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#16 Posted at 2014-05-03 18:21        
     
Use eliteness , altho I find it a bit to precise/ pedantic on the unpacked folder structure its absolutely number 1
You can even scan pbos and configs .
Beware BIS sample data configs and always use the already pbo configs , the sample configs are raw and use macros that rely on the BIS namespace and all inherited stuff , like everything bis its a mess and about as efficient as solar powered brick .

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#17 Posted at 2014-05-03 20:11        
     
aye, eliteness did the trick, thanks!
aye, I normally use stuff that's already utilized anyway, because if it works fine then obviously the config does, so you can take reference from that. ;)

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#18 Posted at 2014-05-08 18:28        
     
I saw your work and it's amazing, great job!! I would like to create my own heads but I need some advices from you, could you tell me the code you used please? And if there is any special specification for the head
Thank you in advanced


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#19 Posted at 2014-05-08 23:16        
     
code as in config code?
here's an example config i set up real quick it'll make it easier to read as my config is kind of messy.


enum {
     //  = 2,    // Error parsing: Empty enum name
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1, //leave this in, i'm not sure what exactly it does but without it, the mod doesn't work correctly, not sure why.
};
class CfgPatches {
	class Fem_test { //change this to the mod name you want
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Characters_F"}; // you will need the A3 characters F pbo for some materials to work
		version = 0.1;
	};
};


class CfgFaces {
	class Default;	// External class reference
	
	class Man_A3 : Default { //don't change this
		class Default;	// External class reference
		
		class Fem_1 : Default { //change this class to something meaningful with no spaces
			name = "Fem_1"; //same as above
			displayname = "Female Head 1"; // this is the name as it appears ingame, change this, it can have spaces
			identityTypes[] = {"Zee_Fem Head_1"}; //this links in with the declaration in CfgIdentities
			head = "fem_head_1"; // this links in with the head definition in CfgHeads
			material = "\my_head_model\data\Fem_head.rvmat"; //material file path, if you have a material in RVMAT format, then change this to point to that
			texture = "\My_head_model\data\fem_head_co.paa" //the actual texture, make sure it points to the .paa texture map file of the head.
			disabled = 0;
			textureHL = "\A3\Characters_F\Heads\Data\hl_white_bald_co.paa"; //external arma 3 filepaths these don't need to be changed. 
			materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
			textureHL2 = "\A3\Characters_F\Heads\Data\hl_white_bald_co.paa";
			materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
		};
 };
};
class CfgHeads {
	class Default_A3;	// External class reference
	
	class fem_head_1 : Default_A3 { //links to the head definition in Fem_1
		model = "\my_head_Model\head.p3d"; //the location of the model file
	};

};
class CfgIdentities {
	class Zee_Fem_head_1 { //needs to link to the identitiytypes definition in CfgFaces
		name = "Female_head_01";
		face = "Fem_1"; //needs to point to the class declaration of the face in cfg faces.
		speaker = "Male09_F"; //these can be changed ingame, so don't worry
		pitch = 1.2;
		glasses = "none";
};
};

i found head addition to arma 3 a little bit of a struggle to understand at first, but it does catch on.

the head needs to be weighted in oxygen 2 before it can work correctly, you can be as detailed as you want with this, but the less detail you have, the worse it will work.

for the head, the weights that need defining in oxygen 2/object builder, are head, neck, and spine3, other weights such as eyeLeft and EyeRight are optional unless the eye mesh is separate.
if you download the BI arma 3 character example, you'll get a better idea of what these weights are called, where these weights should be placed and how they should be added.

to open the weighting tool, press N, when you have finished weighting your object, either right click on the selection, or create a new one with the name that corresponds to the model config

when i was doing it for the first time, i found these two tutorials really useful for understanding how exactly to use the paint weights tool

https://www.youtube.com/watch?v=-T_uo4Xz-WI
https://www.youtube.com/watch?v=b2tL1FlCe4Q

here's an example model config that works:
http://www.mediafire.com/view/tw0texogf2m5q53/model.cfg

change [model] to the name of the head model without .p3d

once you've done that you need to select the entire mesh, and press E, then assign the .paa texture file to the head.

then save the .p3d file, add your configs, they should work.

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#20 Posted at 2014-05-09 14:59        
     
Thank you very much!


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#21 Posted at 2014-05-09 16:38        
     
Very nice man good work!!


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#22 Posted at 2014-05-09 23:16        
     
thanks!

if you haven't checked the BI forums thread, some work started yesterday to update every body model currently there, it allows easier customization at a later date.

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#23 Posted at 2014-05-13 18:20        
     
This looks great! I like that the models aren't incredibly skinny. There's another female mod out there, but the models are getting borderline stick figure. Keep up the great work!


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#24 Posted at 2014-05-14 18:58        
     
Thank you! good to hear that you like their proportions, realism was what i was aiming for.
which female mod is it? I know Epoch has some female models in there as of late

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#25 Posted at 2014-05-14 23:46        
     
http://www.armaholic.com/page.php?id=12248

This one, don't get me wrong it still looks great. Just super skinny in comparison.

Keep up the good work! I'm really looking forward to it. :)

Cheers.

Added 22 hours 51 minutes later:

Oh, that's for Arma 2, herp derp.

Well anyway, I guess it still applies. Stick figures, are a no good!

This post was edited by ViolentlyShiny (2014-05-15 22:37, ago)


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#26 Posted at 2014-05-16 13:42        
     
haha, yeah they did look a little thin, but i think, stress think they used the default male gear, i don't think there were any modified .p3d files in there ;)

either way... work continues :)

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#27 Posted at 2014-07-03 00:06        
     
got quite the gang coming along now, five heads are in and working quite well overall (using headgear friendly versions, hence, strange hair)


there will be 10 heads; 2 variations of 5 different ethnicities, add the headgear friendly models and all in all, there will be 20 selectable heads.
the first five variations (pictured above) and their headgear friendly versions will be made available soon,just need to add in a couple more models and fix the RVMATs a little more.

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#28 Posted at 2014-07-04 09:15        
     
As a fellow girl that plays ArmA, I'm definitely going to keep an eye on this. I am sick and tired of the sausage-fest that exists in games now-a-days. I wish you the best of luck!


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#29 Posted at 2014-07-09 14:12        
     
As there are a lot of girl gamers playing Arma 3 this will be great for immersion and realism.
One of the mod I was waiting for, and yours looks amazingly well done !!! I think many girl will appreciate...and guys too ;)

By the way, do your mod adds also the body ? I seen you're using the Icewindo's, it would be great to have them both into one.

Really best luck with it !!!!!


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#30 Posted at 2014-07-09 17:00        
     
RoseLTyler:
As a fellow girl that plays ArmA, I'm definitely going to keep an eye on this. I am sick and tired of the sausage-fest that exists in games now-a-days. I wish you the best of luck!
yep, i'm the same, it's either a sausage fest or really derogatory interpretations of the female body and mind. mind you, they are getting better these days.
thanks!
zee
# Malcom86 : As there are a lot of girl gamers playing Arma 3 this will be great for immersion and realism.
One of the mod I was waiting for, and yours looks amazingly well done !!! I think many girl will appreciate...and guys too ;)

By the way, do your mod adds also the body ? I seen you're using the Icewindo's, it would be great to have them both into one.

Really best luck with it !!!!!
Hey malcom, thanks for the compliments, i was amazed at how many female arma players, like RoseLTyler Above, there were, and i'm happy that people will appreciate the effort put into it.

My mod doesn't add the body models just yet, this is a heads only module for now, but once the heads are good and done, bodies get worked on and perhaps a port of arma 2 voices.

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