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Alt 09.06.2009, 17:24   #1 (permalink)
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Benutzerbild von Clawhammer
 
Registriert seit: 07.01.2008
Alter: 37
Beiträge: 635
Clawhammer eine Nachricht über ICQ schicken
Standard Einheiten aus ArmA2 Konvertieren

Hallo zusammen,

ich versuche momentan einige Infantrie Addons aus ArmAI nach ArmAII zu konvertieren (Nur für mich und nur zum testen).

Allerdings habe ich bei allen Infantrie Addons letztendlich das Problem das ArmAII Abstürzt. Ich weis echt nicht mehr was ich da machen kann.

Ich hab hier mal ein stark vereinfachtes Beispiel (Verwendetes Addon die 1st Infantry) um euch zu zeigen was ich im groben bisher gemacht habe und wo ich hoffe ihr mir helfen könnt mich hochzuangeln.

Meine Vorgehensweise:

- Lade irgendein EinheitenAddon.
- Entpacke es.
- Unrap es.
- Lösche die Waffen und Ammo die die Einheiten haben.
- Lösche alle Einheiten außer 1 Einheit. (Damit ich weniger Code habe der mich verwirrt).
- Speichere es ganz normal als pbo.
- packe es in den ArmA2 Addon Ordner und sehe zu wie ArmA2 beim Missionsstart abstürzt.

Hier mal meine config:

CfgVehicles.hpp:
Code:
// Generated by unRap v1.06 by Kegetys

class CfgVehicles {
    class Land;    // External class reference
    
    class Man : Land {
        class ViewPilot;    // External class reference
    };

    class USMC_Soldier; // External class reference
    
    class cmcd_usa_1id_grenadier : USMC_Soldier {
        vehicleClass = "cmcd_usa_1id";
        displayName = "Grenadier";
        model = "\CMCD_USA_1ID_Infantry\cmcd_usa_1id_grenadier";
        scope = 2;
        weapons[] = {};
        magazines[] = {};
        
        class Wounds {
            tex[] = {};
            mat[] = {"CMCD_USA_1ID_Infantry\TEXTURES\GHHL.rvmat", "CMCD_USA_1ID_Infantry\TEXTURES\GHHL_W1.rvmat", "CMCD_USA_1ID_Infantry\TEXTURES\GHHL_W2.rvmat", "CMCD_USA_1ID_Infantry\TEXTURES\G.rvmat", "CMCD_USA_1ID_Infantry\TEXTURES\G_W1.rvmat", "CMCD_USA_1ID_Infantry\TEXTURES\G_W2.rvmat"};
        };
    };
};
CfgPatches.hpp
Code:
// Generated by unRap v1.06 by Kegetys
class CfgPatches {
    class cmcd_usa_1id_infantry {
        units[] = {"cmcd_usa_1id_grenadier"};
        requiredVersion = 1.0;
        requiredAddons[] = {};
    };
};
Hier die config.cpp
Code:
// config.bin - 08:37:13 06/03/09, generated in 0.12 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Enabled, Automatic comments: Enabled

#include "CfgPatches.hpp"
#include "CfgVehicleClasses.hpp"
#include "CfgSkeletons.hpp"
#include "CfgModels.hpp"
#include "cfgNonAIVehicles.hpp"
#include "CfgVehicles.hpp"
#include "CfgGroups.hpp"
Und hier die arma2.rpt:

Code:
=====================================================================
== C:\Andreas\Games\Armed Assault 2\arma2.exe
== "C:\Andreas\Games\Armed Assault 2\arma2.exe" -mod=noblurB
=====================================================================
Exe timestamp: 2009/06/07 10:12:52
Current time:  2009/06/09 17:10:00

Updating base class ->Default, by ca\characters\config.bin/CfgFaces/Man/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Exe version: 1.01.57751
Old style material 1 used in ReportStack not available
Old style material 1 used in ReportStack not available
Old style material 1 used in ReportStack not available
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 9a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 10a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 11a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 12a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 13a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 14a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 15a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 16a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 17a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 18a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 19a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 20a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 21a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 22a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 23a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 24a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 25a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 26a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 27a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 28a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 29a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 30a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 31a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 32a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 33a not found
Wrong vertex mapping for person collision geometry found in cmcd_usa_1id_infantry\cmcd_usa_1id_grenadier.p3d. Selection 34a not found
Old style material 2 used in ReportStack not available
Old style material 1 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 2 used in ReportStack not available
Old style material 1 used in ReportStack not available
Old style material 3 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 4 used in ReportStack not available
Old style material 8 used in ReportStack not available
Old style material 5 used in ReportStack not available
Old style material 5 used in ReportStack not available
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 006ED7E5
graphics:  D3D9, Device: NVIDIA Quadro FX 770M, Driver:nvd3dum.dll 7.15.11.7950
resolution:  1440x900x32
Addons:
  CAAir2_C130J in ca\air2\c130j\, CAAir2_UH1Y in ca\air2\uh1y\
  CA_Animals2_Cow in ca\animals2\cow\, CABuildings2 in ca\buildings2\
  CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\
  Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\
  Chernarus in ca\chernarus\, CA_Dubbing in ca\dubbing\
  CA_Modules_DynO in ca\modules\dyno\, CASounds_Missions in ca\soundmissions\
  CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\
  CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\
  CAStructuresHouse_Church_02 in ca\structures\house\church_02\
  CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\
  CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\, CA_AIR2_Su25 in ca\air2\su25\
  CABuildingParts in ca\buildings2\buildingparts\
  CA_Missions_SecOps in ca\missions\som\
  CA_Missions_FirstAidSystem in ca\modules\fa\, CA_Modules_ZoRA in ca\modules\zora\
  pond_test in ca\structures\pond\
  CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\
  CAStructuresHouse_Church_03 in ca\structures\house\church_03\
  CAStructuresHouse_Church_05R in ca\structures\house\church_05r\
  CAWater2_LHD in ca\water2\lhd\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\
  CAWheeled2_Ikarus in ca\wheeled2\ikarus\
  CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\
  Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\
  CA_Missions_BattlefieldClearance in ca\modules\bc\
  CA_Missions_GarbageCollector in ca\modules\garbage_collector\
  CA_Modules_Marta in ca\modules\marta\
  CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\
  CAStructures_Rail in ca\structures\rail\
  CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\
  CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\
  CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\
  CAWheeled_Pickup in ca\wheeled\datsun_armed\
  CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\
  CAWheeled2_MTVR in ca\wheeled2\mtvr\
  CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\
  CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\
  Farm_WTower in ca\buildings2\farm_wtower\, CARoads2Dam in ca\roads2\dam\
  CASounds in ca\sounds\, CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\
  CAStructures_Mil in ca\structures\mil\
  CAStructuresHouse_HouseV2 in ca\structures\house\housev2\
  CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\
  Ind_SawMill in ca\structures\ind_sawmill\
  CAStructuresLand_Ind_Stack_Big in ca\structures\ind\
  CATracked2_T90 in ca\tracked2\t90\, CAWeapons_SPG9 in ca\weapons\spg9\
  CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\
  CAWeapons_ZU23 in ca\weapons\zu23\
  CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\
  CAWeapons_bizon in ca\weapons\bizon\
  CAWeapons_Warfare_weapons in ca\weapons\static\
  CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_BTR90 in ca\wheeled2\btr90\
  CA_Animals2_Rabbit in ca\animals2\rabbit\
  CA_Animals2_Anim_Config in ca\animals2\animconfig\
  Rail_House_01 in ca\buildings2\rail_house_01\
  CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\
  Ind_Workshop01 in ca\buildings2\ind_workshop01\, CACharacters2 in ca\characters2\
  CA_Modules_Coin in ca\modules\coin\, CARoads2Bridge in ca\roads2\bridge\
  CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\
  CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\
  CAStructures_Castle in ca\structures\castle\
  CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\
  CATracked2_T34 in ca\tracked2\t34\, CAWater2_Fregata in ca\water2\fregata\
  CAWheeled in ca\wheeled\, Arma2_Ka52 in ca\air2\ka52\
  CAAir2_ChukarTarget in ca\air2\chukar\
  CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\
  Barn_Metal in ca\buildings2\barn_metal\
  CA_Missions_Armory2 in ca\missions\armory\, CA_Missions in ca\missions\
  CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\
  CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\
  CAStructuresInd_Quarry in ca\structures\ind_quarry\
  CAweapons_m107 in ca\weapons\m107\, CAWeapons_M1014 in ca\weapons\m1014\
  CAWheeled2_LAV25 in ca\wheeled2\lav25\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\
  CAWheeled3_TT650 in ca\wheeled3\tt650\, CAAir in ca\air\, HALO_Test in ca\air2\halo\
  CA_Anims in ca\anims\, Ind_Tank in ca\buildings2\ind_tank\
  Farm_Cowshed in ca\buildings2\farm_cowshed\
  Shed_wooden in ca\buildings2\shed_wooden\
  ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\
  Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\
  CA_Heads in ca\characters\heads\, CALanguage_missions in ca\languagemissions\
  BI_SRRS in ca\modules\srrs\, CA_Modules_UAV in ca\modules\uav\
  CA_Missions_AlternativeInjurySimulation in ca\modules\ais\
  CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\
  CAStructures in ca\structures\, CATracked2_BMP3 in ca\tracked2\bmp3\
  Warfare2 in ca\warfare2\, CAWater2_seafox in ca\water2\seafox\
  CAWheeled2_VWGolf in ca\wheeled2\vwgolf\, CAWheeled2_MMT in ca\wheeled2\mmt\
  CAAnimals in ca\animals\, CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\
  Misc_WaterStation in ca\buildings2\misc_waterstation\
  CATEC in ca\buildings2\buildingparts\signs\tec\
  A_GeneralStore_01 in ca\buildings2\a_generalstore_01\
  cmcd_usa_1id_infantry in cmcd_usa_1id_infantry\, CA_Editor in ca\editor\
  CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\
  CA_Modules_Silvie in ca\modules\silvie\, CARocks2 in ca\rocks2\
  CAStructuresShed_Small in ca\structures\shed\shed_small\
  CAStructuresHouse_HouseBT in ca\structures\house\housebt\, CAUI in ca\ui\
  Utes in ca\utes\, CAWeapons in ca\weapons\, CAWeapons2 in ca\weapons2\
  CAAir2 in ca\air2\, CAAir3_Su34 in ca\air3\su34\
  CA_Anims_Wmn in ca\anims\characters\config\wmn\
  A_Crane_02 in ca\buildings2\a_crane_02\
  CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\
  CACharacters in ca\characters\
  CAStructuresHouse_HouseV in ca\structures\house\housev\, CAFonts in ca\uifonts\
  CAWheeled2_V3S in ca\wheeled2\v3s\, CAWheeled3_M1030 in ca\wheeled3\m1030\
  CAAir2_MV22 in ca\air2\mv22\, CAAir3 in ca\air3\
  CA_Animals2_Chicken in ca\animals2\birds\chicken\, CA_Animals2 in ca\animals2\
  CA_Anims_Sdr in ca\anims\characters\config\sdr\
  Misc_PowerStation in ca\buildings2\misc_powerstation\
  CABuildingParts_Signs in ca\buildings2\buildingparts\signs\
  IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\
  Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\
  Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CAMisc in ca\misc\
  CA_Modules_clouds in ca\modules\clouds\, CA_Modules_Alice in ca\modules\alice\
  CA_Modules_Animals in ca\modules\animals\
  CAWheeled_Offroad in ca\wheeled\hilux_armed\, CAAir2_F35B in ca\air2\f35b\
  CAAir2_Pchela1T in ca\air2\pchela1t\, CA_Animals2_Sheep in ca\animals2\sheep\
  CA_Animals2_Dogs in ca\animals2\dogs\, Ind_Garage01 in ca\buildings2\ind_garage01\
  CAData in ca\, CA_Dubbing_Counterattack in ca\dubbing\counterattack\
  CALanguage in ca\language\, CA_Modules_ARTY in ca\modules\arty\
  CARoads2 in ca\roads2\, A_TVTower in ca\structures\a_tvtower\
  CAStructuresHouse in ca\structures\house\, CAWater in ca\water\
  CAWater2_Destroyer in ca\water2\destroyer\, CAWater2 in ca\water2\
  CAWeapons2_SMAW in ca\weapons2\smaw\
  CA_Animals2_WildBoar in ca\animals2\wildboar\
  CA_Anims_Char in ca\anims\characters\config\
  Shed_small in ca\buildings2\shed_small\
  CABuildings2_A_Pub in ca\buildings2\a_pub\, WarfareBuildings in ca\misc3\wf\
  CA_Modules_Functions in ca\modules\functions\
  CAStructuresBarn_W in ca\structures\barn_w\
  CAStructures_Wall in ca\structures\wall\
  CAStructures_Railway in ca\structures\rail\railway\, CATracked in ca\tracked\
  CAWeapons_Saiga12K in ca\weapons\saiga12k\
  CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\
  CAA10 in ca\a10\, CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\
  A_statue in ca\buildings2\a_statue\
  Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\
  CAData_ParticleEffects in ca\data\particleeffects\, SWM_Faces in facepack\
  CAMisc2 in ca\misc2\, CA_HighCommand in ca\modules\hc\, CA_Modules in ca\modules\
  CA_Missions_AmbientCombat in ca\modules\ambient_combat\
  CAStructures_Nav_pier in ca\structures\nav_pier\
  CAStructures_Ruins in ca\structures\ruins\
  CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\, CATracked2 in ca\tracked2\
  CAweapons_ksvk in ca\weapons\ksvk\, CAWeapons2_RPG18 in ca\weapons2\rpg18\
  CAWheeled2 in ca\wheeled2\
  CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\
  CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\
  Church_01 in ca\buildings2\church_01\, HouseRuins in ca\buildings2\houseruins\
  Ind_Shed_01 in ca\buildings2\ind_shed_01\
  Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\
  CAMisc3 in ca\misc3\, CA_HC_Sounds in ca\missions\data\sounds\, CAMusic in ca\music\
  CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\
  CAStructures_Nav in ca\structures\nav\
  CAWater2_fishing_boat in ca\water2\fishing_boat\
  CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\
  CAWeapons_Kord in ca\weapons\kord\, CAWeapons_Colt1911 in ca\weapons\colt1911\
  CAWheeled3 in ca\wheeled3\, CA_CruiseMissile in ca\air2\cruisemissile\
  CA_Animals2_Goat in ca\animals2\goat\, CABuildings in ca\buildings\
  Ind_Shed_02 in ca\buildings2\ind_shed_02\
  CA_Modules_StratLayer in ca\modules\strat_layer\
  CAStructures_A_CraneCon in ca\structures\a_cranecon\
  CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\
  CATracked2_AAV in ca\tracked2\aav\, CAWater2_smallboat_1 in ca\water2\small_boat\
  CAWeapons_DMR in ca\weapons\dmr\, CAWeapons_AK in ca\weapons\ak\
Mods: CA;noblurB
Distribution: 1461
Version 1.01.57751
Fault address:  006ED7E5 01:002EC7E5 C:\Andreas\Games\Armed Assault 2\arma2.exe
file:     
world:    utes
Prev. code bytes: 83 7F 04 00 0F 8E 88 07 00 00 8B 07 D9 44 E9 04
Fault code bytes: 8B 00 D9 54 24 10 DD 05 C8 0F AA 00 8B 94 24 30

Registers:
EAX:3F03D872 EBX:05B1BEB4
ECX:18F9C3D8 EDX:178A7798
ESI:05B1B400 EDI:178A7D38
CS:EIP:001B:006ED7E5
SS:ESP:0023:026AC10C  EBP:00000000
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010206
=======================================================
note: Minidump has been generated into the file C:\Users\Logos\AppData\Local\ArmA 2\arma2.mdmp
Wo liegt hier mein Fehler? Es ist egal welches Addon ich versuche. Letztendlich lande ich immer an diesem Fehler.

Danke für eure Hilfe!

P.S Ich gebe hier nochmal zum Protokol, ich werde und will keine Addons auf irgendeiner Art und Weise releasen oder irgendjemandendes Arbeit klauen etc. Ich möchte das hier nur für mich haben zum experimentieren und weil mich die sache tierrisch aufregt das ich es nicht zum laufen bekomme und mir deswegen schon einige Stunden dabei drauf gegangen sind.
__________________

Geändert von Clawhammer (09.06.2009 um 17:32 Uhr).
Clawhammer ist offline  
Alt 09.06.2009, 17:44   #2 (permalink)
500 Beiträge1000 Beiträge
 
Registriert seit: 12.06.2006
Beiträge: 1.252
Standard

Check ma die allInOne config:
DH: Development Unraveled

Die cfgModels und cfgSkeletons muss wohl angepasst werden.
Zudem evtl fehlen Texturen aus BI A1 Addons.
.kju ist offline  
Alt 09.06.2009, 17:55   #3 (permalink)
500 Beiträge
 
Benutzerbild von Clawhammer
 
Registriert seit: 07.01.2008
Alter: 37
Beiträge: 635
Clawhammer eine Nachricht über ICQ schicken
Standard

Diese beiden Dateien sehen bei mir so aus:

Skeletons.hpp:

Code:
// Generated by unRap v1.06 by Kegetys

class CfgSkeletons {
    class Head {
        isDiscrete = 0;
        skeletonInherit = "";
        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 {
        isDiscrete = 0;
        skeletonInherit = "Head";
        skeletonBones[] = {"weapon", "", "launcher", "", "Camera", "", "Spine", "", "Spine1", "", "Spine2", "", "Spine3", "", "Pelvis", "", "LeftShoulder", "", "LeftArm", "", "LeftArmRoll", "", "LeftForeArm", "", "LeftForeArmRoll", "", "LeftHand", "", "LeftHandRing", "", "LeftHandRing1", "", "LeftHandRing2", "", "LeftHandRing3", "", "LeftHandPinky1", "", "LeftHandPinky2", "", "LeftHandPinky3", "", "LeftHandMiddle1", "", "LeftHandMiddle2", "", "LeftHandMiddle3", "", "LeftHandIndex1", "", "LeftHandIndex2", "", "LeftHandIndex3", "", "LeftHandThumb1", "", "LeftHandThumb2", "", "LeftHandThumb3", "", "RightShoulder", "", "RightArm", "", "RightArmRoll", "", "RightForeArm", "", "RightForeArmRoll", "", "RightHand", "", "RightHandRing", "", "RightHandRing1", "", "RightHandRing2", "", "RightHandRing3", "", "RightHandPinky1", "", "RightHandPinky2", "", "RightHandPinky3", "", "RightHandMiddle1", "", "RightHandMiddle2", "", "RightHandMiddle3", "", "RightHandIndex1", "", "RightHandIndex2", "", "RightHandIndex3", "", "RightHandThumb1", "", "RightHandThumb2", "", "RightHandThumb3", "", "LeftUpLeg", "", "LeftUpLegRoll", "", "LeftLeg", "", "LeftLegRoll", "", "LeftFoot", "", "LeftToeBase", "", "RightUpLeg", "", "RightUpLegRoll", "", "RightLeg", "", "RightLegRoll", "", "RightFoot", "", "RightToeBase", ""};
    };
    class default;    // External class reference
    
    class Flag : default {};
    
    class FlagCarrier : default {
        skeletonInherit = "Default";
        skeletonBones[] = {"stozar", "", "vlajka", ""};
    };
};
CfgModels.hpp:

Code:
// Generated by unRap v1.06 by Kegetys

class CfgModels {
    class Default {
        sections[] = {};
        sectionsInherit = "";
    };
    
    class flag_vojak : Default {
        sections[] = {"latka"};
    };
    
    class Head : Default {
        sections[] = {"osobnost", "brejle"};
        skeletonName = "Head";
    };
    
    class cmcd_ussoldier : Default {
        sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan"};
        skeletonName = "OFP2_ManSkeleton";
        
        class HitHead {
            armor = 0.75;
            material = -1;
            name = "head_hit";
            passThrough = 1;
        };
        
        class HitBody {
            armor = 1.0;
            material = -1;
            name = "body";
            passThrough = 1;
        };
        
        class HitHands {
            armor = 0.5;
            material = -1;
            name = "hands";
            passThrough = 1;
        };
        
        class HitLegs {
            armor = 0.5;
            material = -1;
            name = "legs";
            passThrough = 1;
        };
    };
    
    class cmcd_usa_1id_grenadier : cmcd_ussoldier {};
    
    class cmcd_usa_1id_rifleman_1 : cmcd_ussoldier {};
    
    class cmcd_usa_1id_rifleman_2 : cmcd_ussoldier {};
    
    class cmcd_usa_1id_ar : cmcd_ussoldier {};
    
    class cmcd_usa_1id_medic : cmcd_ussoldier {};
    
    class cmcd_usa_1id_teamleader : cmcd_ussoldier {};
    
    class cmcd_usa_1id_Crew : cmcd_ussoldier {};
    
    class cmcd_usa_1id_at : cmcd_ussoldier {};
    
    class cmcd_usa_1id_squadleader : cmcd_ussoldier {};
    
    class cmcd_usa_1id_designatedmarksman : cmcd_ussoldier {};
    
    class cmcd_usa_1id_grenadier_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_rifleman_1_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_rifleman_2_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_ar_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_medic_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_teamleader_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_at_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_squadleader_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_designatedmarksman_L : cmcd_ussoldier {};
    
    class cmcd_usa_1id_officer : cmcd_ussoldier {};
    
    class cmcd_usa_1id_Garrison_OD : cmcd_ussoldier {};
};
Ich guck mir mal deinen Link an, sollte hier was grobes Falsch sein sagt mal bitte bescheid.

Danke!
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Clawhammer ist offline  
Alt 09.06.2009, 18:40   #4 (permalink)
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Puh, dat is' kniffelich...

Das Dumme ist wohl nur leider wirklich, dass wohl die Addons binärisiert sind. Somit kriegst Du keinen Hinweis, welche/s Textur/Material fehlt und A2 dumpft einfach nur weg. Ebenso wirst Du in bin-p3ds wohl nicht schaffen neue Bones/Animations einzufügen, weil die sind durch die Binärisierung im .p3d File selber enthalten...

Grundsätzlich kannst Du den Fehler eingrenzen, wenn Du ein laufendes Bulldozer-Setup zusammenkriegst. Der verwendet nur die model.cfg und nicht die config.cpp. Vielleicht kommst Du damit auf den Trichter... ansonsten kann man nur im Dunkeln rumstochern. Leider

Aber ich hab' gehört, dass noch mehr Leute an Inf's rumbasteln / konvertieren. Vll. meldet sich ja noch einer mit mehr Wissen.
modEmMaik ist offline  
Alt 09.06.2009, 18:43   #5 (permalink)
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Clawhammer eine Nachricht über ICQ schicken
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Wie geht das mit dem Bulldozre setup?
Das war doch der viewer für Oxygen richtig? Also da ja alle Bin ist kann ich doch dann in Oxygen nichts öffnen oder wie meinst du das?

hm schade ich dachte das irgendwas an den config's falsch wäre das könnte man ja noch ändern. :-/

Danke soweit
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Clawhammer ist offline  
Alt 09.06.2009, 20:04   #6 (permalink)
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ExtractModelCfg kann die Model.cfg aus einer p3d extrahieren.
Müsste sogar schon für die meisten A2 Models gehen.

PboDll - Files - DH: Development Unraveled
.kju ist offline  
Alt 10.06.2009, 12:46   #7 (permalink)
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Zitat von Clawhammer Beitrag anzeigen

Wie geht das mit dem Bulldozre setup?
Das war doch der viewer für Oxygen richtig? Also da ja alle Bin ist kann ich doch dann in Oxygen nichts öffnen oder wie meinst du das?

hm schade ich dachte das irgendwas an den config's falsch wäre das könnte man ja noch ändern. :-/

Danke soweit

Der Buldozer ist ArmA mit diesen Startparametern:
Zitat:

G:\ArmA\beta\arma.exe -mod=beta -buldozer -noland -x=800 -y=600 -window

Wobei dieses "ArmA" dann nicht im ArmA-Verzeichnis ausgeführt wird, sondern auf einem alternativen Laufwerk, das ein paar Shader-Infos beinhaltet. Der Buldozer-Mode läuft auch ohne Oxygen, ist aber im Setup recht knifflig.

Prinzipiell wird der Buldozer-Mode in A2 wohl auch schon drin sein, aber ohne zu wissen, welche weiteren Daten der braucht, wird das wohl eher in einer Zeitverschwendung enden.

Währe interssant, mal das Skeleton von einer A2-Inf zu sehen.
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