "propthighright"    ,"rightupleg",

            "rightkneeextra"    ,"propthighright",

            "rightleg"  ,"propthighright",

            "rightlegroll"  ,"rightleg",

            "rightfoot" ,"rightlegroll",

            "righttoebase"  ,"rightfoot",

            "camera"    ,"",

            "righthand_dummy"   ,""

        };

    };

};

class CfgModels

{

    class Default

    {

        sections[] = {};

        sectionsInherit="";

        skeletonName = "";

    };

    class lsd_sling_f:Default

    {

        skeletonName="DayzTemporarySkeleton";

        sections[]=

        {

            "zbytek"

        };

    };



    class lsd_sling_f:Default

    {

        skeletonName="DayzTemporarySkeleton";

        sections[]=

        {

            "zbytek"

        };

    };

};

 

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

 

Это если вписывать все кости на предмет как они должны быть
image.png.e1d3babcb89206c81891655e57567880.png

 

 

А это если на всю модель указать лишь одну кость, она не искривляется, но при этом в надетом состоянии просто мотыляется позади...
image.png.ff9cfdcb48f8c3e4cf2e20b0413cec3f.png

 

Если скриншоты плохие будут, перезалью....

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3 answers to this question

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Лод Geometry смотри в Name Properties должно быть прописано autocenter = 0
К тому же в Model.cfg у тебя 2 раза прописан один и тот же класс class lsd_sling_f:Default а должно быть 3 класса для Земли, для Женского и для Мужского 

Edited by AKuznecov (see edit history)

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3 часа назад, AKuznecov сказал:

Лод Geometry смотри в Name Properties должно быть прописано autocenter = 0
К тому же в Model.cfg у тебя 2 раза прописан один и тот же класс class lsd_sling_f:Default а должно быть 3 класса для Земли, для Женского и для Мужского 

Спасибо огромнейшее! Сейчас попробую!😀

 

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Если есть время напиши мне дискорде, я помогу тебе RIG4Night#9231

 

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