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REDLethality

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Everything posted by REDLethality

  1. REDLethality

    Floating Objects when importing

    Hello, I am fairly new to all this terrain building shit and just wanted to see if anyone had some insight as to what is going on. I am trying to import some map created in DayZ Editor from a friend and every time i import then, some objects load in the specified areas and some are floating. And it seems like most don't keep rotations either. I have tried them with "relative" and "aboslute" when importing them and nothing seems to fix it. How do i get all objects to align and snap to ground where they need to be when i import them?
  2. REDLethality

    Floating Objects when importing

    I did try this and it seems to do the same thing. Lets hope Dab and FarTooBaked get something working good soon
  3. REDLethality

    Issue with importing shape file to Terrain Builder

    Hey Images arent loading but make sure you have all selections for "shapes" selected that you want from the left side.
  4. REDLethality

    Issue with Model

    I dont know if this is in the right area, if not please let me know. But Ive been working on a Helmet and trying to get it match right with the players head. Everything looks good in Buldozer but when I load into game, it spawns on the players hip. No where near where its supposed to be. I dont know what I am missing. I have redone the whole thing a dozen times over. I got masks working and pretty much copied what I did from there but Cannot get this to work. The models have the selection of "Zbytek" and has "head" for placement. I have both Config.cpp and Model.cfg how I wanted them. Config.cpp: class CfgPatches { class SS_SoarHelmet { units[]= { }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data", "DZ_Characters", "DZ_Characters_headgear" }; }; }; class CfgVehicles { class Clothing_Base; class Clothing: Clothing_Base { }; class Inventory_Base; class Mich2001Helmet; class SoaR_Helmet_Base: Mich2001Helmet { scope=0; displayName="SoaR Tactical Flight Helmet"; descriptionShort="A tactical flight helmet to be worn when in Helicopters, or hell whenever you feel like it. Gear made by RED!"; attachments[]= { "NVG", "helmetFlashlight" }; inventorySlot[]= { "Headgear" }; simulation="clothing"; vehicleClass="Clothing"; itemInfo[]= { "Clothing", "Headgear" }; model="SS_SoarHelmet\data\SoaR_Helmet\SoaRHelmet_g.p3d"; hiddenSelections[]= { "zbytek" }; hiddenSelectionsTextures[]= { "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa" }; class DamageSystem { class GlobalHealth { class Health { hitpoints=80; healthLevels[]= { { 1, { "DZ\characters\headgear\data\HelmetMich.rvmat" } }, { 0.69999999, { "DZ\characters\headgear\data\HelmetMich.rvmat" } }, { 0.5, { "DZ\characters\headgear\data\HelmetMich_damage.rvmat" } }, { 0.30000001, { "DZ\characters\headgear\data\HelmetMich_damage.rvmat" } }, { 0, { "DZ\characters\headgear\data\HelmetMich_destruct.rvmat" } } }; }; }; class GlobalArmor { class Projectile { class Health { damage=0.25; }; class Blood { damage=0; }; class Shock { damage=0.5; }; }; class Melee { class Health { damage=0.25; }; class Blood { damage=0; }; class Shock { damage=0.25; }; }; class Infected { class Health { damage=0.25; }; class Blood { damage=0; }; class Shock { damage=0.25; }; }; class FragGrenade { class Health { damage=0.5; }; class Blood { damage=0; }; class Shock { damage=0.25999999; }; }; }; }; class ClothingTypes { male="SS_SoarHelmet\data\SoaR_Helmet\SoaRHelmet.p3d"; female="SS_SoarHelmet\data\SoaR_Helmet\SoaRHelmet.p3d"; }; soundImpactType="plastic"; class AnimEvents { class SoundWeapon { class pickUpItem { soundSet="pickUpPot_SoundSet"; id=797; }; class drop { soundset="BallisticHelmet_drop_SoundSet"; id=898; }; }; }; }; class SoaR_Helmet_HGU: SoaR_Helmet_Base { scope=2; displayName="SoaR Black Visor"; hiddenSelectionsTextures[]= { "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU.paa" }; }; class SoaR_Helmet_HGU1: SoaR_Helmet_Base { scope=2; displayName="SoaR Black Visor"; hiddenSelectionsTextures[]= { "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU1.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU1.paa", "SS_SoarHelmet\data\SoaR_Helmet\data\black glass\HGU1.paa" }; }; }; Model.cfg: class cfgSkeletons { class DayzTemporarySkeleton { skeletonInherit = ""; isDiscrete = 0; SkeletonBones[]= { "pelvis" ,"", "launcher" ,"pelvis", "weapon" ,"pelvis", "propweaponbody" ,"weapon", "propweaponslide" ,"propweaponbody", "propweaponmag" ,"propweaponbody", "propweapon01" ,"propweaponbody", "propweapon02" ,"propweaponbody", "propweapon03" ,"propweaponbody", "propweapon04" ,"propweaponbody", "propweapon05" ,"propweaponbody", "propweapon06" ,"propweaponbody", "propweapon07" ,"propweaponbody", "propweapon08" ,"propweaponbody", "propweapon09" ,"propweaponbody", "propweapon10" ,"propweaponbody", "lefthipextra" ,"pelvis", "righthipextra" ,"pelvis", "propbeltleft" ,"pelvis", "propbeltright" ,"pelvis", "propbeltcenter" ,"pelvis", "turningaxis" ,"pelvis", "propbackpackmain" ,"pelvis", "propbackpacktop" ,"propbackpackmain", "propbackpackextra" ,"propbackpackmain", "propbackpackleft" ,"propbackpackmain", "propbackpackright" ,"propbackpackmain", "spine" ,"pelvis", "spine1" ,"spine", "proprifleunderarm" ,"spine1", "spine2" ,"spine1", "proprifleback" ,"spine2", "propvestleft" ,"spine2", "propvestright" ,"spine2", "propvestfront" ,"spine2", "propvestlower" ,"propvestfront", "spine3" ,"spine2", "propvestupper" ,"spine3", "propvestback" ,"spine3", "neck" ,"spine3", "neck1" ,"neck", "head" ,"neck1", "prophelmet" ,"head", "prophelmetvisor" ,"prophelmet", "propmouth" ,"head", "propmask" ,"head", "propglasses" ,"head", "prophelmetchin" ,"head", "propcamera1st" ,"head", "headcutscene" ,"head", "eyeleft" ,"head", "eyeright" ,"head", "face_browfrontleft" ,"head", "face_browfrontright" ,"head", "face_browmiddle" ,"head", "face_browsideleft" ,"head", "face_browsideright" ,"head", "face_cornerleft" ,"head", "face_cornerright" ,"head", "face_eyelidlowerleft" ,"head", "face_eyelidlowerright" ,"head", "face_eyelids" ,"head", "face_eyelidupperleft" ,"head", "face_eyelidupperright" ,"head", "face_forehead" ,"head", "face_cheekfrontleft" ,"head", "face_cheekfrontright" ,"head", "face_cheeksideleft" ,"head", "face_cheeksideright" ,"head", "face_cheekupperleft" ,"head", "face_cheekupperright" ,"head", "face_chin" ,"head", "face_chopleft" ,"head", "face_chopright" ,"head", "face_jawbone" ,"head", "face_jowl" ,"head", "face_liplowerleft" ,"head", "face_liplowermiddle" ,"head", "face_liplowerright" ,"head", "face_lipupperleft" ,"head", "face_lipuppermiddle" ,"head", "face_lipupperright" ,"head", "face_nostrilleft" ,"head", "face_nostrilright" ,"head", "face_tongue" ,"head", "beard" ,"head", "hair" ,"head", "leftshoulder" ,"spine3", "leftarm" ,"leftshoulder", "leftarmextra" ,"leftarm", "leftarmroll" ,"leftarm", "leftelbowextra" ,"leftarmroll", "leftforearm" ,"leftarmroll", "leftforearmextra" ,"leftforearm", "leftforearmroll" ,"leftforearm", "leftwristextra" ,"leftforearmroll", "lefthand" ,"leftforearmroll", "prophandl" ,"lefthand", "lefthandring" ,"lefthand", "lefthandring1" ,"lefthandring", "lefthandring2" ,"lefthandring1", "lefthandring3" ,"lefthandring2", "lefthandpinky1" ,"lefthandring", "lefthandpinky2" ,"lefthandpinky1", "lefthandpinky3" ,"lefthandpinky2", "lefthandmiddle1" ,"lefthand", "lefthandmiddle2" ,"lefthandmiddle1", "lefthandmiddle3" ,"lefthandmiddle2", "lefthandindex1" ,"lefthand", "lefthandindex2" ,"lefthandindex1", "lefthandindex3" ,"lefthandindex2", "lefthandthumb1" ,"lefthand", "lefthandthumb2" ,"lefthandthumb1", "lefthandthumb3" ,"lefthandthumb2", "rightshoulder" ,"spine3", "rightarm" ,"rightshoulder", "rightarmextra" ,"rightarm", "rightarmroll" ,"rightarm", "rightelbowextra" ,"rightarmroll", "rightforearm" ,"rightarmroll", "rightforearmextra" ,"rightforearm", "rightforearmroll" ,"rightforearm", "rightwristextra" ,"rightforearmroll", "righthand" ,"rightforearmroll", "prophandr" ,"righthand", "righthandring" ,"righthand", "righthandring1" ,"righthandring", "righthandring2" ,"righthandring1", "righthandring3" ,"righthandring2", "righthandpinky1" ,"righthandring", "righthandpinky2" ,"righthandpinky1", "righthandpinky3" ,"righthandpinky2", "righthandmiddle1" ,"righthand", "righthandmiddle2" ,"righthandmiddle1", "righthandmiddle3" ,"righthandmiddle2", "righthandindex1" ,"righthand", "righthandindex2" ,"righthandindex1", "righthandindex3" ,"righthandindex2", "righthandthumb1" ,"righthand", "righthandthumb2" ,"righthandthumb1", "righthandthumb3" ,"righthandthumb2", "leftupleg" ,"pelvis", "leftuplegroll" ,"leftupleg", "propthighleft" ,"leftupleg", "leftkneeextra" ,"propthighleft", "leftleg" ,"propthighleft", "leftlegroll" ,"leftleg", "leftfoot" ,"leftlegroll", "lefttoebase" ,"leftfoot", "rightupleg" ,"pelvis", "rightuplegroll" ,"rightupleg", "propthighright" ,"rightupleg", "rightkneeextra" ,"propthighright", "rightleg" ,"propthighright", "rightlegroll" ,"rightleg", "rightfoot" ,"rightlegroll", "righttoebase" ,"rightfoot", "camera" ,"", "righthand_dummy" ,"" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class SoaRHelmet:Default { skeletonName="DayzTemporarySkeleton"; sections[]= { "zbytek" }; };//</Modelclass> };//</CfgModels>
  5. REDLethality

    Issue with Model

    Its showing correct when in preview but then in game it bugs the hell out. But idk either rn. Just a headache Thanks though
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