#arma3_model
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and thats all i have for the mod so far all still WIP
Very cool stuff!
man it all looks so little for all the work done so far ๐
Thank you
its long road ahead still to get them in game ๐
modding is more a marathon
i have notecd it when i whent thro the Bohimia totorials but hay ones its done its doen ๐
i suggest to transition to blender ASAP, because sketchup (used to at least, not sure about current version) produces terrible terrible meshes for games
-> all the work you done has to be cleaned up manually, possibly
i see ...thats noted im useing Sketchup Pro 2020
https://cdn.discordapp.com/attachments/998316464274681970/998325015692972042/Screenshot_93.png someting like this takes a while to clean
or at least check what good mesh should look like (will be a learning curve), and whenever you do something in sketchup, keep that in mind and work in such a way to minimize rework.
yeah that already shows some pretty wasteful parts -> the grips on the turret dont need to be connected to the armored face below it
Sorry if i dont understand do you mean the turret and the main body needs to be seprate ?
i mean the little hand rails / loops where you can tie equipment to on the side of the turret. They are one mesh with the turret, connected in a "water tight" fashion. But thats unnecessary
ah yes i think a know what you mean
Also im making a high detaild model then i making one with less faces or vertecies meening making a cilinder have less curbs on it il try to make a exsample
https://cdn.discordapp.com/attachments/998316464274681970/998327104326336582/Screenshot_416.png insed of making a model with 12 sides
https://cdn.discordapp.com/attachments/998316464274681970/998327182050988153/Screenshot_417.png you can make one with lesser sides to save on memory and making the model use less space ( just need to smooth the model to make it look more round in game
so one model with high detal then one with lesser detal
dont know the tecnical turms to make it not so confusing
Let me ask this sins i dont realy know a lot of modding or modeling , your advice where shood i go and do from hear after completing the model ?
the term is highpoly / lowpoly modelling. For tiny details like those grips/loops it's not really necessary (because they are tiny in comparison with the rest of the model, and not in direct eyesight of the observer. Their roundness will look just fine with low polygon count, and using smooth shading.
what you need to do after you think your model is finished:
- UV unwrap it, so it can be textured
- create LOD (level of detail)
- create special LOD (like collision etc)
๐ค ๐
i see the Bohemia Interactive websight has totorials for this will learn it more in detail after im done with a model also i have saved videos on youtube of instaling Arma 3 tools and the P Drive or setting up the workstation as i see its called
Thank you for your advice much appreciated .. cant wait for the models to be in Arma il give updates every one or two months
hope you all have a good one and stay safe ๐ป
For lack of better words, is there a 'certain way' I'm meant to make a model? I'm making one of my first from scratch models, and wondering if there's like, something I need to have done, before I get too far in and have to restart lol
I'm making a ZSU-23-4 interior, kind of a exercise to learn but also interesting to try
One suggestion is to try to keep it as low as possible to keep performance in check
There is no set way to make a model, there are infinite numbers of techniques. The end result like Barais says should try to be in certain triangle count limits (varies between different type and size objects) but rule of thumb is least amount of mesh that looks good + good distance lods has best performance.
thanks HG! still i am particular about LODs below 300-500 faces - is there a point to have extra below this margin? (aside from the very simple last LOD as stated)
I dont think there is much use for lower one
I have a question about the reversed=1 property in models
I noticed that vanilla vehicles in Arma have that property, and when you create them as super simple objects (using createSimpleObject + model path) they are reversed compared to when you create them as normal vehicles (i.e. simple objects have their backs towards the Y axis, whereas the front of normal vehicles points towards Y).
On the other hand, houses don't have that property and their simple objects face the same way as normal objects.
so far it seemed to clarify what the reversed=1 property does, but then soldiers have reversed=0 but when I create a simple object of their models, they are also reversed (backs towards Y), and I guess that means I was wrong.
so can anyone plz tell me what the property does and how it affects the model?
ah wait there's also one in cfgVehicles configs 
seems to override the model's
but it still doesn't explain why the soldier super simple objects are reversed 
the only explanation that comes to mind is that the simple objects don't use that property at all. the command creates the model as it was designed. so that means that the game only cares about the value in cfgVehicles, not model. is that correct?
A3 operates on levels of Black Magic that only BI devs know
reversed flag in p3d was afair some helper flag - I don't remember right now if it was for some rendering optimization or something else but I'm pretty sure its not controlling orientation of the asset
only parameter in CfgVehicles have actual influence on model orientation
yeah I figured as much. thank you very much for confirming it! ๐
is there a way in OB or else to list the references where a section count of a model is coming from?
does this help?
hm does this mean 3 sections? for the current LOD or what does this list refer to?
any idea also what the number/id at the end of each entry means?
how many faces have that assigned I think
so not mapped/not mapped ones would be in geometry lods etc that have nothing mappend on them sections per active lod
yeah that would make sense
And its overall model sections I recall
lod section count can be seen here
oh wait sections list is per lod
its just that its the sample boat which has poorly assigned materials
double clicking on the section listed makes a selection on the model
for example geometry lod is all non mapped
To clean sections i found a faster solution in OB
Go to Current LOD
-Textures
- Rightclick and Select in Object
- Ctrl+C
- do a new LOD
- Ctrl + V
- do this with every texture you select
- when you have copied all, go to that LOD you have copied all in, Ctrl + A and go to Points / Merge near (0.0001) so the points are closed and doublepoints are back to one.
So I'm making a purely cosmetic Ghillie Suit something, using official texture and my own model, as a part of experiment of hair particles in Blender - and this is the result. Somehow it breaks weapon IK. What it could be?
Hm, turns out if I remove hands part of it, it works
Wrong selection names maybe?
Or what slot does it go into? And do you hide body parts with the gillie hide system
LeftHand, LeftHandIndex1... I don't really think they are wrong
No, it's headgear for now. As I said I wanted to make this as a part of cosmetic
Hmm
Probably because of that though
I don't think I've tried a headgear that has full body parts
Could be it does not like it
Yeah, perhaps ๐ฎ
do you have shadow lod?
An empty one, yes
both 0 and 10?
Urm, only 1
you can try renaming it to 0 and add shadow lod 10
in any case, how is it configured?
do you have lodnoshadow = 1 in visual lod?
Yep
I guess you are reaching maximum amount of bones per section (55 bones)
not sure how did you sorted the faces, but you can play with it
alternatively, you can add 2nd materials or something along those lines to force 2nd section on i.e. hands
I'm trying to make a helmet, but the texture is not working. Image here: https://imgur.com/a/ULOSO6y
I'm assuming the RVMAT works, and there's nothing showing up if I check if the texture is not being loaded
Pathing is good too
hello
Okay, I mightโve figured it out. I didnโt remove the texture when importing from blender, so that probably caused it
did you assign correct texture for it to export?
assuming you use blender Arma toolbox addon and export to p3d
This is interesting new detail to learn! Thanks!!
Do you mean, eg camo1 can only has 55 bones?
no, I mean actual sections
in any case, if this is the issue, then you should see error in binarization log
YourGhillieSuit: ArmaMan
model.cfg correctly? Inherited of?
what does OP mean for weapons, in model.cfg?
What does it mean when my selection in object builder is yellow when selected?
yellow?
When I select all points with control + a the points of one selection are not selected in red but in yellow. just unsure about that
picture? does not sound normal
Its a glass selection, but the other one is in red https://i.imgur.com/HE4i0lQ.png
It is hidden part. You should be able to unhide it from Top bar > View (IIRC)
ah thx
ah ๐
would this be the place to ask for help porting a character model from blender to arma 3?
I'm a skilled 3d modeler with prior experience modding for Garry's Mod wanting to port a character and uniform to Arma 3, so i can play as him almost like the "playermodel" system in Garry's Mod
I assume I'd start by importing an arma 3 character model into blender, deleting the mesh, then re-rigging my character to that skeleton, but how do i even import arma 3 models into blender?
you dont import models from the game or mods
but there are arma 3 samples available on steam
which contain sample character that can be used as base and weighting reference
skeleton is not really used in the model creation process except to check weighting
it does not however get transferred with the model
its saved in the animation files
now you coming from garrysmod circles I do have to say we take IP rights and violations far more seriously on this side of the pond.
so making stuff == yes yes yes
taking stuff == no no no
oh hahaha no no don't worry, it's my original model
I saw a post that was gonna be helpful to me on the bohemia forums about scaling characters to be larger but the damn op had a temper amd it iust devolved into an argument on piracy before I got my answer
no offence meant ๐ im sure you know Garrys mod is pretty wildland
oooh no lol don't worry I immediately understood where you were coming from. Gmod workshop's almost like a literal black market for pirated content
scaling characters is not really simple task
yeah, that's what I was aftaid of ๐ฉ
that's fine I.. I think
but, generally speaking, regardless of how long it takes to recreate every animation in the game, is it possible for me to make a guy who's way larger than average? like 6"8? it's still 'possible' right?
just making sure
possible yes
ok cool.
I remember from Gmod wasting days on shit only to find out it was infeasible
so I definitely wanted to make sure this time
there are things like Halo Master Chief and Warhammer 40k Space Marines made
the config side of things can be the most daunting part
at least for beginner
well learning to understand the config I suppose ๐
oh
there isnt really any guides on the movesets
theres handful of people who have tinkered with that in the past few years so its doable
just not very in depth documented
all this's screaming to me "just pay an already experienced modder", how hard will it actually statistically be for me to add in..
nex character model probably so large he needs custom anim-set
custom uniform for said character
coded as a unit in game so I can edit the player in any missions I play so I can play as this character
and how much do you estimate this would cost to pay someone?
I may or may not be able to make the animations myself
but probably
as in real work hours, about maybe 6-10 months of work
holy-.. is cursing allowed here?
well we try to keep it in minimun
god almighty
but essentially game asset making is costly
maybe I can plug the gmod anims in then
x50
correction
oooh
that's easy
my max for one guy's probably 300
it's just a single time only splurge
yeah
and I did include the animations part in there too
in the 50 or 500?
= 10000
lol no way ๐
1 guy and 100 animations?!
no way
you sure?
what's your source?
experience
wow
you may start to understand why IP rights are important too
yeah for sure
see I used to model things in Fiverr for people
going rate's like 40-60$
but fucking 10 thousand?
yeh thats a bit low balling it
I'll be brutally honest man I'm skeptical
its more a hobby environment
animations textures etc all take work
well yeah that's my point
I'm actually a skilled 3D modeler myself, I work freelancing on fiverr occasionally
I used to whip up realistic humans for like 30$
literally
maybe youve been selling yourself short
I mean yeah animations are a pain, textured are a pain if you don't have a camera to projection paint with, but..
nah highest modeler on there was 1,000
wasn't "RDR2 arthur morgan" tier, but it was close
I can't post pictures yet for some reason, but if you check my youtube channel by the same name and click one of my videos you'll probably see the model I was looking to import
big blonde guy
cost can also depend on where one comes from and what kind of salary levels there are
true
in one part of the world 1000$ is years salary
so if I go and request a model importer in the requests channel, (and I actually get a reply which I doubt lol), I'm literally looking at 1,000-10,000$?
also, do you know if anyone ever actually replies in there?
well technically you will also run into the problem that arma tools are non commercial
interesting, go on?
so only source material can be paid for
stuff that gets done in the modding tools can not
ah shit
so these people offering money in the requests channel, what's that about?
like do the mods know?
is it some sorta workaround?
They look for people to make source material I hope
I dont know if people get replies over there
oh I thought you meant like, "source material" as-in just, solely things already pre-made by bohemia
that's ok, thanks for helping answering some of my questions btw
I appreciate it
the postings are bit non descriptive most of the time and expect makers to chase the ad instead of coming out what the job is
good advice, I'll keep that in mind
the payment part is usually turn off for experienced modders too
really?
it can mean the ad writer does not understand the tools eula and expects more than can be delivered and stuff like that
and mixing money and modding hobby is messy
its becomes a job
ah
the channels original purpose has been for modding teams to perhaps find new members
nowdays it collects mostly the "not so descriptive ads"
uhm, one last question I think. Do you know if it would be possible to simply either use the Garry's Mod player skeleton and animations for a character in Arma, or... How did the people who made the 40k space marines animate their space marines? They seem rather large
oh right right
yeah I looked at the space marines in arma 3 again, if their animations are truly unique, they seem extremely close to the generic human soldier animations
any idea how they did that?
yes
looks like they simply scaled them
but hey, I have no idea
not trying to be arrogant
its ran by custom converter rig in blender
in way simple sure
but not very accurate
what?! there's a fucking anim converter?!
no
in blender I mean
theres nothing ready for that
oh ok
so like, would you know how I would go about following in the steps of whoever made the space marines then?
whatever that entails
I kinda do since it was me who ran the conversion ๐
but its not something that can be explained in few words
you not feel like it? I doubt it but, if you're simply worried I'll not appreciate the post due to the length, don't worry I'm extremely patient
I've spent an entire week making a single model for Gmod before
and like I said its not very accurate. I think they did quite a lot of manual tweakin after
oh that's fine. Certainly seems easier than animating 100 new movements
I'm too ocd to just have him average size in game
Im sure you would but I dont have the kind of time to put down the process into writing
way that's ok
any references I can look up or anything then? what is this program you used to convert the anims?
just blender and the import export plugins for it and Arma files
..huh?
wait as in you just import the skeleton in blender, scale it, then export? no way surely
basics of it is that animations import to a blender armature no matter the size as long as bone names are same
ooooh
no one imports animation on a skeleton
I've been working on a better, more accurate and self correcting way
but its more in testing stage still
interesting.
so, hey actually btw, lemme know whenever you wanna stop talking, you're under no obligation to help me
but anyway,
I've finished my water melon so have to get back to work. ๐
so, I.. just rename the bones on.. another skeleton of different proportions?! I'm not sure I follow
lol that's ok
thanks for the help
something like that yes
ah ok thanks
Got a bit sidetracked but had to test how well a larger character skeleton would take the animations. Seems that quite well. :3
some older testing stuff
wew thanks
oh this's perfect actually
I have somewhat low standards in quality so I have that to my advantage
in Gmod this's nearly impossible since the animations track global bone location as well
if you spread the bones out onto a bigger model, they'll just snap back into place, creating the typically deformed and ultra-skinny models you see on the Gmod workshop
there's a workaround but I doubt you care
..wait how'd you extract the base animations?
all I can find are the 4 anims from "arma 3 samples"
like, (if you feel like answering), how do I extract the character skeleton into blender, then import an anim or 2 after I align the skeleton to see if it all works?
you would need mikeros toolset actually for that the paid one has tool for the animation files
it might be easier to start from a bit simpler stuff and progress forward
ah, thanks
This is one of the most complex things you can do in Arma though so be prepared to it to take a while
it's ok, I have a vague inkling of what I'm getting into from Gmod
I figure if it's as easy as I hope, maybe I can just...:
find an arma 3 character addon on Steam, like the Terminator mod
copy n paste terminatir mod to desktop
import arma 3 character skeleton
import model
parent skeleton to model
weight-paint model to skeleton
copy and paste newly rigged model to desktop mod folder as a .p3d
rename various lines in the config to my custom names and change the stats
...win?
would that work or is it different with arma?
nope
๐
not even close
the skeleton is not really workable in the game files
trust me, forget what you know from gmod
lol, thanks ok ๐
ok so, hypothetically
if you had the time and care which I doubt
how much would make it worthwhile to you if I just payed you to make my guy like the space marines?
below 10,000 ๐?
Is there a proxy limit for models?
Hmmmm happen to know what that limit is?
Lol shit loads about 88
or are they cargo proxies and such or mesh/object proxies
whats the problem you got?
It throws an error when I load the model in game, I'll post a pic after work but some .h file can't be found. It's an engine thing as the file and path have nothing to do with the model
might not be proxy related
..uh.. daddy goat, did you see my last question ๐ณ?
really I think a payed, hands-on tutorial would be better actually cause I'm willing to put in more work so I can "learn ro fish - eat forever"
I can think about it but right now I dont have the time
woah you actually considered it
yeah that's ok, just lemme know if you're ever free
depending on the work involved my top price is probably 100-200$
but it would entirely depend on fair and proportional pay for labor
I'm pretty generous though
@mild ledge #creators_recruiting