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Author Topic: Where are helmets and hats located?  (Read 2387 times)
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Rod
Major
****
Posts: 78


Email
« Reply #30 on: April 12, 2012, 07:21:08 AM »

2 flavors-both crash with Error 001 after about a minute -the only difference I could see was the ammo as you pointed out.
Game is on XP loaded in  my C drive-NOT Programs
One infantry man has in unpatched and patched code R_SHOVEL, shovel, false;
listed under addins[ssb](). Does he need it? I don't recall seeing this in the IRAQI soldier file.
I appreciate your offer-but your going through the Stations of the Cross from what I read at SimHQ so don't spend too much time.

Unpatched game


Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPK, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_APP, 30;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_AP, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1


Patched game
Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
carry_mass[f] = 1.15;

weapons[su]()
{
RPK, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
carry_mass[f] = 1.3;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_AP, 30;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_TT, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1
« Last Edit: April 12, 2012, 07:27:23 AM by Rod » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 1350



« Reply #31 on: April 12, 2012, 07:51:36 AM »

dont see anything wrong with that.  I did just for the heck of it added in helmets to my copy of march beta 2 patch.

Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
carry_mass[f] = 1.15;

weapons[su]()
{
RPK, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
carry_mass[f] = 1.3;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_AP, 30;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_TT, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1




So if its not that, what PATH of folders for addons is it going into?
Logged
Flashburn
Generalfeldmarschall
*****
Posts: 1350



« Reply #32 on: April 12, 2012, 07:56:01 AM »

Ok, so for your addon files (with addpack deal) the folder path should go folders....

addon name (your helmet mod)>>>shared (your addpack file goes next to shared folder)>>>packed data>>>Your changed flatdata file. 

Logged
Rod
Major
****
Posts: 78


Email
« Reply #33 on: April 12, 2012, 09:05:18 AM »

Did it work in your game? It didn't crash?
Logged
Flashburn
Generalfeldmarschall
*****
Posts: 1350



« Reply #34 on: April 12, 2012, 09:19:13 AM »

No, didnt pack it up.  I certainly could but been working on a little G-3 project. 

Ok yes, tested and works.  I might addwithout their head sticking thru helmet which is what happens when you stick default on Angola head.  Ask me how I know that........and how to fix it.
« Last Edit: April 12, 2012, 09:53:34 AM by Flashburn » Logged
Rod
Major
****
Posts: 78


Email
« Reply #35 on: April 12, 2012, 04:00:20 PM »

Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....

I've modded a few games.  Right now it's just too difficult in this game. There I said it.
I'll just play the game. Thanks.
Logged
whukid
Generaloberst
****
Posts: 905



Email
« Reply #36 on: April 12, 2012, 05:58:15 PM »

Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....

I've modded a few games.  Right now it's just too difficult in this game. There I said it.
I'll just play the game. Thanks.

mod the updated files and create your own desc.addpack
Logged

Flashburn
Generalfeldmarschall
*****
Posts: 1350



« Reply #37 on: April 13, 2012, 12:26:48 AM »

File structure under for add pack is more than likly wrong.  POst a pic of your file structure.  the ONLY thing you need is a right path and SA_human (whatever its called) in packed up in flat data file.  Your file itself looks right.  The only other thing that can be wrong is that. 
Logged
Rod
Major
****
Posts: 78


Email
« Reply #38 on: April 14, 2012, 09:25:59 AM »

Well 10 minutes into a QuickBattle and no crash and I suspect (fingers crossed) it won't. I edited the helmets on the infantry only NOT the sniper (and tankers and officers)-and here's the weird part I exchanged Irag soldier bodies for the one I put Iraqi helmets on. I made it FLAT -but the weird part is when I UNFLATTENED the file to check-there was no reference to Iragi or Soviet Bodies on ANY of the ostov_type in the file. And the original helmet mod I saw was in December-no telling what was altered in the patches causing a crash.  I really hope this is the end of this helmet mod. Now I'm off to put the GAZ66 in the Iraqi Encyclopedia-I know they have them-I wasted some in the campaign. Baby steps. That should be simple   :^/

So to recap I altered helmets and bodies-but the game gave me the helmets but altered the file.

ORIGINAL CODE LINE-EVERYONE
Code:
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;


MY EDIT OF CODE -ONLY WITH IRAQI HELMETS
Code:
ostov_type[s] = tabs\bodys_mtc80.cfgpack, iqhum_body*;


Mod code that got altered in game-EVERYONE
Code:
ostov_type[s] = tabs\bodys_mtc80.cfgpack;


Code that worked was this

Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;
carry_mass[f] = 1.15;

weapons[su]()
{
RPK, 0;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;
carry_mass[f] = 1.3;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_AP, 30;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_TT, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1





I'm happy
http://www.youtube.com/watch?v=cHr4XQ9SEcg
« Last Edit: April 14, 2012, 09:46:13 AM by Rod » Logged
Flashburn
Generalfeldmarschall
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Posts: 1350



« Reply #39 on: April 14, 2012, 02:14:43 PM »

Well they do if you where playing crescent moon......... Tongue
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Rod
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« Reply #40 on: April 23, 2012, 08:34:15 AM »

Well it crashed again-tricky little bugger- Grin Soviet troops do not like Iraqi helmets. So I'm thinking of making a copy/duplicate of the Iraqi helmet and calling it a Soviet Helmet.
Not a showstopper for the game-just would like to conquer this problem. What do I have to copy and rename besides what is in the the tabs_flatdata file?
Any objects file.
« Last Edit: April 23, 2012, 10:01:39 AM by Rod » Logged
whukid
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« Reply #41 on: April 23, 2012, 10:56:14 AM »

I have that problem alot too. This solution seems to be temporary, like 1 or two games before a perpetual crash
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Rod
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« Reply #42 on: April 23, 2012, 11:42:00 AM »

Yeah sailing along here then -crash after 2 minutes


It's late now-but I think I see the problem-when comparing texture dds files located in tex_humans_mtc80.flatdata

reg_sa_soldier_dift.loc_def.dds  and reg_iq_soldier_dift.loc_def.dds  (it has no helmet texture- but a beret texture) or reg_iq_tankman1_dift.loc_def.dds (which has a helmet texture)

they are laid out different from the soviet texture. The soviet soldier has a soft cap texture in his texture file. Even where the Iraqi helmet texture is located in a different area PLUS there is a file ONLY for HATS AND HELMETS  reg_hats1_dift.loc_def.dds

I found the iq_helmet mesh and duplicated it and gave it  an sa_helmet name. But I bet that won't work I bet because the way the uniforms textures are laid out. There will be a conflict. Unless you change the soviet soldier texture and possibly model. It's late. Later, Gator.

Hope Flashburn can work around this problem with the American helmet.

« Last Edit: April 23, 2012, 11:43:48 AM by Rod » Logged
Rod
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« Reply #43 on: April 23, 2012, 05:55:14 PM »

Like Whukid I'm visual so here are some screen shots of some of the files.
This is the soviet soldier texture file and bump map file what the arrow points to the soft hat texture-I think that gets in conflict with the texture on the Iraqi Helmet file and the Russian soldier texture file-since the Russian soldier already has a hat texture for different headgear. I'm stumped what the HAT file does with it's textures. Is it only for viewing the mesh? At this point I'm 100% certain you can't just add a helmet with a text edit-that is only a part of the process of putting a helmet on a head-PERMANENTLY. Or at least a Russian Infantry mans head. Game sucker punches and works with the modded helmets and then CRASH! Takes awhile to get in conflict.  Roll Eyes
What I want at this point is to retain soft caps for officers and helmets for enlisted. I'm sure there is a way-jus' can't get my mind around it yet.

I'm not a texture whiz- is I delete out the hat texture will I still have a conflict and a crash? Is the hat/helmet it's own physical model-or is it part of the body?
Comments are welcomed.





Iraqi soldier texture named   reg_iq_tankman1_dift.loc_def.dds is below    (only one with helmet texture others have beret-go figure with the naming  Huh {how hard can it be})
Note the position of the helmet texture in the file (upper right hand corner) compared to the Russian soldier. Maybe a way out of this crash is to take the IRAQI tankman file and texture and bumpmap it into a Russian infantry soldier uniform. I'd do it-but I never done any art work except some cut and paste.



The Hat file-is this only for the mesh?   Huh Huh Huh  (It also has it's own bump file.)



« Last Edit: April 23, 2012, 06:06:48 PM by Rod » Logged
whukid
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« Reply #44 on: April 23, 2012, 07:43:28 PM »

The second picture is the only file used for hats, from what I can gather.
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