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Author Topic: Is anyone working on the probes yet?  (Read 1937 times)

Scofield

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Is anyone working on the probes yet?
« on: August 19, 2008, 06:59:01 pm »

Hello im new in this forum. I downloaded all the addons all ready for Ofp, nice work btw. I just wonder, if someone works on a "probe" like the M.A.L.P. or F.R.E.D. or M.G.T. or M.A.T. , here you can see them:
http://stargate-wiki.de/index.php/M.A.L.P.

I would do it myself but i have no clue about moddeling.  :confused:

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Scofield

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Re: Is anyone working on the probes yet?
« Reply #1 on: August 20, 2008, 01:52:07 am »

I searched my self for a solution: i have the adobe photoshop8 and some tools like oxygen2, i tried to make the tutorial of brsseb to understand the basics of Oxygen but this Tutorial seems to be for Ofp. Does someone know a good Tutorial for Oxygen2 or Modeling a car like i posted before?
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MegaR

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Re: Is anyone working on the probes yet?
« Reply #2 on: August 20, 2008, 09:16:45 am »

f.r.e.d? never heard of him. i mean that
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Mix-Martes86

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Re: Is anyone working on the probes yet?
« Reply #3 on: August 20, 2008, 12:13:57 pm »

f.r.e.d? never heard of him. i mean that

I think it was one of the older names of the MALPs.

Cheers
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coomdoom

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Re: Is anyone working on the probes yet?
« Reply #4 on: August 20, 2008, 02:35:37 pm »

F.R.E.D's were like little things that carried stuff.
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Scofield

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Re: Is anyone working on the probes yet?
« Reply #5 on: August 20, 2008, 03:23:52 pm »

I finaly made a object in Stargatestyle  :smilie: Could be somekind of altar.

http://img231.imageshack.us/my.php?image=project1lm1.jpg]


but i have problems with my confic.cpp:
1. I dont know what to write in there, i tried but always i fail.
2. I cant convert it to a config.bin?? Can anyone help me there?

I would be happy for some help here, i just begun modeling yesterday  :wink:

1*: My config.cpp looks like that now, but im not sure what is wrong or what is missing (I named it "Tolan_obj", and all files are named simular to that: "tolan_obj2.paa/tolan_Plate.paa/tolan_side1.paa" are my textures):

-------------------------------------

class CfgPatches
{
class Tolan_obj
{
units[] = {"Tolan_obj"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class cfgVehicleClasses
{
class Tolan_objects
{
displayName = "Tolan_obj";
};
};
class CfgDestroy
{
class BuildingHit
{
sound[] = {};
};
};

class CfgTextureToMaterial
{
class BOX_material
{
textures[] = {"\Tolan_obj\tolan_obj2.paa", "\Tolan_obj\tolan_Plate.paa", "\Tolan_obj\tolan_side1.paa"};
};
};
class CfgMaterials
{

};

class CfgVehicles
{
class Thing;
class Building;
class Strategic;
class NonStrategic : Building{class DestructionEffects;};
class HouseBase;
class Land_VASICore;
class House : HouseBase{class DestructionEffects;};
class Tolan_obj : House
{
scope = public;
simulation = "house";
vehicleClass = "Simple_box_class";
model = "\Tolan_obj\Tolan_obj.p3d";
displayName = "Tolan_obj";
};
};
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Poweruser

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Re: Is anyone working on the probes yet?
« Reply #6 on: August 20, 2008, 05:47:59 pm »

use this config as a base to build on:
Code: [Select]
class CfgPatches
{
        class Tolan_obj
        {
                units[] = {"Tolan_obj"};
                weapons[] = {};
                requiredVersion = 1.08;
version = 1.00;
requiredAddons[] = {};
        };
};

class CfgVehicleClasses
{
class Tolan_objects
{
displayName = "Tolan_obj";
};

};

class CfgVehicles
{
/*extern*/ class House;
class Tolan_obj : House
{
        simulation="house";
vehicleclass = "Tolan_objects";
                model = "\Tolan_obj\Tolan_obj";
                armor = 10000;
                scope = 2;
                displayName = "Tolan_obj";
                cost = 0;
                mapSize = 5;
                autocenter = false;
                reversed = true;
                hiddenselections[] = {};
ladders[] = {};
};
};


a few things to your config:

In the cfgVehicleClasses section you defined a class Tolan_objects. But you set the vehicleClass setting of your object to "Simple_box_class", instead of "Tolan_objects".

The setting scope only allows the integers: 0 for private, 1 for protected, 2 for public.
You got two possibilities here:
1)    scope = 2;
2)    write a makro which replaces the string public with 2
Code: [Select]
#define public 2 and keep the line scope = public;


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Scofield

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Re: Is anyone working on the probes yet?
« Reply #7 on: August 20, 2008, 09:44:09 pm »

Many thx Poweruser, i will test it tonight  :wink:

You have a hint how i can convert my config.cpp in a bin-file? That is my biggest problem now,  because i couldnt find a converter-tool to do that.
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Poweruser

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Re: Is anyone working on the probes yet?
« Reply #8 on: August 20, 2008, 09:48:25 pm »

http://community.bistudio.com/wiki/BinPBO

It should be installed already, as it is included in the BI Tools pack, together with Oxygen2 (which you already have) and others.
« Last Edit: August 20, 2008, 09:53:26 pm by Poweruser »
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Scofield

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Re: Is anyone working on the probes yet?
« Reply #9 on: August 21, 2008, 08:50:07 am »

It doesnt work  :confused:

I tried with this tool: CfgConvert - tool converts config.cpp to binarized format config.bin.

Its, like you said, in the BI-tools, but somehow it just flashes up and makes nothing.

Readme says:
CfgConvert
==========================
Copyright (c) 2007 Bohemia Interactive a.s. All rights reserved.

Usage
=====
   cfgConvert [-bin | -txt] {[-dst <destination>] <source>}

Example
=======
    cfgConvert.exe -bin -dst p:\addon\config.bin p:\addon\config.cpp


------------------------------------------------

And 2nd Readme "BinMakeRules.txt":
#Config file conversion
.cpp.bin:
        "C:\Programme\Bohemia Interactive\Tools\BinMake\CfgConvert\CfgConvert.exe" -bin -dst "$@" "$<"

.cpp.bicpp:
        "C:\Programme\Bohemia Interactive\Tools\BinMake\CfgConvert\CfgConvert.exe" -bin -dst "$@" "$<"

------------------------------------------------

Now i tried to do like written:

"C:\Programme\Bohemia Interactive\Tools\BinMake\CfgConvert\CfgConvert.exe" -bin -dst "F:\.......\Tolan_obj\" "F:\........\config.cpp"

"....." are my Folders, but i dont want to post it here  :wink:

Is the "$@" destination folder?

And if i do that, a black DOS-screen just poppes up for half of a second and makes nothing?

Its very confusing.
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Poweruser

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Re: Is anyone working on the probes yet?
« Reply #10 on: August 21, 2008, 01:45:08 pm »

Not the command-line program cfgConvert, use the gui-program BinPBO.exe

Make sure these 3 BI Tools are installed: the "Tools Drive", which creates the drive P:\ , "BinMake" and "BinPBO".
Create a folder   P:\Tolan_obj\   , copy all your addon files (config, model, textures, ... ) in there.
Run BinPBO.exe and select  P:\Tolan_obj   as source directory and some destination directory. The checkbox "Binarize" should be checked, then click "Pack". This creates a binarized version of your addon (tolan_obj.pbo). To get just the config.bin now, you have to extract that addon pbo file.

For that I recommend you use cpbo by Kegetys, it's a very easy to use tool: http://www.kegetys.net/dl.php/tools30032007.zip
How to install it: extract the zip file, in the subfolder "cpbo" run the file "cpbo.exe", click "yes".
Go to your addon file, double click it, or right click then select extract. This will extract your addon to a subfolder with the same name as the pbo file. You'll find the config.bin in there.



May I asked what you need a config.bin so fast far? You started to deal with this whole subject just 2 days ago. Have you tried to get your model working in game yet? You can test your addon in game even if it's not binarized. For that, go to your addon folder, right click it, select "create PBO" (only available when cpbo is installed). This will create a file tolan_obj.pbo as well, but this time it's not binarized. Copy the file to your \ArmA\Addons folder, run the game, check in the mission editor for your object.
When you use the config i gave you, you'll find it under:
Side: Empty
Class: Tolan_obj
Unit: Tolan_obj
Note: In order to have access to the "Empty" side you have to create a player controlled unit first
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Scofield

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Re: Is anyone working on the probes yet?
« Reply #11 on: August 21, 2008, 08:09:07 pm »



Lol, my object made it in the game, looks nice yet, isnt it? :biggrin:

Lots of thx again Poweruser, couldnt make it without you. Im such a bloody noob. I thought, i have to make a -.bin out of the -.cpp first to make a pbo out of it, therefore i searched a way to convert it that way.  :smilie:

But somehow i made a fault in the creating phase of the object -> i can walk through??

I hope i dont wrecking your nerves by asking such noob-questions  :rolleyes:

I will search for a solution myself but if you can explain it to me, it would makes my work a bit easier.
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Major Pain

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Re: Is anyone working on the probes yet?
« Reply #12 on: August 21, 2008, 09:12:02 pm »

That has to do with the LOD's
Check this site for model making tips.
http://community.bistudio.com/wiki/LOD

Good luck!
M.P.
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Poweruser

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Re: Is anyone working on the probes yet?
« Reply #13 on: August 21, 2008, 09:54:16 pm »

The one you're missing here is the Geometry lod.
In brsseb's tutorials, lesson 1 on page 3 explains how to create it.
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The Stargate Modification is a scripted add-on for Operation Flashpoint, ArmA and ArmA II,
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