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English-speaking community => Steel Armor: Blaze of War => Topic started by: Rod on March 28, 2012, 06:23:26 AM



Title: Where are helmets and hats located?
Post by: Rod on March 28, 2012, 06:23:26 AM
Playing around with the game files and saw some screen shots of hats being substituted for helmets on Russian enlisted. What files do you mod?


Title: Re: Where are helmets and hats located?
Post by: Flashburn on March 28, 2012, 12:04:06 PM
A simple sub is a vary easy config change.  Unpack tabs and find whatever nation human base.  They are in there.


Title: Re: Where are helmets and hats located?
Post by: Rod on March 29, 2012, 03:41:18 AM
Ok-thanks.


Title: Re: Where are helmets and hats located?
Post by: Rod on March 29, 2012, 09:45:25 AM
Well it took all 15 minutes to find the tab file and unflatten and edit everything (putting Iraqi helmets on Russian enlisted infantry-it's already been done-this is just an exercise for me.)
Here I am 3 hours later trying to flatten-mkflat to see if it worked.

Flashburn- I have the following-and I'm using your suggestions in other mkflat posts

HELP!

I have my mkflat.cmd file in my ROOT File
in that mkflat cmd file I have the following

cd ..\..\..
starter.exe root\programs\mkflat.progpack,  users\modwork\my_addon.flatdata, users\modwork\my_addon.!flatlist

The following is the path to my user File

C:\Program Files\Steel Armor\users


in user is my modfolder File <---------------do I need this modfolder folder? Can I just go from 'user' to 'modwork'?

C:\Program Files\Steel Armor\users\modfolder



in that is my modwork File

C:\Program Files\Steel Armor\users\modfolder\modwork

in my modwork File
There are 59 files.
-One is my my_addon Folder -which contains nothing
and the following misc files
-my_addon.!flatlist
-my_addon.engcfg2
-my_addon.engcfg2.txt
-about 55 unflattened config files (only one of which I edited)

The flatlist was produced when I unflattened the files.

I click on mkflat.cmd in ROOT and it opens and closes for about a second.... Nothing gets flattened. No flattened file is created.

It really shouldn't be this hard.  :'(  Am I missing something? I got all the patches. If my paths are correct there must be something I didn't do right inside the engcfg2 files.
I'm using forum searches and the SABoW manual on editing as a source.



Title: Re: Where are helmets and hats located?
Post by: Flashburn on March 29, 2012, 10:51:32 AM
did you run pd2cfg on the files?  AND you dont need to repackage everything back up, just the file you modified. open flatlist and get rid of everything but the fiile you modified.

You can change the path to whatever you want BUT the bat/cmd file for mkflat has to reflect that.  In game root folder of course. 


Oh wait I see where you went wrong  ;)

C:\Program Files\Steel Armor\users\modfolder\modwork

Code:
starter.exe root\programs\mkflat.progpack,  users\modfolder\modwork\my_addon.flatdata, users\modfolder\modwork\my_addon.!flatlist 

that *should* work, your path was not set up for folder modfolder............


Title: Re: Where are helmets and hats located?
Post by: Rod on March 30, 2012, 06:10:28 AM
I made the suggested changes. But I'm watching a movie tonight. My brain isn't into it. Fried. HAHAHA


Title: Re: Where are helmets and hats located?
Post by: Rod on April 04, 2012, 07:26:33 AM
OK 2 questions-to help resolve my makeflt issue. (Spent the last couple of days enjoying the game)


1) Does my flatlist for my helmet mod file contain a list of all the files  that were unflattened OR do I only leave the unflattened file name I edited on the on the list and delete the rest?


2) My addon installation template reads as follows (is it correct)?


Code:
i_updater:updater=()
{
//path to addon
path[s] =my_addon;<--------------per my mkflat destination
//addon name
desc[s] = helmetmod;<----------description name
//addon author(s)
authors[s] = Rod;,<-------------my name
//addon version
version[u] = 1.0;<----------Version number
//addon type
//CAMP - camps/training ranges,
//RES - resourse upgrade,
ADDN – addon  <------ I deleted the // marks before ADDN
type[*] = RES;
//delete previous addon version
//it is recommended to assign true
clear_prev[b] = true;
//the game version, on which the addon is installed (in hexadecimal notation)
//if a flag 0x80000000 is installed – installed
//only on the specified version
eng_ver[u] = 0x0000050b;
//path to system files
//(to leave void for the user addons)
sys_path[s] = ;
//the file being used to save replaceable files
//to leave void
recover[s] = ;
}



My mod isn't showing up-but something happens to the game because I always have the music turned off-but when something is added on in the game music is re-enable.
But my helmet mod doesn't show-but the music gets re-enabled.


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 04, 2012, 04:12:07 PM
1.  With the addpack file, delete out unedited (files of tabs) lines of .flatlist.  Also you want make sure your using tabs from the march beta.  This will ensure it is compatible with current patch.  So ya, leave only the unflattened name you edited. 

2. to my eyes your addpack file looks good.  Now you are running pd2cfg and renaming the extention .addpack?  It will then show up in the updater. 


Title: Re: Where are helmets and hats located?
Post by: Rod on April 06, 2012, 08:27:05 AM
The mkflat is not working?  >:(

Step 7 is the only step I can't get through as described in the mod handbook. No FLATDATA file is created. I can create all the other files-but not flat data. Can I send you the my Modfolder and cmd file and can you see if you what the problem is? Geez I'm starting to hate this.

It's just a stupid helmet mod on Soviet enlisted infantry


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 07, 2012, 04:13:31 AM
Sure, just send me a pm with the file link.

And I know how you feel.  2 weeks and a zillion hours stuck on a m2hb model.  Or I should say, having it correctly displayed. 


Title: Re: Where are helmets and hats located?
Post by: Rod on April 07, 2012, 08:27:36 AM
As i was gathering everything to send you I fiddled with it some more and generated what I wanted. I'm getting 001 error crash in Quick Battle though once everything starts moving. Anyway.....

 ;D

Officers keep soft hats and enlisted get the pot. Man what an exercise-I'm still not sure what I did. :P
(http://img.photobucket.com/albums/v348/Tempest555/helmet.jpg)


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 07, 2012, 11:42:44 PM
want to see a real pain in the arse?  check out the last 3 pages of this....at least I laugh when it does something funky. http://simhq.com/forum/ubbthreads.php/topics/3522122/SABOW_FlashBurns_crazy_wierd_p.html#Post3522122


Title: Re: Where are helmets and hats located?
Post by: Rod on April 08, 2012, 04:31:54 AM
Oh believe me I read that and have been there with Silent Hunter 4. You can get so into a game after awhile you don't even want to play it. At least they gave us some tools here. Though repacking the mods is a bit of a 'puzzle palace'.

Last night I got my flat file created-but I don't recall my mkflat cmd file being in the root file when I did this. ??? Really.
I'm having 001 errors now so I'm just going to repatch the game again and see if that takes care of it.

You think it could be the chipset can effect mod/editing tools? Just thinking out loud here.


Title: Re: Where are helmets and hats located?
Post by: Rod on April 08, 2012, 06:57:36 PM
Flashburn-Can you think of any reason why I would keep getting a Critical Error 001-failure to initialize with this simple mod? If I disable it or remove it the crash doesn't happen. I got the game patched up. Crashes in both quick battle and campaign.

Hmmm wondering if I need to extract the Iraqi helmet and copy that object and put it in as a Soviet helmet. Same helmet with  2 different names rather then 2 different soldiers sharing the same helmet.


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 08, 2012, 11:53:58 PM
I had to do this with iraq to unita funky french beetnic hat.  But you only need to rename and bring it in if you retexture it and dont want to change the original.  Probably something simple like missing ; at the end of the line or something.  Ask me how I know that  ;D.

you can always send it my way.  Should take little time to figure it out.  Or better still (so that others after us have an easier time of it) post the code to forum thread.  Have no clue why some folks are all secret squiral with a mod for a game.  Not like you will ever make money or fame off it.  Just says, Hi, I can't work with others....  Sorry pet peeve.   :P  I want super kick butt mods already for sabow   ;D


Title: Re: Where are helmets and hats located?
Post by: Rod on April 09, 2012, 07:09:27 AM
I used my only copy for the CORE file HAHAHAHA Let me rebuild it-if it doesn't work I'll send it tomorrow.


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 09, 2012, 07:47:45 AM
LOL, I did that once as well..........  :P  Thats why I have 2 installs now.  Royal pita. 


Title: Re: Where are helmets and hats located?
Post by: Rod on April 11, 2012, 07:56:14 AM
Flashburn-I PM'd you. Below is a body of the edit.  I uploaded a CORE folder I made. Updates okay into the game-you see the mod (Iraqi helmets on Russian enlisted)then in 2 minutes the dreaded oo1 error. Everyone gets helmets except tankers and officers.


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


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 11, 2012, 09:31:28 AM
Ill take a look, but probably around 18 hours from now.    :'(


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 11, 2012, 09:50:34 AM
Oh, nearly forgot to ask....are you runnning vanilla game or with mods.  If mods it can cause conflicts with stuff. 


Man I must be tired.  I see the problem.  Starting in March beta 1 patch Andrey changed weapon rounds from everything being 7.62ap to more specific types.  For Soviets in post war times it is of course 7.62 x 39 mm until late 70s/80s when replaced.  Why am I writing that crap.  TIRED.

ok, you need to get the same file out of dev updates tabs.  it will have all the changes.  IE the right ammo after march beta  ;D.  That is why it is crashing.  Just copy paste your changes to new file and you should be good.


Title: Re: Where are helmets and hats located?
Post by: Rod on April 11, 2012, 02:25:15 PM
Okay will do it tonight. Hmm maybe I did get these out BEFORE I added the latest BETA patches. This is what happens when you do this stuff into the night BLECH it's da little things.
Software is like hahaha ammo-it's the tolerances.


Title: Re: Where are helmets and hats located?
Post by: Rod on April 11, 2012, 02:55:28 PM
 ;D Yuppers-Thank God for Winmerge. I was taking the tabs form the base Game file not from updates. Off to work-will mod to night. GEEZ you'd have thought the TAB files in the GAME would be the latests buttttt nnoooooooooooo! You have to go in the CORE file and get tabs out of

C:\Program Files\Steel Armor\CORE\shared\packed_data

Play test it tonight. Thanks, Amigo! ;D ;D ;D ;D ;D



Title: Re: Where are helmets and hats located?
Post by: Kyth on April 12, 2012, 03:28:55 AM
Don't install your game in 'Program Files',


Title: Re: Where are helmets and hats located?
Post by: Rod on April 12, 2012, 03:48:42 AM
Even with XP? Curious- why would it make a difference? ???


Title: Re: Where are helmets and hats located?
Post by: Kyth on April 12, 2012, 03:57:36 AM

Even with XP? Curious- why would it make a difference? ???

It's okay in XP, I suppose.

For anything later than that, there are some well-documented "features" that tend to crop up:

http://graviteam.com/forum/index.php?topic=10219.0 (http://graviteam.com/forum/index.php?topic=10219.0)


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 12, 2012, 03:59:32 AM
Its been a MEGA issue with allowing updates of Graviteam games.  But as far as I know its mainly a win7 64bit issue?  If you where able to install updates to directory you *should* be fine.  If funky things happen..........well its probably this.  LOL


Ya what he said.   :P


Title: Re: Where are helmets and hats located?
Post by: Rod on April 12, 2012, 04:06:54 AM
Thanks both for a prompt reply. I'll reinstall in C Drive-Not C\Program.

It crashed again even though I followed your edit and substitution Flashburn and did see differences per the ammo comments you made in the flles when comparing.


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 12, 2012, 05:12:18 AM
Somewhere its referencing ammo types that are no longer correct..... Royal pain in the arse but if mission starts for a bit then crashes.  This is almost always what it is. 


Title: Re: Where are helmets and hats located?
Post by: Rod on April 12, 2012, 06:19:32 AM
I played with for about an hour and gave it a rest-just playing the game for now. Taking a break from trying to mod. For me-and speaking for myself only-the Game is fun the tweaking is not.

There are 2 tabs.flatdata files in the game -I tried modifying the sa_hum_base.loc_def.engcfg2 in both-still crashes.

And mind you-I did reinstall in my C Drive and it's patched up to the latest beta. I test it in a Quick Battle.


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 12, 2012, 06:48:04 AM
You can post your cfg file again and I should be able to fix it.


Title: Re: Where are helmets and hats located?
Post by: Rod 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


Title: Re: Where are helmets and hats located?
Post by: Flashburn 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?


Title: Re: Where are helmets and hats located?
Post by: Flashburn 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. 



Title: Re: Where are helmets and hats located?
Post by: Rod on April 12, 2012, 09:05:18 AM
Did it work in your game? It didn't crash?


Title: Re: Where are helmets and hats located?
Post by: Flashburn 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.


Title: Re: Where are helmets and hats located?
Post by: Rod 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.


Title: Re: Where are helmets and hats located?
Post by: whukid 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


Title: Re: Where are helmets and hats located?
Post by: Flashburn 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. 


Title: Re: Where are helmets and hats located?
Post by: Rod 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


(http://img.photobucket.com/albums/v348/Tempest555/Helmet2.jpg)


I'm happy
http://www.youtube.com/watch?v=cHr4XQ9SEcg


Title: Re: Where are helmets and hats located?
Post by: Flashburn on April 14, 2012, 02:14:43 PM
Well they do if you where playing crescent moon......... :P


Title: Re: Where are helmets and hats located?
Post by: Rod on April 23, 2012, 08:34:15 AM
Well it crashed again-tricky little bugger- ;D 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.


Title: Re: Where are helmets and hats located?
Post by: whukid 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


Title: Re: Where are helmets and hats located?
Post by: Rod 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.



Title: Re: Where are helmets and hats located?
Post by: Rod 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.  ::)
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.

(http://img.photobucket.com/albums/v348/Tempest555/SovietSoldier.jpg)

(http://img.photobucket.com/albums/v348/Tempest555/bumpmap.jpg)

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  ??? {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.

(http://img.photobucket.com/albums/v348/Tempest555/iraqitankmanfile.jpg)

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

(http://img.photobucket.com/albums/v348/Tempest555/hats.jpg)



Title: Re: Where are helmets and hats located?
Post by: whukid on April 23, 2012, 07:43:28 PM
The second picture is the only file used for hats, from what I can gather.