#arma3_model

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mild ledge
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thanks

atomic path
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Hi, I've implemented a custom model with custom skeleton. It animates well and stuff but I have one issue I can't seem to fix: basically the model disappears at close distance. Any idea what can cause that? I can see it only from over about 300meters. The model is about 3 meters high
Inb4:

  • I don't have any extra empty resLODs
  • I've fiddled around with bounding box
  • It disappears even when T-posing
  • It's not underground - when I hang it in the air and pan out it's exactly where I'd expect it to be, but still disappears from up close
karmic blade
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hey, are there any tutorials how to make eyewear? I have an open source blender model for earpiece, but how do I scale it, make sure game knows to which part of players body to attach it, etc? Is there a tutorial for that?

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nvm I think I found it

median python
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Hello there! I'm looking for a way to either angle the Vehicle-in-Vehicle loading bay or the text on a numberplate. This is for a ship with a curved deck, and the ship name in the front is customizable via setPlateNumber. A small boat can be loaded onto the aft deck. Now, because both plate numbers and VtV work in truly horizontal alignment (as in aligned to the "horizon" of the .p3d), it looks really wonky. Any chance to do some magic and make one of the two work from a proxy or something to align it to the deck?

stuck oyster
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use texture and mesh decal

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setPlate wont work

broken glade
white jay
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i need help on porting arma 2 models to a3 and make it work like a regular vehicle anyone here can help me?

marsh canyon
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Let me rephrase: didn't CUP satisfy you?

white jay
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i just like add stuff and learn more

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since i do cold war mods

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dont worry i will try and contact the creators for their permission

marsh canyon
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You should to say what exactly you need in assist anyways, I can't help you out there

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W-what?

white jay
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what i mean in assist is that can someone teach surrounding on making these work like a normal mod

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like the cfgs and making these vehicles function like regular say the speed and the sitting position

karmic blade
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Question I tried making an SHD Isacc computer, placed it in correct location on male.p3d, gave it RightShoulder group, saved location, rotation and size, exported it etc everything seems fine, but ingame for some reason it is near my characters knees, not the shoulder. Was I using the wrong soldier p3d? https://ibb.co/hYKDgBH and https://ibb.co/NxgHSGg

stuck oyster
stuck oyster
mild ledge
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so just, weight paint the vertex groups of a larger model, import it into the game, and it'll work as if it has a skeleton already parented to it and won't collapse in on itself?

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you mentioned "there's no skeleton involved", and that making a latger character, the animations just spread out relatively correctly

stuck oyster
mild ledge
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thanks

stuck oyster
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if joints are not in right place bad things happen ๐Ÿ˜„

mild ledge
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then how'd you convert em again ๐Ÿ˜…?

stuck oyster
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but if you want few laughs you can try it

mild ledge
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did you use a program to convert the bigger model or something?

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I'm an experienced 3d modeler, it shouldn't be too hard for me to understand what you did

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but currently I have no direction to even guess

stuck oyster
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I set up new skeleton and imported the original animations on it. it imports with relative rotations so the movement comes in straight up

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movement stuff works ok but weapon animations are pretty broken

mild ledge
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oooh

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I assume you don't care to explain how to do this in detail right? (it's ok you don't owe me anything)

stuck oyster
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make skeleton with same bones as arma man, use the rtm importer to import rtm on it

mild ledge
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man that's what confused me

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when you said "no skeletons" I confounded what you meant

stuck oyster
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skeleton is use in animation creation

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but not needed for model creation

mild ledge
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...I...

stuck oyster
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you need weighting on model so it connects with the animations

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but that can be done without skeleton

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skeleton is useful to validate weighting

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but it does not get exported with the model

mild ledge
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oh ok

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so I weight and import a model as a p3d into arma.. what then? if I config it right, will it work? or is there an extra step regarding the actual model and it's animations? also, do I need to make a bigger skeleton, load in evrry single arma animation, re-save and import them, then add them to the model's code somehow?

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or will the model somehow take them without anything further?

stuck oyster
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the last part yes

mild ledge
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aah I figured.

stuck oyster
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need model and new animations

mild ledge
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alright

stuck oyster
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and configs

mild ledge
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if you don't mind, one last question:
are there animation cues already in the config, or will I need to add their edits manually like in Gmod's "QC"?

stuck oyster
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the animation config can be copied and repathed so it will work

mild ledge
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oh sweet

stuck oyster
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it sounds a bit simpler than it is

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and without a lot of manual tweaking things will look a bit off

mild ledge
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I once made a playermodel with an entirely custom animation set for Gmod so I have a 'bit' of experience eith this atleast

mild ledge
karmic blade
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Is there a way to check if my model will clip with base game stuff? Like import assault backpack or smth into blender to see if it clips?

marsh canyon
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You can use a proxy to see if it does in Buldozer

cloud zealot
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Can anyone give me a proper video tutorial about weapon creation because i have understand bohemia's configuration basics but i'm new at 3d modelling and i don't have any idea about how to make the mempoints nor which mempoints names exactly do i need (i know i have to select vertices, but how many ? what about the direction ?) or to determine how will the character hold the weapon

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i already have downloaded bohemia's characterexample buti don't know how to use it with the weapon

stuck oyster
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There might be something you could use from sokolonko and El tyranos on YouTube.

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And experiment

cloud zealot
stuck oyster
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Start from the static pose tutorial there..

karmic blade
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I have a piece of equipment that is on my backpack strap, it works and everything, it is in eyewear section ingame. Now, I want to be able to have a watch and that thing to be on my body at the same time when I equip the eyewear item. How do I do that? I assume you just have both model in at the same time, you just attach them to different body parts via vortex groups and model cfg, however when I export this into p3d, it just gives me 3 copies of only 1 of 3 models:
Blender: https://ibb.co/MszMxRm
OB: https://ibb.co/0VCPrWg
(yes I know there are no shadow and distance lods etc, I will add them, but one step at the time, need to figure out why basic stuff doesnt work)

stuck oyster
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You probably did not use the latest toolbox that can combine separate objects of same lod into single one

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On export

karmic blade
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I have no idea, is there an extra options to click when doing that or is it automatic?

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like how do I know if I have latest version, I got mine like 6 months ago

stuck oyster
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Try the one I linked few days ago

cloud zealot
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I've looked on the forum and have understand how to make a mempoint but what are the required mempoints ?

karmic blade
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Okay, I exported the blender file to OB. it had the watch as RightForeArm and Computer as Right Shoulder. I finished doing shadows and stuff in OB and turned the game on, and for some reason the computer is not on the shoulder but near the knee. However I do have the file correctly defined in model cfg and config. I went back to p3d with OB and it turns out the RightForeArm and Right Shoulder groups are gone, wtf

stuck oyster
stuck oyster
karmic blade
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u are right I forgot to assign, also I didnt finalise the properties...

cloud zealot
# stuck oyster Required for what exactly? The arma3 samples cover most of required stuff and so...

I forgot to mark this post as answer of a previous post...
Actually i'm trying to develop a new weapon. I'm a beginner at 3d modelling but i want it to be perfect so it won't be over before several month. I'm at the point where i need to set the mempoints but idon't know what mempoint names i need. I also need to set how the character will hold the weapon, i've downloaded bohemia's character example but i don't know how to do

stuck oyster
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Memorypoints need to be named in config and in model the same way. If you look at the sample weapon and its config you can trace many of them between config.cpp parameters and model.cfg animations

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How weapon is hold is determined by an animation pose

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Which is why I pointed you at the pinned message at the animation channel

cloud zealot
stuck oyster
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there is little bit more to it

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so the basic rifel holding pose is the base of all rifle weapon holding animations

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the weapon bone is at the shoulder, the arms are bent so that hands hold the rifle

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all custom animations are overlaid/blended with this pose

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and from the animation you create only the hand and finger positions are read in offset to weapon bone and then blended with the underlying pose

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any relatively normal rifle holding pose will be pretty simple to set up and get working

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but anything more unconvential can be more difficult

cloud zealot
fluid copper
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Am I allowed to use modified versions of the sample assets in published mods?

bold flare
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If you follow the license, yes

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I think they require to be released as APL

fluid copper
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thanks

static copper
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why is it taking so long to binarize a helmet I made

fluid copper
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Depends on the size of the file/poly count I think. Sometimes it can take a number of minutes

cloud zealot
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How do we make the hitboxesof an object ?

fluid copper
cloud zealot
fluid copper
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You can use a cube if you like, each component has to be very simple, closed and convex. You have to name each seperate piece "component 01" then 02, etc

mild ledge
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Hey goat, I got a guy on Fiverr willing to import that model for me, and he tried to convert the animations with a new skeleton, but it didn't work, would you be willing to show him how to do it like with your spacemarine mod?

stuck oyster
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no sorry.

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Im not particularry interested in making someone elses work for them

ancient matrix
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does anyone have an updated walkthrough on making an arma 3 model in blender? I'm not trying to do anything advanced just trying to make a shape with a texture slapped on it, the ui on the tutorials I've found looks nowhere near like the current version

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https://youtu.be/TboTYArmi2s I tried to follow this guy's steps but I can't find the buttons he's clicking

A not-so-quick introduction to taking a model from nothing to something in Arma III.
Blender: https://www.blender.org/
Arma Tools: http://store.steampowered.com/app/233800/
Blender to p3d: http://www.armaholic.com/page.php?id=20519
Gas Can for Scale: http://gattington.com/media/gascanforscale.blend
Example Config File: http://gattington.com/med...

โ–ถ Play video
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current issue is applying the uv map to the model and locating the arma tools from the blender addon

stuck oyster
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I dont think anyone updated theirs since new UI so you will have to try to figure out the UI changes.

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never head of this guy though ๐Ÿ˜…

ancient matrix
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im definitely open to different tutorials lol

ancient matrix
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I just exported an fbx file it turned out fine

stuck oyster
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it works

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just extra setup

mild ledge
cloud zealot
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I would like to know how do i set the geometry to make an object walkable ?

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And also is there a way to make object builder read Components directly from OBJ file ?

stuck oyster
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Obj is not good transfer format. Use fbx or better yet Arma toolbox addon and P3d export

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Walkability requires valid geometry lod (collision) and roadway surface lod (walking)
You can check the arma 3 sample house for reference

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@cloud zealot

cloud zealot
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What does it mean when object builder puts a blue point in an object in the geometry lod ?

stuck oyster
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blue point?

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picture? (upload somewhere, link here)

runic plover
cloud zealot
cloud zealot
stuck oyster
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I dunno. I don't use fbx.

cloud zealot
stuck oyster
cloud zealot
stuck oyster
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any reason not to get the ArmaToolbox addon and export directly to P3D?

cloud zealot
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every time i try to export complex models with it it saysit cannot because of n-gons even when i triangulate everything

stuck oyster
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then you have not triangulated everything

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simple as that

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when such thing occurs you can find out what objects are problematic by testing them in small groupd or one by one and exporting "selected only"

cloud zealot
stuck oyster
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triangle is 3 edges

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I've never seen there be quads that dont triangulate

cloud zealot
stuck oyster
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yoi probably have stacked verticles there

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you need to merge them

cloud zealot
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If i manage to export in p3d can i export the uv set with it ?

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if not i'll have to try the fbx format. Making uv sets in object builder is a pain in the ass when you have multiple faces and if you don't apply your texture perfectly without deforming it you have ugly shadows textures in game

stuck oyster
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yes p3d exports all that is needed

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from uvs to vertexgroups to other p3d related custom properties and texture and material paths

cloud zealot
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I have a last question: is there any chances to mage a destruction animation in Arma 3 i mean so you can see the rubbles being thrown away

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i think if i play with the init parameters of the dam structure it could work ?

stuck oyster
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its possible in few different ways

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it can be animated in the model itself via model.cfg procedural animations

it can be animated as rtm animation file (perhaps nicer way to do it but very undocumented and temperamental feature)

it can be made as particle effects in objects destructionEffects class

for example

stuck oyster
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easiest of these would be the destruction effects

cloud zealot
tribal finch
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hoy, so I'm working on a mirage cockpit rn for an already existing aircraft
what I've done is export the mirage, model a new cockpit then try to import it back into arma (WIP textures and dials) https://cdn.discordapp.com/attachments/979473458683605003/1001543160205422802/unknown.png
heres the problems I've ran into:
1: Textures dont load ingame (dont understand armas texture system, only have knowledge of cryengine and somehow getting info on arma is harder than cryengine 3)
2: Physics are broken and when I enable physics by just starting the game I blast all over the place then explode
3: pilot seems to sit at the origin point of the aircraft, not at the position I'm assuming is set somewhere seems helper names or memory points as I think they're called dont save that info after exporting from object builder
https://cdn.discordapp.com/attachments/979473458683605003/1001953324062482473/unknown.png

anyone able to help me out with this? ๐Ÿ™‚
Cheers!

stuck oyster
tribal finch
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heres my blend file. textures aren't named with _CO/_CA at the end

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in CE they use _diff for diffuse / _ddna for normal etc but that isn't necessary it wont break the textures if you dont have it
MirageCockpitNew_CockpitPanel02_Diffuse.paa for example, exported straight out of substance painter default names

stuck oyster
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you will need to seek permission first before taking someones models

tribal finch
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I'm happy to go model my own aircraft
I just want to learn a bit from it before I go fully in with some reference files since the sample files caused some problems
exporting from P: drive btw

stuck oyster
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unless they have done silly and not binarized their models you have no business opening them up

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this is strictly forbidden

tribal finch
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well I saw it as a learning from others before me since no matter how much I searched on the internet I couldn't find anything on jets even though arma is a very popular game with a big modding community

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sorry for any problems its caused I'll model my own stuff soon

stuck oyster
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there is sample plane on the Arma 3 samples on steam

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there isnt really anything you can learn from someones model.

tribal finch
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tried with all that, seems to cause the same problems

stuck oyster
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Id recoomend starting from something simpler

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on your own model.

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like a box

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once you get that in game textured you can add some animated part to it

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once that works you can start something more complex

tribal finch
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originally I tried to just import the cockpit with nothing else but I couldn't get it working
I spend most of my time on CE since its my main project, just looking to get some aircraft for a mission and decided to see if I can make my own

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as a simple object

stuck oyster
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there are few tutorials form El Tyranos and Sokolonko that can point you to right direction

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but im not kidding, start with something simple

tribal finch
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will give them a check thanks.
probably will end up leaving it for a year or 2 since I've got more important stuff to work on atm was just hoping to cut some corners and only learn what I needed for this. arma is alot more script heavy than CE

stuck oyster
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modeling wise there is no scripts or anything like that involved.

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but cutting corners is like shooting your own foot

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cant really do anything properly like that

tribal finch
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well it seems like config files and stuff have a ton of things that to the untrained eye all do something and finding whats usefull and what isn't is very hard
and I don't mind a couple foot wounds if I get there in the end ๐Ÿ™‚

stuck oyster
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you get there faster by learning from the simpler basics first

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you are not the first one starting up and wanting to go fast

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but in the end they have all had to go through the basics first

tribal finch
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I get that yeah but I've got cryengine stuff that I'm already struggling to keep motivated with I don't wanna leave it for too long since alot of people are waiting for us as we're the last hope for the game
seems a good few ppl are waiting for the arma stuff too but its not so important
did give the basics a shot but eh idk I guess its just all in my head, need to take those shortcuts for some reason lmao not sure why
probably just a bad habit

stuck oyster
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very bad. You wont get stuff done like that with Arma.

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theres nothing wrong from starting from basics with a new thing

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even if you have experience with a similar thing elsewhere

tribal finch
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did the same with CE, I worked my way backwards kindof it did take me a good 5 months but I was fueled by my love for the game ๐Ÿ™‚
nobody was really helping since like 5 people actually had proper CE knowledge in the community
I think the similar thing is just a good reference point
they way I see arma modding is I'm only replacing geometry so I dont wanna learn more than I need to

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anyway gotta go sleep, need to be up for some stuff in the morn
appreciate the help will go check out the guys

stuck oyster
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"replacing geometry" is suitable concept only for characters and wearable gear as they have least changes in config side and dont take changes to the tehcnical lods side.

However any vehicle will requrie full make of techcnilcal lods like collision, memorypoints for animations and engine features etc.

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so in essence the kind of "replacing" you might be used to does not exist in Arma

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even vehicle config is likely not compatible with another vehicle of different shape and weight

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so to make stuff properly you have to understand quite a lot

unkempt token
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Hmm, I have been wracking my brain trying to figure this out. I've got a building I made, got a shadowLOD volume that is as "optimized" as I can get it, and yet the shadows are being cast on the player's viewmodel, though not in world, see this screenshot: Notice the illuminated gun and hand, despite being in shadow- the glass is stopping light as well, though this is due to the way the shadow LOD was made. https://i.imgur.com/eTr5wTd.jpeg

inland pawn
unkempt token
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Yes

unkempt token
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The shadow LOD is working fine, but it's just the viewmodel for the player that's not working right. I'm torn of it being an issue in the p3d itself, or an RVMAT issue.

rough idol
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did you tried to invert faces?

stuck oyster
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sbsource = visualex?

kind nacelle
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does arma support custom split normals?

stuck oyster
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yes

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will need FBX to transfer to P3D though If I remember right

kind nacelle
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Hmm, interesting

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I noticed that exporting as p3d from blender using the toolbox doesn't conserve that

unkempt token
unkempt token
stuck oyster
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sbsource visualEx and delete shadowlods

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@unkempt token

stuck oyster
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its rarely used so I suppose it has not been a priority feature

kind nacelle
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fair

unkempt token
kind nacelle
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i wonder if it could help getting around having UV seams on smooth edges

stuck oyster
kind nacelle
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ah non so far, ive just been told that arma edge splits those ๐Ÿ˜…

stuck oyster
kind nacelle
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to be perfectly honest, i just make models and toss them at the guy doing the implementation ๐Ÿ˜†

stuck oyster
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I think it may be something you dont need to worry about

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ah

kind nacelle
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okay

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but knowing that custom edge normals work could come in handy at some point

stuck oyster
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they can have uses. and they do work but just need to do fbx export for them as the toolbox export does not do it

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or figure out how to make it do it and suggest implementation to Alwarren

unkempt token
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In the screenshot, you can see inverting them appears to be passing light through instead of acting as a shadow volume. I verified they're correctly oriented so I'm not sure that that was the fix. I'm currently doing some deeper reading on RVMATs cause I think my issue may be stemming from there.

rough idol
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Otherwise you can do proper shadow lod

unkempt token
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I could've sworn I had it working right on one of my previous projects but I overwrote some of the data.

unkempt token
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I'm pulling a blank so far. Do any of yall have a sample of an RVMAT you've used on a structure that worked as intended? (i.e. buffer shadows, light does not pass through, not transparent.)

stuck oyster
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buildings typically use multimaterial RVMAT

stuck oyster
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or you can check you the multimaterial wiki pages

unkempt token
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I type sbource, not sbsource, that was a foolish pebkac.

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Thank you very very much goat and reyhard

cloud totem
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I'm having an issue where something I've made is in my crotch
I know it's related to autocenter, or at least i'm 90% sure but idk how to disable it

cloud totem
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nvm. fixed it

cloud zealot
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I want to create an object of 150 long and large. On Bohemia's website they say geometry doesn't work with a lod larger than 56-60m. Will it work if i subdivide the big struccture in multiple components or do i have to make multiple p3ds ?

stuck oyster
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multiple p3ds

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each max 50 meters preferably

woeful viper
cloud zealot
shell bluff
shell bluff
shell bluff
inland pawn
cloud zealot
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And make sure your model is placedon the very 0 of the Z axis on your 3d software

kind nacelle
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I assume that's because the split should be pixel perfect?

quick terrace
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where there is a hard edge in your low poly - you'll need a UV split

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not sure what you mean by bevel bake

woeful viper
kind nacelle
kind nacelle
quick terrace
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ahh, you can achieve bevel/chamfers in a huge number of ways

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hence the question

stone cargo
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Are we allowed to modify and reupload to a mod what is in samples like the Character template as a potential uniform?

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@quick terrace @stuck oyster ?

bold flare
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following the samples license (release your mod as APL) Actually the samples don't have any license inside the downloaded files. except

ยฉ 2013-2017 Bohemia Interactive a.s.

All rights reserved.

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Thats weird, I expected them to be APL

stone cargo
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Sounds like a no then I'm guessing.

stuck oyster
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It is essentially how new uniforms are made

stone cargo
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Legit all I'm trying to do with is make an undersuit version for my devastator trooper I'm working on. I modeled it around the character and im lazy to make a new undersuit uniform. So all I did was remove the feet, seal the neck, and shoes.

bold flare
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Oh Star wars? How about we stay away from trademark infringement?

stone cargo
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Yeah I'm not using any names from SWTOR i'm changing it all up, aka instead of Havoc, Devastator Trooper. etc

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or any names from star wars

woeful viper
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you still use the design...

stone cargo
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Well I've waited a while on the discussion in #ip_rights_violations so far no decision has been made against legion studios and Disney/Lucas film has a lot of projects which they have not taken down like Galactic Contention from Squad with 140k+ users or the Maul fan film with 36 million views.

However if BI has made a decision against any star wars mods and wants to remove them all, then I definitely will not make this mod public and just keep it for myself for pics.

stone cargo
# stone cargo https://ibb.co/mHHb2BR

on another note I cant figure out why the p3d decides to discombobulate the samples character uniform when its in game. That being said I won't use the samples character since it doesnt seem to like being yeeted into a p3d and I'll just make my own uniform.

stuck oyster
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You have hiddenselections in Shadow lod

unkempt token
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Would anyone care to sanity check me? I'm using a config.cpp and model.cfg I've used previously with full success on a building that has only one door, and it's not animating. I've validated 20 times over that I've got the p3d itself made correctly. It's two variants of the same building.
Here's the config.cpp: https://pastebin.com/cyXwkUPQ
and here's the model.cfg: https://pastebin.com/q9CtPqZY
The action to Open Door appears, but no animations are taken, and it will not run the anim in Buldozer. thonk

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The models have correct memoryLOD vertices for Door01_axis and Door01_trigger, ComponentXX and Door01 nomenclature for both geometry and visual LODs of the door and its geom, I feel like I'm missing something obvious though.

cloud zealot
# stuck oyster I dunno. I don't use fbx.

Actually you can create multiple objects collections and give them a name in Blander which correspond to the lods in object builder. This is why when i was importing my FBX files, object blender was deleting all lods. FBX is for global importation, if you just need to import an object, use OBJ.

charred bolt
unkempt token
charred bolt
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If it doesn't work in buldozer, it's nothing to do with config.cpp, only p3d or model.cfg

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Do you get a door01 animation source option in buldozer?

unkempt token
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No luck, if you mean trying [ and ] to animate it while selecting it (and other components just to verify)

charred bolt
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What is the exact name of your p3d?

unkempt token
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In this capitalization: packshack.p3d and packshack_empty.p3d

charred bolt
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ah ha

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that name has to match the class name in model.cfg

unkempt token
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OH. Wait. So I should do 575packshack.p3d and 575packshackE.p3d?

inland pawn
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Your cfg models class names need to match Exactly the name of the p3d

charred bolt
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Yes - although I think it's usually recommended not to use numbers at the start and to use a tag

inland pawn
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Otherwise, it wonโ€™t attach

unkempt token
charred bolt
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Nice ๐Ÿ™‚

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I'd recommend you use something like a bro_ prefix to all your models and class names (assuming bro is not used by any other popular mods) or something similar based on your mod team name.

unkempt token
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Understood. Thanks for the recommendation

tranquil turtle
#

I have an optic model where I cannot see the reticle in-game. It looks fine in model viewer any idea what could be wrong? Do optics need a .cfg?

inland pawn
tranquil turtle
inland pawn
tranquil turtle
#

Cannot post attachments

stuck oyster
stuck oyster
cloud zealot
tranquil turtle
stuck oyster
#

Black usually means missing/wrong stages in rvmat or wrong path for texture.

tulip gyro
#

Since hiddenSelections doesnโ€™t work on facewear, how do I make multiple facewear color variants without using different models?

fluid copper
#

If you made the model and coded it, I don't see any reason why hiddenSelections wouldnt work

tulip gyro
#

To quote the biki

Please note that facewear does not support changing textures via hiddenSelections[], so when a new facewear is defined, it contains information about its author, name, model, icon, and mass. Should more variants of the same facewear exit, each one has to be defined as a new class and have a new model.

boreal jolt
#

That was certainly the case back in A2 but not in A3. Vanilla A3 facewear like Apex's Stealth Balaclava or Laws of War's Respirators do make use of hiddenSelections.

limpid obsidian
#

I am currently attempting to make an helmet attachment that goes in the face ware slot. I was able to port the model in game. However, it is currently displaying below the head in the center of the chest.

I ensured it was attached to the 'head' vertex group and Set all transforms in Blender. The model displayed correctly on on the ArmaCharacterTemplate in Object Builder. Does anyone know a possible solution for this?

cloud zealot
#

What is the appropriate Z dimension for a table in Arma 3 ?

tulip gyro
limpid obsidian
#

Thank you ๐Ÿ™

rough sand
#

Remodel of A2 T-55

#

Not something incredible but

#

looks better than normal one

kind nacelle
#

Not unwrapped yet and mid poly, but could probably easily be optimised

rough sand
kind nacelle
#

oh yeah when fucking around with the samples i found out that the t-55 is too small

rough sand
#

Yeah

stuck oyster
#

Different variant?

rough sand
#

?

kind nacelle
stuck oyster
#

๐Ÿ˜…

rough sand
kind nacelle
white jay
#

the arma 2 tanks models are bad

#

aav 7, btr, lav and the bmp 3 are the only good ones

rough sand
#

Nah

white jay
#

yes

rough sand
#

You just need to tweak it a bit and it looks quite better

#

and I'm only doing it because I can't look at old barrel manlet

white jay
#

brat just retopo a new high poly from it

#

make sure you dont make a low poly with that horrible turret top seem that is way to big

rough sand
#

Maybe in future for A4/Reforger, but for now

rough sand
#

Awful

white jay
#

this ofp mod has a better t-55 than the arma 2 one :X

#

its kinda funny how terrible of a job they made their t55

rough sand
#

for me worse is fact that nobody before tried to make better model

#

Only in GM you have nice one but still not soo many people have GM

#

In A2 and A2:OA you have atleast 3 different mods with their own t-55 model

#

similar with T-72 , BMP-1, BMP-2, ZSU-23-4 ...

#

Only RHS dis pretty good job with that

shell bluff
#

I have such a problem, I add max speed here, but in the game it doesn't go more than 30 ๐Ÿ˜ฆ https://ibb.co/G0gRKpD

inland pawn
#

It's a number of physX parameters

shell bluff
shell bluff
kind nacelle
#

The proportions on the t-55 look good

#

It's just that it's too small

#

I think reworking Arma 2 models is a waste of time in general tbh

#

Why work on creating a fully new high and low poly and then not have full rights to the asset afterwards

rough sand
#

The reason is simple:
-It's still faster than making one.
Overall shape is fine , just need to do some smaller and bigger details

#

Maybe for A4/Reforger I will do my completely own model

#

Plus, with new textures some old models like Mi-24,BRDM, can still looks very good like

kind nacelle
#

Yeah fair enough

#

It's just not something I would do. I like having full ownership

#

Personally I prefer to work from scans

#

Lots of good free ones available and you can always make your own

#

There is some pretty amazing Foss photogrammetry software

unkempt token
#

What causes this? https://i.imgur.com/qNpNEgU.jpeg
I have the chainlink material as a _ca.paa texture, the metal post that is being seen through is a normal texture. I tried moving the chainlink to top, and poles to bottom, but no change apparent. You can also see the alpha blending overriding the chainlink behind it.

#

I'm trying to see if there's an alpha clipping mode as opposed to blending, as I think that could potentially resolve the issue, but I'm getting weird google results lol

stuck oyster
#

are your solid parts on same texture as the chainlink?

#

if yes, they need to be separate

#

if no, do they share rvmat

unkempt token
stuck oyster
#

is there a huge amount of chainlink in the model?

unkempt token
stuck oyster
#

does the solid parts use _CO texture?

unkempt token
#

Yes but the filename itself is not appended with co, it's just 575_cage1.paa

stuck oyster
#

all textures need to have correct suffx so they convert correctly to .paa

#

also make sure it does not have alpha channel

unkempt token
#

Ahh! You might have nailed it, I just realized the cage texture has a transparent background because of my SP export settings. Let me fix that and try again.

#

Hmm, or perhaps not, I did remove the alpha from the _co texture and re-converted it to PAA, sitll not sharing any rvmats or anything, but I'm seeing this still. https://i.imgur.com/BBolsub.jpeg
It's using the concrete.rvmat I use for my other structures, so I'm still trying to pick my brain for other theories.

unkempt token
#

I ended up being able to achieve the desired effect (alpha clipping instead of blending) by re-converting the chainlink to a _co instead of a _ca. This doesn't make sense, most likely, but it appears as intended and eliminates the alpha issue. https://i.imgur.com/gVI080G.jpeg

stuck oyster
#

it does actually. ๐Ÿ‘

#

_co can hold 1bit alpha (transparent or opaque/ on or off)

#

and it is handled different from _CA

kind nacelle
#

Wait, it can?

#

Would that fix mipmapping issues of a transparent texture becoming black at a distance?

stuck oyster
#

I dont know of such issue so cant say

#

usually _Ca textures mipmap to transparent

kind nacelle
#

Hmm

stuck oyster
#

id perhaps check that kind of textures mipmapping stages in the texView tool

#

you can scroll the mip levels of a paa in it

#

last smallest mip of the file

#

scroll with up and down arrow keys

kind nacelle
#

ah, neat

#

thanks

shell bluff
#

can anyone help me please. My vehicle collapses underground, I managed to deal with it in the tank, but I don't know how to do it with the car ๐Ÿ˜ฆ https://imgur.com/a/UQy26B3

inland pawn
shell bluff
stuck oyster
#

physX wheel setup and memorypoints

#

refer to the sample car on Steam Arma 3 Samples

shell bluff
stuck oyster
#

physX wheels are code and memorypoints

#

visual wheels are just visual

#

geometry wheels are for collision and hit detection

shell bluff
inland pawn
#

Select each wheel separately and give them each a selection

#

Name those wheel_1_1, etc

#

If you want

#

Then give those wheel source rotation in model.cfg

#

Add to physX

#

Make sure you have proper geo and geo phys LODs

#

Geo can have wheels and tracks

#

Geo phys canโ€™t have wheels or tracks

#

Memory, your wheel axis points should be direct center of the wheel rim

#

Bound points are roughly the bottom of the wheel

shell bluff
#

that's what I was doing pressing shift D to center the wheels. and each one has a different name for wheel 1 ... etc

inland pawn
shell bluff
#

is it something else?

inland pawn
shell bluff
inland pawn
shell bluff
#

I will run today and I will come tomorrow ๐Ÿ™‚ P

shadow sorrel
#

AT-802U Sky Warden when

white jay
#

dont dew it... do it for enfusion :C

limpid obsidian
#

If I put an piece of armor in the glasses slot. Is there a way to make it appear in first person?

small olive
#

put it into your viewpilot LOD as well

limpid obsidian
kind nacelle
#

And player numbers reflect that

inland pawn
#

Well, more convenient

kind nacelle
#

Yes but there is no content and no gameplay

#

The ai is kinda as capable as a Minecraft skeleton

#

They shoot at run at you

#

No real mission editor either

#

No official tracked or fixed wing sim

marsh canyon
grim trail
#

Successfully made a turret on my latest model, everything works except....... The damn gun fires from the middle of the model not at the barrel and doesn't follow the turret just fires straight, anyone got any ideas?

stuck oyster
#

memorypoints dont match config

grim trail
#

Ok, I'll go back and use my eyes properly lol thanks buddy๐Ÿ‘

limpid obsidian
#

@stuck oyster If I put a piece of armor in the CfgGlasses slot. Is there a way to make it appear in first person? Because it is appearing in third person, but not first.

stuck oyster
#

no need to ping me specifically thanks. I'll answer if I have answers

limpid obsidian
#

apologize, thank you.

stuck oyster
#

try it as some other type of item to confirm that the glasses slot behave different

#

if some other slot does not work either then likely you have some mistake in the model

bright echo
#

the glasses proxy is generally not in the view pilot lod of units

stuck oyster
#

ah there we go

#

makes sense

bright echo
#

like if you check the a3 sample its missing from the view-pilot

#

I found this a long time ago when trying to figure out why gloves that use the glasses slot wouldnt show up

#

It does work though if you add it but obviously it will only work for the unit/uniform you add it to

bright echo
#

nope

#

i don't see what there is to dm me about

limpid obsidian
#

Are you talking about adding the model to the 'view-pilot' LOD in the P3D? Or is this a Config thing?

bright echo
#

the former

#

the glasses proxy is missing from the view pilot lod and just needs to be copied over

limpid obsidian
#

hmmm I must be missing something then. Because I've copied the model into the 'View-Pilot' LOD but still can't see it while in first person. Sorry for all the questions, new to this.

stuck oyster
#

you would need to add the glasses proxy into the character models viewpilot lod

#

not the item

limpid obsidian
#

i'm trackin' now. Well both of you thank you soo much for the insight and assistance.

bitter kite
#

second it touches the water its to space

stuck oyster
#

@charred bolt youve done boats recently! Ever seen this happen? blobcatsweats

stuck oyster
charred bolt
# bitter kite hi does anyone know what could be causing this? https://streamable.com/fn5m7a i...

Can you show your:
Geo LOD
Geo Buoyancy LOD
Geo Phys LOD
LandContact LOD
(screen shots to show Named Selections, Mass, Named Properties).

What do you have for these properties in config?

turnCoef = 

maxSpeed = 
slowSpeedForwardCoef = 
normalSpeedForwardCoef = 
idleRpm = 
redRpm = 

simulation = 
thrustDelay = 
overSpeedBrakeCoef = 
enginePower = 
engineShiftY = 

waterLeakiness = 
waterResistanceCoef = 
waterLinearDampingCoefX = 
waterLinearDampingCoefY = 
waterAngularDampingCoef = 

rudderForceCoef = 
rudderForceCoefAtMaxSpeed = ```
charred bolt
#

Xovolovo took to DM's looking for solution.

cloud zealot
#

Does anyone knows why the UV Editor doesn't want to open anymore ? It happened today and i don't know why the UV Editor is not opening anymore, i tried to restart my computer but it doesn't change anything

charred bolt
#

It looks like his Geometry components weren't convex, but he disappeared without confirming, so I assume that was the issue.

charred bolt
cloud zealot
charred bolt
#

it gets bugged minimised sometimes

cloud zealot
#

Is FBX a non recommended format? There is a file i want to open in Object Builder but bulldozer doesn't display it. It works with OBJ type

stuck oyster
#

what are you trying to open exactly and what does buldozer does not display it mean?

#

is there error pop ups?

#

when you say buldozer does not open it, do you see mesh in Object builder when you import the fbx?

cloud zealot
#

There is no errors popping up, eveything is triangulated and working fine. The UV editor displays everything properly but not bulldozer

cloud zealot
stuck oyster
#

is it huge?

#

does it have texturing? perhaps the paths are wrong

cloud zealot
#

not so huge, its a 50m large object, it's a building

stuck oyster
#

you would likely need to move the dozer camera back a lot

cloud zealot
cloud zealot
stuck oyster
#

did you remove texture definitions from the mesh?

#

try scaling it down

cloud zealot
# stuck oyster try scaling it down

I just found the problem: the animations are not working. But i definitely need these animations. How can i import animations in object builder without using blender Armatoolbox, if not with FBX ?

#

In Bohemia's House sample there is at least 6 doors animations. How did they import them ?

stuck oyster
#

you dont

#

they are made in model.cfg

#

as config

#

there is "how to animate a model" and modelcfg wiki pages that should get you started

#

along with the sample house model.cfg

cloud zealot
stone cargo
#

quick question fellas, is there we to decimate a model within OB? As in lower its poly count?

stuck oyster
#

no

#

well manual welding of verticles

stone cargo
#

hmmm. if I export an fbx from ob, will it save the vertex weight paint data?

stuck oyster
#

50/50

#

it probably should

#

but fbx has been unreliable with those

#

at least in blender you seem to require armature to get them transfer

runic plover
bitter kite
#

hey so im trying to get my boat to move but it just wont move it floats but even after adjusting the engineShiftY to different values i just cant get it to move

#

any ideas?

bitter kite
#

yeah

inland pawn
#

Geometry buoyancy?

bitter kite
#

yup

inland pawn
#

Proper memory points?

bitter kite
#

it floats perfectly

bitter kite
#

is there any specfic for thrust?

#

there isnt right

inland pawn
#

No. This could be a myriad of issues

#

Either your physX is busted

#

Your geo phys isnโ€™t right

#

Etc

bitter kite
#

i dont really know what to make of this tho

charred bolt
#

Make your Geometry Buoyancy object very simple. Example:

  • just one component
  • around 30 faces
  • closed
  • convex
bitter kite
#

Got it ill try that

stuck oyster
#

how is your model aligned in the model space? is it all above 0 height?

bitter kite
#

It was but i moved it to like halfway

stuck oyster
#

does it sink into the water as expected

bitter kite
#

Yeah it floats completely fine

charred bolt
#

He's had quite a bit of help in dm

stuck oyster
#

like the hull is actually in water and not just bobbing on water

bitter kite
#

I think it should be good it moves with the waves and everything

bitter kite
#

so currently no more errors boat still wont move tho

stuck oyster
empty aurora
#

Hello,
I have two guis build and these work well, but now i need make them model which show on ground when you drop it from yours invertory.
Where i can get guide to build models and which programs i need to do these.

bitter kite
stuck oyster
#

๐Ÿ˜…

#

one step forward, 2 steps under the sea

bitter kite
stuck oyster
#

is your physx geometry flat box?

bitter kite
#

its roughly the same shape as the hull

bitter kite
#

its working

#

i made it a tiny bit smaller and that seemed to do it still doesnt tip over tho

stuck oyster
#

check the geometry and physX geometry again that they are valid convex and closed shapes and the component names are generated right

#

and that geometry lod has mass

charred bolt
#

He's been told all that, problem with dm's I suppose.

stuck oyster
#

xD

#

DMs is like this ๐Ÿ‘†

charred bolt
#

Ship physx is easier than land mostly and still incredibly difficult to get right. That's why it takes days and days even when you know roughly what you're doing.

bitter kite
#

yeah its working i just gotta find out how im gonna lower the geo mass while keeping the same buoyancy so it can actually get some speed

stuck oyster
#

try just lowering the whole model

bitter kite
#

as in lower it in 3d space?

stuck oyster
#

ye

#

all lods

bitter kite
#

got it ill try that

bitter kite
#

so changing the model in 3d space didnt do much

#

im gonna try to just keep the same mass but increase the horsepower? maybe thatll help

stuck oyster
#

worth a shot

bitter kite
#

so its definitely better and i can tweak it so i think thatll do but for some reason the engine speed is limited to 78 kph

#

even with a max speed of 120

stuck oyster
#

its more about the engine power and engine envelope than maxspeed parameter

bitter kite
#

it has 1400 hp and thats already making it shoot off when i press forward

runic plover
bitter kite
runic plover
#

more turn increase both rudderForces

#

What is bank less?

bitter kite
#

When i take a corner the side goes up an insane amount

#

Like the right engine goes out of the water if i bank left

stuck oyster
#

perhaps check your mass centering/weight distribution

bitter kite
#

Yeah i checked that i adjusted it to every possible position and i just cant get it not to do it

runic plover
#

Maybe your geometryBuionbanana (i hate to write that word) is not good

#

If its to much \ / it could do that

Try to make it more \ _ /

runic plover
bitter kite
empty aurora
#

Hi
Can some1 share good program to get model from Blender to p3d

marsh canyon
empty aurora
#

Thanks

runic plover
kind nacelle
kind nacelle
#

that cockpit thing the guy was trying to do

stuck oyster
#

Oh the message does not exist anymore. meowsweats

kind nacelle
#

seems he was banned in the last two hours then lmao

#

not even two

#

half an hour

stuck oyster
#

Oh

#

Odditypoddity. Anyway, in a custom new model you can do whatever you like. In existing model you can't do anything.

strong plaza
#

did BI break buldozer (again!) with an update recently? both me and @twilit depot's buldozer has broken

twilit depot
#

my TB buldozer works fine, but O2 broke suddenly when I opened it up today

strong plaza
#

I just get no viewer found

twilit depot
#

my viewer doesnt seem to be attached either though, i can close o2 and let it crash and that buldozer exe will stay open

stuck oyster
#

seems to run normally

#

:L

#

you guys run dozer from the arma3.exe?

bitter kite
#

how u got it to use a cloud instead of the weird blue?

strong plaza
stuck oyster
bitter kite
#

oh shit ty so much

stuck oyster
# strong plaza yeah

I'll check if my Arma has updated. it had a download done just now but could be it was just workshop stuff

strong plaza
#

tried reinstalling the game and tools, but no joy

stuck oyster
#

did you refresh P drive dta/bin?

strong plaza
#

duh, I forgot about that

stuck oyster
#

mysteries

twilit depot
#

i validated and i was mysteriously missing 8 files, but even when they were re-acquired i had the same problems

#

its mysterious because i literally didnt change or do anything

#

i just opened o2 today and had issues

strong plaza
#

looks like I'm back in business after refreshing P data

twilit depot
#

same

twilit depot
#

thanks @stuck oyster

#

savior

upper dove
#

i have a problem where if im far away from the player wearing the vest and helmet i made it shows the pistol proxy and the orignal helmet i took but when i get close it changes to what i made how do i fix it?

fluid copper
#

@upper dove The distance lods determine that, look in object builder at the different lod layers. Copy pasting your vest to the over layers will fix it, but the other layers exist for the sake of performance

warm trench
#

I suspect this is caused by a typo somewhere in my model.cfg but...
When using the hide animation (e.g. hide a component on a weapon when an optic is fitted) the current model I'm working on looks like it just scales it to about 1/2 size and moves it closer to the origin as opposed to hiding.
Anyone know what causes this or what the fix might be?
(Obviously I'm checking for the obvious typo etc!!!)

warm trench
#

Don't really understand it as it's largely re-using a model.cfg I've used for an earlier pistol with the odd change where necessary

stuck oyster
#

you have 2 animated selections affecting the mesh of the scope

#

so the hide animations only goes halfway

#

hide essentially just scales the selection into nothingness

#

@warm trench

warm trench
warm trench
stuck oyster
#

you have boneSomething and boneHide

#

๐Ÿ‘

warm trench
#

I've spend about 2hours trying to debug this!!!

stuck oyster
#

๐Ÿ˜…

charred bolt
#

"You can translate rapidly, but you can't hide (only get vanishingly small at the origin)." An idiom for the dedicated Arma modder.

stuck oyster
#

๐Ÿ˜…

shy hamlet
subtle bison
#

what does your model.cfg file look like

shy hamlet
#

I don't use model.cfg here

#

It's just a normal model without any animations

bright echo
#

yeah you need a model cfg to define the sections for hiddenSelections to work

#

like as simple as:

class CfgModels
{
    class Default;
    class Ammobox: Default
    {
        sections[] = {"camo1"};
    };
};
shy hamlet
#

Okay, now I'm going to try it like this

shy hamlet
bright echo
#

np

trim plover
#

im having issues with weighting, i have all the vertex groups set up and weighted in blender, but when i import it to object builder it doesnt load any.

trim plover
#

fbx

stuck oyster
#

youll need to export armature with the model that has the bones you have used

#

or use arma Toolbox addon to export directly to p3d

trim plover
stuck oyster
#

you are exporting it wrong

#

you need to se object with Arma properties so it counts as a p3d LOD

#

only then does it export out

trim plover
#

it exports out

#

i just cant load it after

stuck oyster
#

it does not export out if you cant open it up

trim plover
#

i'll just add the armature to the file then

stuck oyster
#

alr

trim plover
#

im still doing it wrong

#

is there a youtube video or something i can look at?

stuck oyster
#

no

trim plover
#

is this meant to say something else?

stuck oyster
#

well thats not related to your export issues

#

but it does mean you have bad weighing on your thingy so it might not work right in game

trim plover
#

it just says load error when i try and get it into object builder

stuck oyster
#

how big is the p3d file?

trim plover
#

8kb

stuck oyster
#

its empty

#

it did not export right

#

so it cant open

trim plover
cloud zealot
#

does anyone have an idea about the required spacing between each level for a ladder ?

blissful spire
#

Howdy folks. Need some advice on what to check next. Have an APC im working on. Everything works ok, convex/closed etc etc. however, when i place the APC on the ground like normal (where it "snaps" to the ground), the front end lifts up unless i reverse slightly which causes it to come back down. However, when i place it slightly above the ground and start, it works fine

blissful spire
#

Addon to above - removing or adding higher mass values to parts in the geo lod doesn't change the issue at all.

inland pawn
#

Or land contact

stuck oyster
blissful spire
inland pawn
#

And to contact the ground properly too

blissful spire
#

let me go swap them out for a clean copy

#

wonder if i may have had them backwards somehow

blissful spire
stuck oyster
#

How is the apc aligned to the models space?

#

On the 0 height, above it, below it?

blissful spire
#

do you mean where is it in regards to 0,0,0?

#

if you are, its above. im just at a loss as to what would cause the kick up, but let it drive fine when on the ground

cloud zealot
# stuck oyster ladders are defined by memorypoints so you can make them any length you like

i've seen this in the vehicle config reference, i just wanted to know the required distance between each bar for the model. By the way, i've seen in bohemia's vehicle config reference that you have to define memory point for the start and the end of the ladder but what about the orientation? How do i determine in which orientation will the character climb the ladder ?

stuck oyster
stuck oyster
blissful spire
stuck oyster
#

The tanks wheels are not same size though?

blissful spire
#

They arnt actually modeled out. It "hovers"

stuck oyster
#

So what is different then?

#

Amount of wheels?

#

Size?

#

Geometry?

blissful spire
#

Wheel amount is the same, geometry and size are slightly different. Only due to the model shape

#

My guess is its a contact issue. Since it drives fine and spawns fine when placed slightly above the ground

#

But my contact points are flat on 0 in the four corners

stuck oyster
#

Contact points should be under the wheels an tied to the dampers

blissful spire
#

Ill try again then on the contact points then

#

Although i originally had then under the wheels and tied to the dampers and it all was doing the kick up

cloud zealot
#

Ok. Now i've modelized a building on my own and i have a problem, geometry lod is not working. All components a convex and all faces are correctly oriented. I duplicated the geometry lod to make the fire geometry lod. The fire geometry lod is working but not the geometry lod. Why ?

stuck oyster
#

No mass set on geometry lod

cloud zealot
#

the building is only 5mx5mx5m

cloud zealot
#

yes all compoents are closed

blissful spire
#

One of the checks ive started to do is to convex the shape, then RMB and drag to the side. Obj doesn't always give a good indicator for vertex points. If there are vertex points not convex, dragging them will show you

#

Then just undo the action

stuck oyster
#

Mass, convexity and component names are the requirement

charred bolt
blissful spire
#

Ah right. Forgot that part

cloud zealot
# charred bolt

i can share the project folder with you because i will share it with the community anyway

#

i cant find what is wrong with this p3d

charred bolt
#

Geometry LOD is not closed or convex.

#

Same for Fire Geometry LOD.

#

Not all Components have "Componentxxx" selections (13 without).

cloud zealot
charred bolt
#

That's right, the entire structure must be broken into small pieces, each of which must be closed and convex ... which they are NOT.

#

In Object Builder on your Geometry LOD do
Structure > Topology > Find Non-Closed
Structure > Convexity > Find Non-Convexities
When both of those show 0 points / 0 faces, you know you've succeeded.
Afterwards also delete your component selections and re-find them using:
Structure > Topology > Find Components

cloud zealot
#

Thesetools shows non convexities considering the entire structure which is why it will always show non convexities

cloud zealot
charred bolt
cloud zealot
cloud zealot
#

How do i have to define a door so the geometry can work ? the doors are named door_1, door_2 and door_3 in resolution lod, geometry lod and fire geometry lodand the animations are working but the geometry and fire geometry is not. Why ?

stuck oyster
#

The selections break when you run component convex tool

#

You have to redefine them

#

When you compare the component selection after component convex hull it shows both verticles and edges/faces and the door selections show only the verticles

#

That's when you know the selection broke

#

@cloud zealot

cloud zealot
stuck oyster
#

Test in buldozer that the animations work on the geometry lod

cloud zealot
#

the animations works in geometry lod

cloud zealot
#

it's just like the geometry wasn't considering the doors as components.

stuck oyster
#

in what situation

#

when they are open or closed?

cloud zealot
stuck oyster
#

usually it means non convexity, no mass or no component name on the part

#

moving parts need both component name and the bone/animated selection name

#

in geometry lod

cloud zealot
stuck oyster
#

2 selections right

#

not 2 separate parts

cloud zealot
# stuck oyster 2 selections right

yes 2 selections. I thought components were kind of "object" like in blender but they just are selections. I didn't know we could make two selections from the same vertices.

stuck oyster
#

๐Ÿ‘

#

that is the way yes

cloud zealot
#

By the way i tested a baked texture on this guardpost of mine and the texture is perfectly applied. Something must be wrong with my headquarter building

hot hornet
#

your UVs are broken

#

if you're trying to do multimat, you need 2 UVsets;
UVset 1 works like a mask with multimat

#

or an IDmap

#

I'll ask the team if we can share the sources of one of our structures

hot hornet
elder gorge
#

Does anyone know of a good M60A3 TTS mod for Arma 3 that has the ERA panels present? If not, would anyone in here be up to the task of building a sidemod for an existing M60A3 vehicle? Would potentially be willing to commission it.

white jay
#

is there a way to render the shadow volume lod along side the default shadows? I need the shadow volume lod for the building interior to be dark but the rest of the building doesn't cast a shadow

stuck oyster
#

this makes no sense

#

what exactly are you trying to do?

white jay
stuck oyster
#

no

#

its simplest if you just use sbSource = visualEx named property

#

and delete shadow lods

#

so it casts shadows from the model itself

#

@white jay

#

if youy want fast and easy shadows

#

otherwise you will need to make proper accurate shadowlods

#

as in each wall, beam etc as a mesh

white jay
#

that's typically what I do but sometimes buildings sort of leak light through the roof

stuck oyster
#

you have leaks in the mesh

white jay
#

thing is there's no holes as far as I know, normals are facing the right way and no weird split edges

#

the roof is fully enclosed

stuck oyster
#

if it leaks through light its not

#

even a "flat aligned" verticles can leak through if they are not merged together

#

yo you need either small overlap or merged verticles

white jay
#

gonna look it over but they should be merged

tulip gyro
#

how do I merge uvs in object builder

stuck oyster
#

poorly

#

it is better to do in source files

#

otherwise you are bound to repeat the work if you need to import from source again

tulip gyro
#

well it's a weapon

#

and I don't want to break animations/model.cfgs

stuck oyster
#

dont see why they would break

#

but if you insist doing it in ob you can cut paste the parts that are in wrong uvset to new lod and then copy the uvs to correct uvset and delete the wrong ones

#

and then copy the parts back

tulip gyro
#

thanks

white jay
#

does anyone have an export template for substance painter?

#

for the textures, would be very greatful

fluid copper
cloud zealot
#

i am working on a control/electric panel with screens, buttons and levers. There is over a hundred buttons on the panel and i intend to make an animation and an action for each button/lever so you can click on it to use it. I intend to use this panel for electric control, video surveillance, gate and doors controls, missile launch. Can the game support this many actions and animations for one object ? Would it lag ? I don't want to use dialogs.

#

If it works i intend to export this panel on Arma Reforger. Can Arma Reforger support over a hundred animations and actions for one object ?

hot hornet
fluid copper
#

Make sure you export it as 8bit and not 16, 16bit cant convert to paa format

white jay
#

So onto my next question, if I made something in blender how do i actually open it in object builder? it doesn't support fbx files

fluid copper
#

Object builder does allow you to import fbx, if you press import instead of open its listed. There is a addon called arma 3 toolbox for blender that allows you to export p3d'a from blender though. This is the ideal way to do it

gloomy hemlock
#

Poly-Count-question: 29k for a weapon is way too high right? Whats an acceptable poly-count

white jay
#

After exporting my model to a p3d, I try to load it and it fails. It also says the P3D is 0 kb in size. What am I doing wrong?

#

I just get 'Unable to load file. Load error'

small olive
stuck oyster
cloud zealot
# stuck oyster Single object bone limit is 256 other than that should not be a problem

That's very good to hear, i intend to create a working electric system and informatic system using 3d interactive panels and consoles, i was afraid the game does not support panels and console with many interactive buttons. Panels, consoles and computers will have exploitation systems. There will also be an internet. My only regret is to have to reprogram everything from scratch for Arma Reforger and Arma 4.

charred bolt
# gloomy hemlock anyone?

It might be ok depending on the size and complexity of the weapon. 15k tri's might be a typical average number.

valid charm
#

is there any way to export a building from object builder to edit and reimport it?

fluid copper
#

You could export it as a fbx and open it in another program and then reimport it as an fbx or p3d depending on the program

valid charm
#

trying to add additional rooms to the coal plant main building from livonia

stuck oyster
#

not possible

#

cant edit the Arma 3 objects

stuck oyster
#

which can be edited

silver zenith
silver zenith
stuck oyster
#

dunno. you can check the light class in that objects config

#

I recall there is some wiki page related to light configs

silver zenith
#

maybe shape?

stuck oyster
#

do you have all in one config?

silver zenith
#

have it on the main pc but it got bonked
and I can't really afford to download mass stuff like that on my laptop
what pbo should I look inside?

stuck oyster
silver zenith
#

oh right this is just config, not data
guess I can download that

jade flare
stuck oyster
#

vertex normals could be broken

#

missing 02script.exe path in armaToolboxSetting perhaps or just model has bad smooth/sharp edge setup

jade flare
#

cheers

stuck oyster
#

oh the atrocity of default OB ui layout

jade flare
#

yeah my A3 Tools directory had moved thanks

#

quick question I have the textures and I have a RVMAT how do I add the RVMAT to the object?

stuck oyster
#

you use blender right? best place to assign them would be the source file in blender and in the material tab there is arma texture/material slots you can assign files to so they are written into the p3d

#

in OB you can select parts of mesh and hit E to open menu where you can assign them

jade flare
#

i use both yeah

#

face/colour/custom?

#

nvm think i answered that

stuck oyster
#

ye

#

just not with the //.. path at beginning

#

thats Blenders relative path setting and it breaks in p3d

#

for some reason the relative path is on by default in file opening dialogs (somewhere on the top right )

#

which reminds me @shrewd jay you happen to know if the relative path could be turned off by defaul in the materail/texture selection dialog or is it just Blender thing

jade flare
#

it seemed to work when i looked at in in OB

jade flare
stuck oyster
#

autoceneter, no weighting, no model.cfg

jade flare
#

so the weighting?

#

do i just use blender to weight paint?

stuck oyster
#

it can work yes

jade flare
#

so the model.cfg I can get that via eliteness? does that file go in the folder with the model p3d?

stuck oyster
#

yes

jade flare
#

then autocenter to 0?

#

cheers for putting up with this

stuck oyster
#

for autocenter requirements check sample models for what is used there

jade flare
#

sure

#

yeah was 0

jade flare
#

still cant figure this out the weights seem to be set

stuck oyster
#

perhaps they dont match the bone names

jade flare
#
"leftshoulder"    ,"spine3",
            "leftarm"    ,"leftshoulder",
            "leftarmroll"    ,"leftarm",
            "leftforearm"    ,"leftarmroll",
            "leftforearmroll"    ,"leftforearm",
            "lefthand"    ,"leftforearmroll",
stuck oyster
#

then perhaps you dont have cfgModels class that mathces the p3d name

jade flare
#

class MK7_Vest:Default
{
skeletonName="SpaceMarine_ManSkeleton";
sections[]=
{
"camo"

    };
#

would need to be the same as my classname in the config.cpp

#

nvm figured it out

cloud zealot
#

I see Object Builder can run scripts. Is there a way to run a script to make convex hull from all selected objects ?

#

I tried to use Component Convex Hull but is splitting all my objects into non-closed objects

#

I also tried to use a script to reshape the 480 geometry components with blender intp convex hulls but object builder still considers there are non-convexities

stuck oyster
#

Make better geometry lod to begin with. No automation can fix a mess

cloud zealot
stuck oyster
#

Has to do with differences in convex calculation methods between Blender and OB/Arma. You can try tweaking the parameters in the blender tool to keep the shape triangulated and remove no use of existing faces, that can help.

#

You must not have quads in complex geometry for example as blender and OB triangulate those different and stuff like that makes convexity errors

cloud zealot
stuck oyster
#

Yes, no tutorials though o2scriping is very rare talent

#

You are faster redoing the geometry manually than learning to make the script

rain creek
#

Can anyone help me? Wanting to change the OPFOR models to the RHSAFRF models one by one, but don't know where to start, or which config to go to

#

Got a Dedicated-Server

cloud zealot
charred bolt
cloud zealot
charred bolt
#

A building, ok, that count might be fine then.

stuck oyster
#

2048 is hard limit

#

as less as possible is best

stuck oyster
#

that way you have control over them

#

and likely you would get less of them

cloud zealot
stuck oyster
#

yes. that is the normal way of making them it does not even take that long when you get used to it

#

the component automation can only work if you feed it right kind of components

#

as in simple enough and in right approcimate shape

#

your refusal to believe is pointless

#

and well little bit insulting

#

im trying to tell you how you need to do it

#

if a building is made in certain way from the ground up, the geometry parts nearly make themsleves in the process

#

but your building is not made like that. its very messy

white jay
#

anyone know the science of ai paths in buildings? I'm building a path lod for a house and it seems like the path only sometimes works when it's placed at a very specific height

#

when it's too low sometimes the ai don't open doors

#

I've basically copied the arma 3 samples house pathlod set up and directly copied the entrance fans

empty aurora
# marsh canyon https://github.com/AlwarrenSidh/ArmAToolbox

Hey,
I have tried many times to install this in a blender.
I tried with python 3.97
And from the #issues Guide (works in versions 3.7-3.8) I installed the python 3.7 version.
There is still an error installing from bpy via CMD.
Are there any other guides on how to install the armatoolbox add-on in a blender, or is there an "easy" way to get this toolbox to work in a blender.

marsh canyon
#

No need to install bpy. It's built-in Blender

empty aurora
#

When I try install from blender properties, add-on, install.
I do not get tool box to shown on add on list.

marsh canyon
#

Which Toolbox and which Blender?

empty aurora
#

Wait i check my versions

hot hornet
cloud zealot
hot hornet
#

Making the geometry LOD is just a small part of the creation process

empty aurora
marsh canyon
#

And how you did tried to install? Just like other addons in Blender but how you did?

cloud zealot
empty aurora
marsh canyon
#

Okay, and why do you think it is not installed? What error you have?

empty aurora
#

I do not see that on list of addons/ cannot export my model to .p3d

#

Don't have any error, ls just take couple second and bottom bar shows installed , and text will disappeared after that

marsh canyon
hot hornet
#

not sure if it's how it's called. ๐Ÿ˜…

empty aurora
stuck oyster
#

Yeah you may need never version now.

#

I've posted one some time ago

empty aurora
#

Yeah, will try with never version.

cloud zealot
hot hornet
#

cubes = easiest

#

but yeah, as long as it's convex, it should work

#

and closed

#

everything is explained in the wiki (I think)

cloud zealot
# hot hornet cubes = easiest

I could try to make cubes but i don't understand OB. All the components of the wall are convex and closed yet when i use find convexities and find non closed there is a lot of invalid result but the geometry works.

#

I don't know why it's not working on the building

hot hornet
bright echo
#

@bold flare sorry for the ping but I think this was something you put in?

19:22:42 ThingX 2837728c100# 164058: xxx.p3d was falling under terrain! Position corrected to ground [1879.90, 8.09, 5722.64]. Disable simulation to keep object under terrain.

how is it determined that the object is under the terrain? reason I asked is I'm physically watching the object and it keeps getting thrown into the air while this error occurs

#

does it use the geolod ? I noticed when the physx and geo lod were slightly different shapes it happened far more often

cloud zealot
cloud zealot
# stuck oyster but your building is not made like that. its very messy

Geometry problem solved. There were no need to redo the geometry of to reshape anything from cubes, i'm a programmer and it would really make no sense to me. My geometry was perfectly working but i don't know why there probably is a glitch with OB. I saved my 480 geometry components in 5 fbx files then instead of importing them directly in my p3d, i opened them with another instance of OB and used CTRL C- CTRL V to paste them in my p3d. Now everything is working fine and perfectly.

bright echo
stuck oyster
gloomy hemlock
#

regarding structure-models (houses) are there some things i should watch out size-wise or in any other point?
Thinking of adding some kind of hq to a project of mine but im not sure if something with such a size (around 100x100m base with tunnels that are maybe around that length as well) should rather be made in separate parts or not

stuck oyster
#

Geometry safe size limit is 50x50 meters

#

So you will need to make it from parts

#

Ai pathing works usually OK when pathing from one building to another as long as all buildings touch ground. However if buildings are stacked on top of each other pathing can break on the top ones

gloomy hemlock
#

you said 50x50m. what about the hight? also 50?

marsh canyon
#

Heard there is no height limit

gloomy hemlock
#

ah thanks. i wanst sure since there are some high radio towers (i suppose the Tanoa one is the highest) but ofcourse the ai pathing might be a different thing considering these towers never really needed something like that

muted tapir
#

this triangle uses the same texture as the ground underneath it. what have i done wrong for it to be so dark?

stuck oyster
#

Have done 200m tall things but the height can add to simulation range which can be bad for performance

muted tapir
#

no, and i don't know how to get the correct one

#

if i grab the texture using the surfaceTexture command, how do i get the corresponding rvmat?

charred bolt
#

Texture is one half of how something looks. Rvmat (material) is the other.

muted tapir
#

also putting the texture on other things with incorrect rvmats doesn't make it that dark

charred bolt
#

Did you make a shadow lod for it?

muted tapir
#

yep

#

or at least i think i did

#

i have a shadow volume and a stencil shadow lod

#

i have no idea what either of them does

#

but they exist

charred bolt
#

Turn off shadows in your video options, see if it gets lighter.

muted tapir
plucky depot
#

what RVMAT do you use?

#

we use the default one in ACE Trenches and it looks mostly like the terrain.

charred bolt
#

Probably rvmat then. Likely you're missing smdi, nohq and as maps too. No idea if it's legal to pull that texture out and reuse it

plucky depot
#

P:\a3\data_f\penetration\default.rvmat if i'm looking correctly.

muted tapir
#

i'll try using that one

plucky depot
#

ace_envelope_*.p3d are trench models.

muted tapir
plucky depot
#

Might be it, I can barely use object builder hide

muted tapir
#

this is what it looks like with no rvmat

muted tapir
#

recalculating the normals in object builder fixed everything

hot hornet
#

oopsie

muted tapir
#

still good call

hot hornet
#

yeah x)

stuck oyster
muted tapir
stuck oyster
#

Open addon settings menu and set the path

muted tapir
#

D:\Programs\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts