#arma3_model

1 messages · Page 2 of 1

muted tapir
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is that what i should put in there?

stuck oyster
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. Exe

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Try it out

muted tapir
muted tapir
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i'm getting this error when trying to export a model from blender

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what am i doing wrong?

stuck oyster
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you have unassigned materials in your model

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the last few lines in these errors usually point to what the issue is related to

muted tapir
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these?

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nevermind

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it was hiding here

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thanks

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is there a way to assign weights to geometry in blender?

stuck oyster
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yes

muted tapir
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how do i do it?

stuck oyster
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geometry lod selected, edit mode and one of the arma tools menus if I remember right

muted tapir
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found it, thanks!

empty aurora
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Yeah, this solved my problem. Now it works. Thanks

white jay
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My model looks like this in-game even though it has assigned textures and an rvmat

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how do i post photos

stuck oyster
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@white jay you paste links to them

stuck oyster
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your texture is not compatible resolution

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it needs to be in power of 2

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512x512 would be closest

white jay
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I had it set to 4096 though

stuck oyster
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is it that?

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and is there also rvmat on the model?

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and where is the model made in?

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if blender, have you set up armatoolbox O2script.exe path in the addon settings?

white jay
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There is an rvmat, the model is made in blender. I used armatoolbox yes

stuck oyster
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so either the model exports wrong in the absence of o2script path or your rvmat is broken

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id recommend testing it in Object Builder Buldozer viewer before packing in game to verify it works

white jay
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How do I do the whole o2script path thing? I presume your talking about when you set the textures in blender?

stuck oyster
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no

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addon settings where you first installed the toolbox there is a path to 02script exe you need to set up so that the model exports out right

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you can scroll up a bit it was just recently mentioned

white jay
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So I pathed the 02script correctly and redid the whole process of putting it in-game but still having the same issue

stuck oyster
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use the buldozer viewer to preview it so you can see changes live on it

white jay
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Thats the issue

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Even with textures and an rvmat assigned it comes up as grayt in bulldozer

stuck oyster
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how about without it?

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did you export the model again after fixing the o2script path?

white jay
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It works without an rvmat but it just looks super ugly and unnatural compared to all of the other objects

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and yes I exported it after fixingf the 02 path

stuck oyster
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most likeyl you got broken rvmat

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or the mesh is somehow faulty

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post pictures of it without textures

white jay
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In what?

stuck oyster
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what?

white jay
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Like do you want me to post pictures of it ingame? Blender? Object builder?

stuck oyster
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buldozer

stuck oyster
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alright this is normal so problem is your rvmat

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either you have wrong kind of textures in wrong stages or not right stages or wrong paths

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or something along those lines

white jay
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Okay interesting

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So what would I have to do to fix the issue?

stuck oyster
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blobdoggoshruggoogly never used that, looks ok at quick glance

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could be your textures rea not right

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or the paths are not

white jay
stuck oyster
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sorry im heading to sleepy pastures 🐐 💤

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what do you use to pack the pbo?

white jay
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addon builder

stuck oyster
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since it does not check your texture paths or well not much else either, anything is possible

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Id recommend pboProject and mikeros toolset if you want debug information

shell mantle
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I'm not really a model maker or anything of that sorts,
I came upon "rhs_tigr_3camo_vdv" (Russian Tigr from RHSAFRF mod), I'm trying to find its wreck model/proxy so I can use to create a wreckage simple object in the scenario.
it uses a "DestructDefault" destruction system, and I don't really know how I would be able to find its wreck model/proxy, does anyone have any idea about that? thanks

stuck oyster
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by using config viewer perhaps

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since the wreck should be pathed in the vehicle config

desert notch
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I've only seen 2 types of wrecks

shell mantle
desert notch
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for buildings it's under destructionEffects
for wrecks it's a proxy in wreck LOD

and this object fits neither thonk

shell mantle
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is it a p3d you are referring to possibly?

desert notch
shell mantle
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would be very appreciated reyHard

rough idol
shell mantle
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can there materials be found in config? (as for hide animations)

gray nest
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Hi, I am a new person to arma modding, I am trying to get a weapon a friend of mine modeled for me into the game. I am using this guide but atm I am stuff on wtf a "P Drive" is, I looked it up and got "personal drive" things, is this the correct thing or is it incorrect?

https://www.youtube.com/watch?v=GxGIgurkzW4&ab_channel=ElTyranos

0:00 model presentation
1:30 substance painter
3:32 Linking source folder to P drive
4:15 ArmA export properties in Blender
6:10 Resolution LODs
9:50 Shadow LOD
11:56 Exported to Object Builder - first basic operations
15:00 Geometry LOD - essential concepts
17:10 How to create Geometry LODs in Blender
24:18 FireGeometry LOD : vehicle sample
27:...

▶ Play video
inland pawn
gray nest
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ahh, its the Project drive, cheers.

twin peak
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Hey there, I've never modded anything before and I'd like to work my way up to modding a vechicle into the game. Where would I start, is this the right channel, and am I getting in over my head?

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I've got experience with blender and I can work my way around most programms

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ping me if you can help

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Thanks in advance 👌

white jay
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For example, maybe work on getting an object in-game first. Like a doughnut or something else

twin peak
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any common mistakes to avoid?

stuck oyster
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all of them

white jay
# stuck oyster all of them

I was messing around and it works upon removing the rvmat but the object then doesn't have shadows and doesn't look as good as the default arma 3 objects. I believe it has something to do with this?

stuck oyster
white jay
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I just don't see how I'd be giving it the wrong textures

stuck oyster
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maybe in wrong place or the rvmat tool misses some lines

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try using the default super rvmat from P:\a3\data_F\ as base and add your textures to it one by one and see where things go wrong

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(rvmats are text files and can be manually edited as such)

bright echo
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damage materials are listed in 3s
Undamaged, damaged and destroyed

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so you'd have to find the current material, and find its destroyed version

bright echo
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oh - i forgot to specify, this is in the vehicles config

lapis haven
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incredibly silly question but I'm having to work backwards to fix something -
What would a model proxy be in a custom skeleton model - and how do I find/look/add it?

stuck oyster
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Model proxy?

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Your question does not quite make sense. Perhaps best to describe what is it you are doing

lapis haven
# stuck oyster Your question does not quite make sense. Perhaps best to describe what is it you...

I'm working backwards on a thing that is broken, unfortunately - A custom skeleton model that was appearing if you dropped the uniform on the ground, but not on the player themselves if they wore it - and the custom unit designed to wear the uniform was appearing as invisible when spawned.

Went through and fixed the config, all pathing and such correct, reached out to a friend and asked him if he had any ideas - he responed with 'sounds like the model proxy isn't set up right'.
I have no ide what that refers to or what it means - thought I'd reach out here see if anyone else did.

lapis haven
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As far as I can tell - the skeleton is set up properly in both the model and the model.cfg
The pathing in the config is fine.
And the model itself is fine - it's appearing in game as the dropped uniform.

So I am utterly stumped as to why it won't appear if someone wears it

fluid copper
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Idk what a model proxy is either, its likely your friend was talking about the model.cfg.

Is your character humanoid? And does the uniform model have weighting applied to it?

lapis haven
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It's a creature - which is part of the issue, can't just inherit from pre-existing.

fluid copper
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I assume the creatures animations work fine right?

lapis haven
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Well they certainly do in blender.

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Since we can't get it to appear in game at all, couldn't tell you.

fluid copper
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Oh so nothing is appearing, very odd

lapis haven
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It makes the custom unit that's meant to wear it invisible, and shows a naked ArmaMan on a unit that isn't meant to wear it, wearing it

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It only appears as a dropped object on the floor

fluid copper
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Are you able to share screenshots of what it looks like in object builder and what shows/doesnt show up in game?

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It might be worth while reaching out to devs who have done it before, an example being devourers mutant mod.

shell mantle
lapis haven
fluid copper
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I'll assume that means webknight lol, alright, hopefully someone else here will be more knowledgeable on it than me

lapis haven
fluid copper
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Post them to imgur or something then link it here

lapis haven
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This is the only picture I have currently - of it in game, so I know at least the MODEL works.

This is it when it's dropped out of your inventory - the 'packed' model I think it gets called.

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Basically as far as I'm aware, the cfgWeapons part of it

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And I can't show you what it looks like on a person - literally
Because it doesn't appear at all.

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It either shows an invisible unit or a naked rifleman (Underwear and Vest).

fluid copper
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You might have to make a new unit, as apposed to trying to create a uniform and applying it to a character

lapis haven
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But it's nakedModel was the creature model

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Which should've just done it on its own, right?

fluid copper
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Yes

stuck oyster
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You need both the cfgvehicle character and the cfgweapons uniform class

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Unless it's an animal

lapis haven
stuck oyster
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Naked rifleman could indicate either the model path is not right or the skeleton/move set is not defined right. Invisible could indicate texture/hiddenselections issue or modelcfg issue and the critter is actually under ground

lapis haven
stuck oyster
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Check the units config that the movesets are defined

lapis haven
stuck oyster
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Sounds that it could be

lapis haven
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Right that's not buggered then, yet anyway

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and I know the model path is right because it's the same modelpath as the cfgWeapon, which is appearing on the ground

jade flare
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Other than ArmaRig By Macser is there a any other rig for Arma 3 as I want a more simple rig I looked in the samples pack but didnt see anything?

stuck oyster
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no

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you'll need to make one

round bloom
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Is there any pen rvmats that will stop anything below 5.56 but has a chance that 5.56 will go through? Strunggling to find one to use

stuck oyster
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you will need to model your firegeometry blocks in correct size for that

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the components thickness determines penetration

round bloom
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They are thin as hell, how do you balance that with the rvmat values though?

stuck oyster
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you set a material you want to have, like armor and then model the thickness

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dont over think it

round bloom
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Thats my poitn though, I can't find a suitable material

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Thats why I'm trying to find any car in base arma that has some pen for 5.56 but not lower

inland pawn
shy hamlet
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I made a model of an armored plane and now I'm porting the model.
Everything was done correctly as before, applied weights, imported, yes prescribed in the model.cfg model itself. But it is not displayed in the game, if you remove the model, it will be visible as it lies

https://cdn.discordapp.com/attachments/871322441362837524/1010435912682983454/unknown.png
https://cdn.discordapp.com/attachments/871322441362837524/1010435712715337748/unknown.png
https://cdn.discordapp.com/attachments/871322441362837524/1010435638698455080/unknown.png

stuck oyster
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Maybe typo in texture path and it can't be found

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Either in model or hiddenselections configs

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Or both

cloud zealot
stuck oyster
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from parts

fluid copper
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Reference the aircraft carriers for inspiration

cloud zealot
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the problem with parts is to make a precise cut so you can use the coordinates to place the parts in Arma 3. I'm not much experimented with Blender but i don't know anything that allow you to cut with at precise x or y location.

stuck oyster
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one makes the building in that way

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cutting some ready model up to parts would be insane

fluid copper
stuck oyster
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well for terrain object what buildings like that preferably would be it would have to be preplaced

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however scripting can be used to create the placement

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all the houses on the sides are separate objects

inland pawn
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Why did you link an xml

cloud zealot
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Does elevators work fine in Arma 3 ? I know Arma doesn't like when you're standing on a moving object the character slides.

stuck oyster
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Not really

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Very unreliable if just physics is used

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Stuff inside elevator can be attached on to the elevator with scripting and then they follow it but that disables moving in it.

cloud zealot
# stuck oyster Not really

Hmm is there should a least be a solution to rotate or use the upper part of the body. Bohemia have to work on that

stuck oyster
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And no it won't change in A3

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Elevators never were in their designs

cloud zealot
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At least with enfusion we will be able to modify the physics according to our needs, that's fantastic

sudden escarp
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what is the easiest way to make an insignia selection to go on a uniform?

subtle bison
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normal hidden selection

white oak
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I'm a bit confused what determines the weapons position relative to the character model is it the rtm file or the p3d? Or do they work in conjunction?

fast field
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Is it possible to port GTA weapons to Arma 3?

marsh canyon
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No

signal path
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Hey I don’t know if this is a good place to ask. But for ArmaTools does it matter to get off of steam or someplace like GitHub. I use blender and trying to import into the game. So after installing it so I need to mount a P drive or not? Thank you!

charred bolt
stuck oyster
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the weapons origin is always in same position

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@signal path I've posted the latest armatoolbox files somewhere in the near past history. get those so it works with latest blende

signal path
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Thank you both! really helps a lot! @charred bolt@stuck oyster

signal path
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@charred bolt so i got the tools from steam, and now im at 'mounting a p drive' im at the part where i set the path to my SSD drive after that do i just click 'register' then go to extract game data THEN actually mounting it ? or should is that wrong?

charred bolt
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Mount the work drive (p) then extract game data.
If you want to mod Arma regularly, then in Preferences you could set "Mount P drive on startup" to make it automatic.

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If you really get into modding, then check out "Mikero's Tools" for superior debugging of problems.

signal path
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thank you @charred bolt , for some reason even though i put path to my ssd card it still went to a different drive. do i have to path and directory in same drive for it to work? and would you happen to know how to get the game data?

charred bolt
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The location of your mod projects (which the p drive will point to) can be anywhere, doesn't have to be in the same place as Arma is installed.

wide viper
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any got any idea on the class name for russian muzzle attachment for all 5.45 weapons, I know NATO has 'asdg_MuzzleSlot_556'

charred bolt
charred bolt
signal path
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so its okay that the directory is in my main hard drive but path is in my secondary SSD ?

stuck oyster
signal path
charred bolt
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It says "Path to Arma 3 Directory" and "Path to your P Drive".
As mentioned earlier, yes, they can be different.
The first points to where the game is installed (arma3.exe).

cloud zealot
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In order to be able to use :
building setObjectTexture [1, "test.paa"]
I need to define a the UVset 1 am i right ? Is it really limited to 10 ?

stuck oyster
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no and no

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hiddenselections have nothing to do with uvsets

cloud zealot
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how do we make a hhiddenselection then ?

stuck oyster
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They are vertex groups/names selections on mesh

tulip gyro
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I’ve ran into an issue in object builder where all my texture selections in the alt + t box dissapeared. The textures are still there, but I cannot display them. Any fix?

stuck oyster
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oh theres that kind of menu too 😄

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never used it myself so cant say more unfortunately. Does the issue perists if you open OB again?

tulip gyro
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I've had this issue for over a week

cloud zealot
stuck oyster
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👍

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they are not the best for buildings though

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terrain objects need variant p3ds as they read textures from p3d straight

pine acorn
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Does anyone have a suggestion as to how one approaches modeling uniforms in particular?
Do you use blender, marvelous designer or some other program? I know this question isn’t directly arma related but it’d be nice if someone with experience here could explain their way to do it
(I’m only familiar with blender and have been at it for a few months)

stuck oyster
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All of it can be done in Blender and ther are many different ways to make clothing/uniforms. Usually starting point is getting the sample character in so the clothes can be made around it and to fit it

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marvelous designer is perhpas a bit more pro approach and can create fantastic results if used righht

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however it does come with a pricetag

pine acorn
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Yeah that price is not very appealing 😅

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But ait, maybe it just requires a bit more practice in blender till one gets promising results

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Or I’ll submit to the pricetag of marvelous designer

stuck oyster
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there are also cloth plugins similar to marvleous for Blender

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could be valid option

pine acorn
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The sewing tool?

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Oh nvm, I haven't had a look at that actually

stuck oyster
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I've seen a few different plugins that utilize those methods

hot hornet
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But it's not the cheapest option. Marvelous/zbrush and substance are expensive.

quick terrace
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substance is industry standard these days, there is no other tool even close to it.

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i think unless you do a lot of clothing, you can save some pennies on marvelous

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zbrush is also pretty much industry standard with very little proper competition, but unless you sculp a lot, you can skip it

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sure the pro setup is still marvelous designer > zbrush > whatever modelling package one prefers > substance

shrewd jay
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3D-Coat is a good deal cheaper alternative to ZBrush, although neither industry standard nor as powerful as ZBrush, but it wokrs reasonably well

quick terrace
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mudbox has long lost any sort of competition, blender is improving the sculpting toolset in a liniar fashion, yet not a primary objective, not sure what sculptris has been doing (still pixologic / maxon)

shrewd jay
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Sadly ZBrush has hiked up its price with Maxon 😐

quick terrace
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yep, they do sell zbrushcore or some lite version of it these days on subscription only

kind nacelle
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the big benefit for modelling in b3d is that you dont have to switch software to do hard surface stuff, the biggest downside is the performance with really high resolution meshes

shrewd jay
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You cannot sculpt really high res meshes in Blender, it just doesn't work.

kind nacelle
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yeah from what i understand the way znrush does it is that they really dont actually have 3d perspective

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but rather some 2.5d trickery going on

cloud zealot
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Does anyone knows why bulldozer is not reacting anymmore when i use LMB RMB or central button of the mouse ?

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i need to check my animations and i cant anymore

cloud zealot
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By the way i thought geometry was limited to 50m, how about the USS Freedom ?

cloud zealot
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then i can make bigger building

stuck oyster
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not for terrain use

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terrain objects need to be individual p3d

cloud zealot
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i thought we had to make two separate object that we would have to place in the editor, i didn't know we could use this parameter

stuck oyster
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you cant

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have to make multiple objects

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even multipart system is multiple objects

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it just tells editor to spawn all of them in correct offset

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there is no escaping the splitting

cloud zealot
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i plan on building a commercial center of 100m3

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i also have a ship idea for sci fi fans

cloud zealot
steel ravine
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Hey boys, does anyone happen to know where Specialagentstoyanov's USMC gear is from? I got his permission to use it for our unit but we don't know if he modeled it himself or If we would get DMCA'd for it

marsh canyon
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AFAIK it is stolen

stray kestrel
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Are there any mods that have deceased body assets im not talking about the Slaughter assets or horror mod i mean like a dead body you would find on the battlefield i remember there was one where it included burnt bodies but i forgot the name.

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I have a hard time believing there are no mods for this

stray kestrel
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YESSS I FOUND IT!!!!

brittle tree
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are there any active car / building modders alive?

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i quittet modding about 2.5years ago and knew my way quite around… but i forgot a lot and lost all my files. if there is any Arma 3 Vehicle and Object Modder that wants to earn some money to give me a round up about modding and providing some basic files…

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willing to pay up to 500$ depending on some conditions

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or HQ full source of example objects with documentation also willing to pay… budget can be discussed

steel ravine
tulip gyro
stuck oyster
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But if you want my PayPal is open. Basic example models can be found in arma3 samples on steam to begin with. There are also config examples in there.

steel ravine
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ah fuck, okay, no go then

dusty basalt
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are Arma units (meters) 1:1 with Blender meters? Ive imported my model to fit a ArmaRig character in it but it feels small compared to the character. Ive checked my vehicle's dimensions in blender many times and it matches the real life dimensions

stuck oyster
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But if you have scaled it in blender object mode you have to apply the scale(and rotation) before exporting. Otherwise the scale will be off

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Arma man is 1.82 meters tall, plus helmet so some older vehicle designs might feel smallish/tight

tender hemlock
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Hello, I am making scope and there is a place where I am stuck in the game, the bullet falls below the midpoint. How can I fix this?

uneven wharf
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how do i import arma models like helmets, guns into blender?

uneven wharf
stuck oyster
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its ripping and its forbidden

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and gets you banned

uneven wharf
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damn

stuck oyster
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who you seen doing it

uneven wharf
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hella people does that

uneven wharf
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wait, is it allowed if its on the workshop

stuck oyster
uneven wharf
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for free on workshop

stuck oyster
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no

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you would have to get files from the maker

uneven wharf
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and thats allowed?

stuck oyster
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if you get files from the maker why not?

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and permission

uneven wharf
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yeah coz idk if they did that or not

stuck oyster
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most dont

uneven wharf
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i just hear "arma imports"

stuck oyster
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anyone takes someone elses work its stealing

uneven wharf
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okay thanks

stuck oyster
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and when people get caught doing stuff like that they get banned

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or worst case sued

uneven wharf
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sketchfab is good ngl

stuck oyster
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well there is stuff in there that can get you in trouble too

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someone uploading stuff in to sites like that does not mean they have permission to do so

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you are responsible to select legit sources

uneven wharf
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yeah dw i check the source before i import

stuck oyster
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if its from some other game = nono

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self made and with correct type of license = yesyes

tulip gyro
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Object builder has an issue where if you scale something in blender, it doesnt matter, as it reads the origin point of the object

stuck oyster
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Its not OB issue, the exporter just does not automatically apply all object level transforms (which is good thing)

dusty basalt
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Yeah good point, thanks, although I have the transforms applied

muted tapir
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how does a Land Contact LOD work? i can't get mine to work

fallen sand
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developed a tool easily converting PBR texture to super shader textures

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it looks really good

stuck oyster
muted tapir
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it's a trench, i expect it to go (mostly) under the ground when i place it, when i place it it goes only half underground which it also did before i added a landcontact lod

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the landcontact lod is the selected one

stuck oyster
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under ground in terrain builder or editor?

muted tapir
stuck oyster
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there may be a config entry for that

muted tapir
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havent found any config entries that sound related on anything so far

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i tried using named properties but that didn't have any effect either

white jay
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I would make the dirt a lot bigger than that

muted tapir
stuck oyster
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also check what mode of placement you have enabled in 3eden

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and you can also try autocenter 0 named property

neat dove
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Dont know if this is the right place, but i need some help.
Im making a model im blender and when i export it as a p3d it exports as 0 size, this doesnt happen with other types of exports.

if someone knows how to fix this issue, thanks.

real crow
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Hi @stuck oyster , looking for activating this #arma3_model message but can’t understand exactly what to do: have i to put your files in the bin folder, and then what am i supposed to do ?

stuck oyster
stuck oyster
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And you will need to set ob buldozer to run from 64bit Arma exe

neat dove
stuck oyster
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It's a checkbox in one of the arma3 toolbox tool tabs on the right edge of your 3d view. It defines object for export and other necessary properties

cloud zealot
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How do we make selection names for an object ?

small olive
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in Blender?

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look for assigning vertex groups

cloud zealot
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i need to use getCursorObjectParams to retrieve the selection

subtle bison
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select polygons you want and then right click in selection window and create a new one

subtle bison
cloud zealot
# subtle bison

In the resolution LOD ?
Then why is getCursorObjectParams not returning my doors ?

subtle bison
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no clue

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did you add the selection to the model.cfg config

cloud zealot
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Wait it cannot be the section array it's for hiddenselection

marsh fox
#

Does the roadway lod need to be a non-manifold plane or enclosed box?

torn iron
#

What is the requirements on Helicopter models to make one?

stuck oyster
cloud zealot
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How do we make a mirror in Arma 3 ?

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I heard someone attached a camera to an object to simulate the mirror but is there really no other way ?

charred bolt
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Picture in Picture, using RenderTargets

white jay
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im surprised that no one has made oem scope for the f2000, the one that has the plastic shell. its really an iconic look for the f2000

white jay
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Definitely wanna learn how to copy surface texture, that's awesome

muted tapir
white jay
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Sweet gonna try it out when I get home

unkempt token
#

Is there any documentation on how reverb is setup for a texture? Not finding much on wiki or forums. I'm trying to look at surfint_concrete_co.paa and decipher how that one has reverb, and if it's possible for me to make a material that has carpet footsteps but reverb enabled

#

And the second I ask I find int_carpet_exp as a soundenviron value, nevermind. default

stuck oyster
#

thats the place yes

white jay
#

Does anyone have a video on how to export from Arma 3 to Blender?

stuck oyster
#

You need to make new models

bright stag
#

Currently in the process of making an interior for the Aircraft Carrier

stuck oyster
#

which aircraft carrier?

bright stag
#

The USS Freedom

#

(Ford Class Carrier)

stuck oyster
#

this is a bit of fools errand since you cant edit the vanilla models to add that

bright stag
#

I am making the outside as well

#

It's going to just be a separate 'entity'

#

The in-game model I think already has mesh on the inside so I cant edit that anyway

stuck oyster
#

so you are completely remaking the aircraft carrier?

bright stag
#

Yes, so I guess a better way to say that is im making a Ford Class Carrier. Lol
Not specifically for the USS Freedom

stuck oyster
#

its a big undertaking. youll need to split the work in 50 meter parts

bright stag
#

So I've been told
So far I have it split into A,B,C,D,E

#

Granted right now its just a lot of cube 'rooms' but im getting there

#

How many LODs does the Freedom use? If you know

stuck oyster
#

dont remember off the top of my head, big structures often go with 5 or 6 maybe

#

the interior probably works alright with like 3

bright stag
#

Ah alright, thanks

stuck oyster
#

1 close with all details
2 reduced details, just walls
3 last lod possibly even invisible

bright stag
#

Its not super detailed but im sure it would benefit

stuck oyster
#

because the interior does not need to be seen fro very far

bright stag
#

Right yeah

white jay
#

lusif for arma reforger and arma 4 you are not constrained to size limits nor polycount

stuck oyster
#

wellll polycount still a littlebit as if you go overboard, it will at somepoint go beyond what gpus can handle

desert notch
white jay
#

yeah well even blender has a polylimit, not that you shouldn't have a target for your mesh, its just you dont have to create proxies "somesomethingiforgethowitscalled" in reforger

austere current
stuck oyster
#

wrong type of texture perhaps

austere current
austere current
stuck oyster
#

no, super should work in this case just fine

#

are the textures assigned on the p3d?

#

what filetype is the rotor texture originally?

#

somethin_ca.png/tga?

austere current
stuck oyster
#

could be the alpha sorting of the part is not done

austere current
stuck oyster
#

alpha sorting is set of tools in object builder

#

often transparent things need to be sorted on top of alpha stack so they draw correctly

#

so selecting the back rotor and using move top in OB surface menu could solve the issue

stuck oyster
#

is this the A2 blackhawk?

austere current
stuck oyster
#

hatchet?

austere current
#

the interactive h-60

stuck oyster
#

ah that one

#

does it still use A2 textures?

#

or are those new?

austere current
#

the blades are us

stuck oyster
#

ah

#

what was the original texture format?

#

png or tga?

austere current
#

i think tga

stuck oyster
#

k that usually has less alpha issues

#

whats the rvmat like?

#

have you tested it with default super rvmat from a3\data_f`?

austere current
stuck oyster
#

ah

#

well that could be an issue

#

assign the default super to it

austere current
stuck oyster
#

🤔 how did you manage that

austere current
austere current
#

figured out what was causing it

  1. it wanted to super rvmat no the defult
  2. the normals kept filliping so the blades would be inside out causing the bug above
stuck oyster
#

level up! praise_the_sun

halcyon hill
#

Anyone know where can i find vanila .RVMAT files for armor abd armor plates ?

#

or atleast some sample ones that can be used

supple escarp
#

Hi there, I can't find any sample backpack in A3 samples

#

@bold flare I found an old comment of yours stating :

You should also take a look at the backpack example in the Arma 3 Samples
in 2018

#

at this time, Dressi answered that there was no sample backpack

#

it seems to still be true to this day, am I right ?

charred bolt
halcyon hill
#

Ok, ill check it out, THX

white jay
#

hello, I'm unfortunately not good at modding, but I want to learn something, so please don't swear if the question seems stupid.
I wanted to ask how can I save a bunch of items as one object, for example, I wanted to attach a couple of objects to a vanilla SUV using the command (this attachTo [offroad,[X,-Y,Z]];)
and now imagine that everything is ready, but I don’t understand how I can save it all into one object so that I can put it from the vehicles list, (either mixed with other cars or a new vehicle selection)my project is saved as a scenario, but not as a used object from the list

woeful viper
#

make a new child class of SUV, and then add an init script for that class that executes the attach to commands on spawn

tall ore
#

hello!
I'm very new to the whole arma modelling thing (and modelling in general, I'm more of a code person myself), and I'm trying to get a plane model from outside arma to play its animations inside arma. Right now it's a scene in 3ds max and it has a timeline that plays through all the animations (flaps, gear, control surfaces, etc); how can I translate parts of this timeline into animations arma can play?

stuck oyster
#

you cant really very easily get animations like that into Arma

#

most objects use procedural animations through model.cfg powered by various engine or user animationSource inputs

#

@tall ore

#

then again those are config based so your code background might be of use in that

tall ore
#

huh, alright. So it seems like what I've been doing so far (manually re-doing all the animations through model.cfg) is more or less what I'm stuck with?

stuck oyster
#

yes

shell bluff
stuck oyster
#

they are partially weighted for that selection/bone

#

so you have to do weightpainting for your selections

#

@shell bluff

shell bluff
stuck oyster
#

best to do it in whatever progarm you model with.

#

look up weightpainting and skeletal animation tutorials to understand how mesh weighting works

shell bluff
#

where in the model cfg file should I put Basic_Damper_Destruct_Axis can anyone give me an example ??

inland pawn
stuck oyster
shell bluff
shell bluff
halcyon hill
stuck oyster
halcyon hill
stuck oyster
#

swap their direction?

#

you can turn on backface culling in blender to see the face direction better

#

and there is a view mode for seeing face direction too

halcyon hill
#

Ok, ill do that. Thx for the assist.

kind nacelle
#

Apply all transforms in b3d

#

Then check face orientation

#

Depending on that recalculate normals

final spear
#

Hello guys, im trying to import a scope into the game and after packing the model, the scope is locked into the view pilot version of the scope. But when not packed the scope works as intended.

Im clueless on how to change the model that the view pilot is shown when aimed.

inland pawn
#

View pilot is first person. So, you can’t really change that

#

You need to just copy your 0-1 LOD and call it view pilot

final spear
#

So how can i change the model so that i can only see it when aiming down sights?

#

example

stuck oyster
#

you need to use collimator material on the sight surface

final spear
#

It breaks after packing the model

stuck oyster
#

what breaks?

#

assume I have no way to see or know what happens on your computer. please add details

final spear
#

The red dot itself is broken, its supposed to show only when aiming down sights, I know that the view pilot model is shown, but how do i fix it so that its shown when aiming?

stuck oyster
#

like I said you need to use a collimator material (rvmat) on the sight surface

#

so that the collimation effect works

final spear
#

Im using the rvmat of the default game, i havent changed anything. And as you can see it still not working

#

I took care of it thanks

eternal moon
#

Can i model something on blender/Maya/3ds Max and put in arma 3 tools ?

white jay
#

yes that's kind of the fundamentals of those programs

eternal moon
#

Which type of archive its accepts ?

stuck oyster
cloud zealot
#

Is there any uniform creation or vest creation tutorial ?

stuck oyster
#

not specifically. there are lot of tutorials for making non arma specifc stuff

#

that should be the starting point

small olive
cloud zealot
cloud zealot
#

nevermind i found a solution

shell bluff
#

after unbinarizing p3d the character model I packed it back into the game but unfortunately all proxies are visible in the game 😦 how to change it? https://im.ge/i/OBrN5r

quick terrace
shell bluff
quick terrace
#

which alien model?

shell bluff
#

fap units but I was only doing it for my own use

#

and this part of the hand is named the same as the proxy and in the game these proxy texturizes 😦

quick terrace
#
  1. you are not allowed to reverse engineer anything, there are no official tools to unbinerizing .p3ds
  2. modifying anything that does NOT belong to you, unless specifically permitting by author will get you a permaban from this discord and all other BI forums
shell bluff
quick terrace
#

asking anything of that sorts on official channels doesn’t mean you are doing it yourself

#

as such, you will be shortly banned

shell bluff
#

as I wrote, I will make the model myself from scratch using bi samples

quick terrace
#

too late

small heart
#

Does anyone have an updated video or tutorial on how to take a model from blender and make it into a facewear ingame?

#

ive been trying for a while now and the only videos i can find are from 2017 or such

marsh canyon
#

Basically nothing has been changed since then

#

ArmaToolBox is mainly the only thing you'll need actually

small heart
#

i got it but when i export the model to object builder it has no textures. (and idk how to use the thing fully, they click alot of buttons and stuff i have no idea how to do)

marsh canyon
#

Do you use ArmaToolBox?

small heart
#

yea

#

I export as p3d and it comes in with the texture unmapped

marsh canyon
#

And do your object have a material?

small heart
#

in blender yes.

marsh canyon
#

ArmaToolBox uses its own way to apply texture/rvmats, secs please I'll post a pic

small heart
#

aaah see the video didnt mention that XD

#

another question. in object builder the reference samples arent the right size/positions. is there a way to fix that?

#

they come in half undergound and smaller than they should

marsh canyon
#

Fine in Blender but not in OB?

small heart
#

in blender it was funky but after a few attempts i got it to work

#

but not OB

marsh canyon
#

You need to apply EVERY object transformations in Blender. To do it:

  1. Go Object Mode
  2. Select the object
  3. Ctrl+A
  4. Apply all transformations
small heart
#

2 more questions for now. Im sorry for the bother

  1. how do i open face properties? the tutorials and wiki hasnt mentioned how to but they use it.
#

and 2. ive managed to load it into the game but it doesnt move with the players head.

stuck oyster
#

there should be at least couple of Blender to Arma tutorials that explain these parts

#

they may be made with older blender but the concepts are all the same

#

especially on the Arma side

marsh canyon
#

2 sounds like a model.cfg issue or you simply miss it

stuck oyster
#

indeed

small heart
#

I may of missed it, ill go through it again XD

stuck oyster
#

character stuff is not easiest to start with as it does bring in some extra stuff that must be done right compared to say a static object

#

like weighted selections and the model.cfg character skeleton connection

small heart
#

yea, it wasnt my first choice XD im trying to make a Gag for TFAR but couldnt find any models on the workshop. other than maybe CUP

#

||the tfar thing from what i can see shouldnt be terribly hard just the getting a model XD||

small heart
#

I already have XD

#

time to start from scratch and pray XD

stone bison
#

When I’m trying to turn my models into a PBO, they all seem to have the same error when checked on mikero tools saying there’s a trailing space behind “lodnoshadow” tried using deP3D tool from mikero as recommended with no luck, all my P3D files seem to have this when checking, does anyone have any other ideas to resolve this?

charred bolt
stone bison
charred bolt
#

In Object Builder, click on the Window menu, show Named Properties.
Right mouse click the named property to change, select Edit.

cloud zealot
#

I want to modify a vehicle to give it the exacct same sound with the Hunter, what lines do i have to add to the onfig ?

halcyon hill
#

It can be done by placing the hunter in Eden, right clicking and pressing view in cofig viewer

spare musk
#

hello, I am having a weird issue where my model has decided to stop working. What is weird is that the model is attached to the skeleton and I have the vertex groups set up correctly. My other models are working but there is nothing different about them except the geometry all of the settings are the same....

fast field
#

Does anyone have some good resources for learning how to import a model into Arma?:)

stuck oyster
stuck oyster
spare musk
#

might of fixed it bossman

#

I did a stupid and added a space at the end of one of the lod properties

stuck oyster
#

I recommend using pboProject to pack your addon as it catches stuff like that

stone bison
stuck oyster
#

where are the files from?

stone bison
#

P: drive

stuck oyster
#

yes but like how did you make the p3d?

stone bison
stuck oyster
#

debinarizing is forbidden

#

you get no help for stealing stuff

#

@stone bison

stone bison
#

Ah ok didn’t know that, my mates file wouldn’t open otherwise, how can I edit stuff like the TFL Google drive docs or is that not to be edited?

stuck oyster
#

TFL is made out of stolen models and banned

#

you are completely in the wrong area here

stone bison
#

Ok dude how was I meant to know? I’m trying to learn and find out

stuck oyster
#

in the circles who want to use tfl it is pretty common knowledge.

stone bison
stuck oyster
#

well you have now a chance to make your own stuff instead of use that crap.

stone bison
stuck oyster
#

Arma3 samples on steam

#

And some mod makers have released their sources too to be freely used.
But taking anything from pbos or other games is strictly forbidden

#

And some of the arma2 models have been released in editable form too

cloud zealot
small heart
#

anyone know how i can fix this?

#

i have it binded to the "head" but it does this

inland pawn
#

Doesn’t look like it

small heart
#

No if so, the tutorial i was watching didnt mention it

#

Ill try it tho

stuck oyster
small heart
stuck oyster
#

your scale and object origin are then messed up in Blender

#

object mode scale of a thing needs to be 1,1,1 (you can apply scale to achieve this)

#

and the object origin point needs to be in 0,0,0 for equipment

small heart
#

I have both of them set to scale 1,1,1 and position 0,0,0 in blender

#

I reset boths scale and transformation

stuck oyster
#

that is correct then.

#

then you are either lacking weighted selection to correct bone name and/or model.cfg with correctly named class in cfgmodels (name of p3d) and/or geometry lod with correct properties

small heart
stuck oyster
#

if you want it to be weighted to head yes

#

but the mesh verticles also needs to be assigned to that group/selection

small heart
#

so they're all like head.001 head.002

#

XD

stuck oyster
#

those wont work yeah

small heart
#

crap, aight ill give that a try

small heart
# stuck oyster those wont work yeah

nevermind i did, i just the object was named that. So i got it to load into and be textures and sync with the head. my main issue rn is its not positioned to the head. changing it in object builder changes it but is there an easier way im missing?

stuck oyster
#

you are missing one of the things I listed above

#

the position already looks to be correct, just something missing from the setup that makes it not connect with the animations

small heart
stuck oyster
#

I only edited the items to be more visible

#

they were all there from the beginning

#

😛

small heart
#

oof im blind

#

XD

stuck oyster
#

the model.cfg also requires the charcater skelton to be present

#

you can use the model.cfg from the samples and just replace the classes pointing to the sample models with yours

#

at the near end of the file

small heart
stuck oyster
#

ones the sample models have

small heart
#

a bit big tho XD

stuck oyster
#

no need. you just need to take the model.cfg from the samples and remove the last classes that point to p3ds (they are named same as the p3d)

#

you need all of it

#

except the mentioned last classes

#

the rest is the character setup

small heart
#
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class ArmaMan: Default
    {
        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)

        sections[] =
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
        };
        skeletonName = "OFP2_ManSkeleton";
    };

    class gag: ArmaMan{};
};```
stuck oyster
#

yes this is incorrect

small heart
#

thats the last part i have where i edited the class

stuck oyster
#

unless you have the skeleton stuff above it too

small heart
#

yea just didnt post it

stuck oyster
#

is your p3d named gag.pd3?

small heart
#

ye

stuck oyster
#

then this part looks to be right

#

then most likely its the named properties of the geometry lod that you are missing

#

note

#

named properties, not named selections

small heart
#

i do that in OB correct?

#

thats what i have rn

stuck oyster
#

it can be done in Blender too, the toolbox has a dialog for it

#

but yes

#

wrong lod though

#

it goes into geometry lod

small heart
#

I put it into the shadow volume...

small heart
stuck oyster
lone jewel
#

hi, soo i have been really wanting to get in to "3d modeling" or what ever u call it. but i have no idea how to and i don't know anything about blender or 3ds max and etc. i have tried to look at tutorial and courses on skills share. but my question is how would u guys suggest me to learn about making models for like arma 3 mods as an example. and where should i look at tutorials / do have any u could suggest

charred bolt
devout knot
#

Guys, how do I simply import a custom head from blender to arma 3
(New to arma modding btw)

stuck oyster
#

simply one does not

#

with complexity yes

#

but head is not quite a starter project

bright flax
#

Is there a way for my building to cut the grass when it is placed and not see the grass through it?

marsh jewel
#

Yo bros how do u do weighted selections

small olive
#

for what kind of model?

marsh jewel
#

Vest for example

stuck oyster
#

In blender you use weight painting tool. There are lot of tutorials on how to use it

small olive
marsh jewel
#

Can you weight paint it in OB?

stuck oyster
#

Toolbox exports the weighted groups automaticakly

marsh canyon
#

You can in OB. But never never try that

stuck oyster
#

Yeaah

#

It's not very good

marsh jewel
#

I already tried tbh, pretty useless lol

marsh canyon
#

Not very good? I thought it is NOT good at any point

marsh jewel
#

You have to hide vertices

stuck oyster
#

I've done my first characters by painting them in OB

#

This was before I found blender

#

Ye goode old days

lone jewel
marsh jewel
small olive
#

from arma 3 sample character itself

#

remove the proxies and other unnecessary selections like insignia

#

before transfering

marsh jewel
#

Oh i see

small olive
#

it's for the uniforms but shows the transfer anyway

marsh jewel
#

Very nice thank you

stuck oyster
#

Many things become far more easier to understand once you have the basics in hand

slender yew
#

does anyone know any model makers for arma that specifically make good female heads/bodies

stuck oyster
#

theres been some but theyve not been active for years now

slender yew
#

sad

stuck oyster
#

indeed

modest quarry
#

So anyone have any ideas how to fix this, Im not to into modeling and just got it ingame so far
The helmet I import works fine but it just chilling between between the legs at the feet

inland pawn
modest quarry
#

not sure how to do the 1st one but i used a template for the config

stuck oyster
#

scroll up a bit, this was pretty recently explained

dusty basalt
#

Is 150k triangles reasonable for a detailed vehicle in LOD0? Most of the expensive detail will be gone in LOD1 and LOD2 especially, but wanted to add more quality up-close

stuck oyster
#

it is high end

#

does it include interior details?

charred bolt
#

Poly count is far less important than it used to be, but 150k is still way out there on a limb. Personally I'd recommend scaling it back to less than 90k, regardless of whether it includes interior details visible in LOD0.
For enclosed Cargo LOD's you can potentially go higher, but then of course there's only 1 in the scene.

white jay
#

depends on the vehicle honestly

#

if you doing something like a t-72 with reactive armor 200k to 300k tries

stuck oyster
#

FPS armor 😄

#

cant hit me Imma lag out of your screen

white jay
#

oh sorry Im an idiot I thought this was enfusion model maker. for arma 3 no more than 60k total

#

I think its like 20 to 30k per proxy,

woeful viper
woeful viper
#

i mean, why the hell not?

civic stratus
#
stuck oyster
#

important to note the licenses of the Free version too, usecases are little limited but can work for modding

#

but very good for testing them out

frank bluff
#

What's the right filetype to export from blender that'll be compatible with incorporation into Arma? I have no experience in modelmaking/configging but I've commissioned a couple of uniform pieces to put up in a mod.

kind nacelle
#

get teh blender toolbox and export as p3d

tribal rain
#

Sup yall, im brand new to this modelling spiel

#

ive just opened up the model examples from steam

#

what are the weird triangles coming out from the human body?

white jay
#

oh those are empties

#

they are used to define things like seat positions in vehicles

kind nacelle
#

think of them as points, but they use triangles to visualise rotation more easily

tribal rain
#

Ohhhhhhh

stuck oyster
#

proxy defines where engine attaches things like head, weapon, player model as passeneger in a vehicle

#

@tribal rain

#

the ones on character are essential to keep in same place

bright flax
#

Does anyone have a guide on how to set up the windows can be broken?

woeful viper
#

have you looked at the sample house?

white jay
#

Hello. How do I export an alpha texture? When exporting, it has a black background.

kind nacelle
small olive
#

use "_ca" as your texture name suffix and be sure you're using RGBA as your color mode

#

naming should be done before converting the texture to .paa format

desert mesa
#

https://cdn.discordapp.com/attachments/1018093798305308722/1021368666241122324/unknown.png
Hey. I have this problem where the shadow LOD goes all funky.
I don't remember tampering with anything in particular in terms of config, model.cfg, selections, and rigs. I did a little bit of weight repaint.
I tried going back and forth between Stencil shadow and shadow volume but in vein.
Also, the time to load the model is longer with the bugged shadow.
I remember I some how fixed it in older iteration but now I'm stuck.

stuck oyster
#

You probably have materials and hiddenselections assigned on the shadow mesh

#

Or something is just messed up in the model

kind nacelle
#

No that's the wrong link

#

Sorry, meant to post this article

stuck oyster
#

It looked pretty interesting yeah! Saw it elsewhere last night

kind nacelle
#

Love 80lvl. 90% bland generic boredom

#

10% the best thing you've ever seen

inland pawn
bright flax
#

What parameter should I increase so that my glass lasts at least 3/4 chargers before breaking?

sinful island
#

activeSensorsOn Does this animation source work on statics?

desert mesa
inland pawn
#

Hopefully that fixed it

desert mesa
quick terrace
#

SVLod needs to be

  • closed
  • triangulated
  • hard edged
  • have no UV and have no hiddenselections assigned to it
shrewd jay
#

In Blender, you can verify the mesh by switching to edge mode and do "Select Non-Manifold".

#

If anything is selected, then that means these edges are fubar and probably don't have a polygon on each side, meaning the shadow shape is not closed.

small olive
#

shrink your shadow model into the resolution lod to prevent these weird triangles from appearing

stuck oyster
#

im thinking the shadow lod is copy of res lod but not triangulated the same

#

or res lod is not triangulated at all

quick terrace
desert mesa
# quick terrace SVLod needs to be - closed - triangulated - hard edged - have no UV and have no...

https://cdn.discordapp.com/attachments/1018093798305308722/1021757278816325742/unknown.png
So I've being doing some repainting of weights and such.
For the shadow LOD, I closed every holes, triangulated, sharp edged, and removed any excess selections or material. I still gave me the buggy mess
but when I normalised the weight and limited the total vertex groups, then almost all the buggy shadows has vanished.
It seems the remaining buggy shadow is coming from either the hands or the weapon proxy.

I'm not sure if the polycount is a cause here as well, but I'll look more into it. For reference the shadow LOD has 2039 tris.

#

I'm not sure how I would make a good shadow LOD

quick terrace
#

can you show the SVLOD in OB?

#

can you also verify if everything is closed via the OB tools?

desert mesa
# quick terrace can you also verify if everything is closed via the OB tools?

https://cdn.discordapp.com/attachments/1018093798305308722/1021855835468595250/unknown.png
It looks like this. Find Non-Closed only selects the proxies
The rpt file shows nothing but the bunch of:

21:45:46 SubSkeletonIndex: 255
21:45:46 Error: SubSkeletonIndex out of bounds
21:45:46 SubSkeletonIndex: 255
21:45:46 Error: SubSkeletonIndex out of bounds
21:45:46 SubSkeletonIndex: 255
21:45:46 Error: SubSkeletonIndex out of bounds
and so on

civic stratus
#

How to use stencil maps in Substance painter - Part 2 / Substance painter
In the part 1, you saw how to model a jerrycan in 3dsMax. And now in the part 2, I will show how to use map stencils in Substance Pinter. In this video, I tried to use more stencil maps to better understand its use. Looking for more tutorials and tips bout Substance Painte...

▶ Play video
dusty basalt
# stuck oyster does it include interior details?

sorry, I forgot about starting this conversation 😅

Yes, it's 150k for the LOD0 for a jet with detailed outside + somewhat detailed cockpit (the cockpit itself will be much more detailed in ViewPilot LOD, just needs to look relatively ok when looked into from the outside, especially while getting in)

subtle bison
#

i'm not an expert, but 150k sounds way too high

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without having seen the model, i'm sure there is a lot that can be optimized

stuck oyster
#

It can work if lodding is done well. The first most detailed lod might just be drawn only up very close.

kind nacelle
#

So from what I heard

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Vertex count isn't a limiting factor

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Bit rather drawcalls

quick terrace
kind nacelle
#

Hmm

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What would a hard limit be in lod0?

stuck oyster
#

things start to happen when you go above 200k

#

like buldozer stops working right etc

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and of course the model starts to take a hefty amount of ram too

#

polygons are not "that bad" but optimized mesh is still preferred

kind nacelle
#

Fair enough.
Thanks for that explanation. Wasn't thinking of going above 100k anyways

fringe lance
#

Did anybody have problem with animations of model after run in game (in 3d editor all animations are working fine - in game structure is blowing up - elements/bones moving around some non defined axis)

stuck oyster
quick terrace
#

@fringe lancecan you be more specific about what model we are talking about? sane for animation?

halcyon hill
#

not sure if this is the right channel, but i´d like to ask if someone here knows, how do RHS animated tank sights work ? I´d like to learn how to make one for my vehicles, but i couldn´t figure out how to make them, so any help, advice or samples would be greatly apreciated.

stuck oyster
#

Id suppose this channel works and RHS makers do read the chat so maybe you get lucky. #arma3_animation would perhaps be the best place buut it is a bit busy now so this works.
Commonly I can say that any parts can be tied to the same turret/gun animation sources but they can have their separate animations and positions from them.

halcyon hill
#

Ok, il try to experiment around with it to see if i could figure it out. Thx for the advice.

final spear
#

Hi I wanted to know where I can find the location of model.cfg for the Zafir

stuck oyster
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its not really useful on other models anyway so is there a reason you would need it?

final spear
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im trying to understand the model.cfg as the one in the examples is messy and with different functions that are not needed
plus im trying to make the zafir close to the irl counterpart the negev
thats why i need the model cfg, for the model that im going to use

stuck oyster
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it wont really work since any model difference means animations dont fit

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there isnt really anything special in it compared to the example

swift minnow
#

hi
Im trying to add a weapon and the muzzle flash is always being displayed, can someone help me with the muzzle flash or animations?

stuck oyster
swift minnow
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yes, i checked the samples and i havent understood anything

stuck oyster
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so do you understand at all how model.cfg works?

swift minnow
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yes i have a basic understanding of the model cfg but the model.cfg is too cluttered for understanding

stuck oyster
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Id recommend using notepad++ to read it so you can close classes for easier reading.

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also the muzzleflash hiding is by default handled by config.cpp parameter that connects the muzzleflash proxy to the hiding/showing when shot by a named selection

#

that selection needs to be also in the sections list in model.cfg for that weapon

gaunt wigeon
#

how do I put an emblem/patch on the vest instead of the shoulder?

stuck oyster
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you dont

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doesnt work

gaunt wigeon
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that sucks, is there a way of just integrating it onto the vest then? because I see a JTAC patch on one of the vests but it doesnt have the one I want

stuck oyster
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you can draw it on a vest texture sure

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or have a separate patch mesh for it like in uniforms

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the patch just cant be dynamically changed

gaunt wigeon
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I have a picture of the patch I want, I can place it on the vest manually right?

#

I just dont know how to go about doing that

stuck oyster
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did you make the vest?

gaunt wigeon
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no, its gonna be from another mod

stuck oyster
#

then your only option is retexturing via hiddenselections if the vest is set up for that

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and you might be able to put your patch on the texture and configure a new vest item that uses the texture via hiddenselections

gaunt wigeon
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im not familiar at all with this stuff so I don't know how to do that

mossy mulch
#

install advanced developer tools mod, go to config viewer, find the vests classname, find its hiddenselections and see if it has one for the patch

would recommend not trying to use the base game one as its much slower

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@gaunt wigeon ^

gaunt wigeon
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the 'empty' one doesnt, but the vest where there is a JTAC patch has a section where it says that, I should probably use the JTAC vest and replace the JTAC patch with mine right?

stuck oyster
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that could work yes

gaunt wigeon
stuck oyster
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where?

gaunt wigeon
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the "tfa_vests.pbo" in the PBO manager

stuck oyster
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yeh you are not supposed to edit someone elses pbos

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you make your own that references to files in the other pbo

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and you pbo only contains your additions

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like texture and you config

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the config then connects your new mod to the other one

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@gaunt wigeon

gaunt wigeon
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well it doesnt even let me drop the .paa regardless if its theres or not

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I made a new .pbo and tried to put the .paa in there and it has a 'no' symbol

stuck oyster
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honestly I have no idea what you are doing. 😅

gaunt wigeon
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yeah I am having a hard time describing it

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uh im trying to post a picture

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well, im trying to drop my cct.paa file into the PBO manager UI and it shows a "🚫 "

mossy mulch
#

dont use pbo manager like that

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create a new folder

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and then you will need to inherit the vest and write a new config entry replacing the hiddenselectionstextures of the patch with your own texture

gaunt wigeon
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by inherit do you mean I place the "tfa_vests.pbo" into the new folder?

stuck oyster
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you do not repack anything from the original mod

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you only put in your own data

#

config inheritance is explained in the wiki

#

you'll want to start from there

gaunt wigeon
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ok, im looking at it right now

#

so by "your own data" do you mean I just put my own .paa file into my new folder?

stuck oyster
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your paa and your config.cpp

gaunt wigeon
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and how do I go about doing the config, how do I write code for the new patch

mossy mulch
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cfgpatches and cfgvehicles should be all you need

gaunt wigeon
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do I paste the cfgpatches from the wiki and go off there or how? I dont have experience with this

mossy mulch
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Read it

gaunt wigeon
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its under cfgweapons

#

do I still use cfgpatches?

stuck oyster
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yes

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cfgPatches is always the header of a config

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it is the way configs connect to the game and to each other

gaunt wigeon
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and the "class MyAddon" I can just put a random name for it right?

stuck oyster
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yes, for example class MitchVestMod

gaunt wigeon
#

what would I say in the requiredAddons section

#

I read the description but I dont know in this context

stuck oyster
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that is what connects your config to other configs and loads it after them. so there you would put the cfgpatches classname of the pbo you want to use the vest from

gaunt wigeon
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does the "name" "author" "url" matter?

#

do I need to include it

stuck oyster
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not necessarily

gaunt wigeon
#

class CfgPatches
{
class CCT
requiredAddons[] = {"tfa_vests"}; would something like this be good?

mossy mulch
#

is it vfa or tfa

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you said tfa earlier

gaunt wigeon
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tfa my bad

merry wing
#

guys, I've got a question. just tried importing my model into object builder for the first time. in blender it looks just fine but in object builder it cuts like half of the faces away. it's a ship bow and it seems like they are there if I look on it from the inside of the boat, but they are completely see-through from the outside like they are not there. any ideas? sadly can't post an image here...

#

so far I've not applied any materials or textures.

#

and it smoothes out sharp edges for some reason

stuck oyster
#

Arma draws only the front side of a face so your model most likely have wrong facing faces as blender by default does not have backface culling enabled which would draw the faces same way as OB

merry wing
#

so I need to invert my faces?
I'd guess I could just rotate them 180 but there's probably a better way to do that in blender?

stuck oyster
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there are automatic tools to calculate face direction

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and if the model is clean enough those often work

merry wing
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can you explain to me how to use those?

stuck oyster
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but there is also just reverse face

stuck oyster
merry wing
#

thanks, will try that out!

halcyon bluff
#

I have a problem where a) In Bulldozer my Surface are extremly dark, as if they are not illuminated.
When starting Objectbuilder with the "hide materials" option turned on, the surface gets a bit larger, even though weird black spots stay behind. Am i correct to assume this is a fault of my .rvmat configuration? Any idea what could cause this?
and b) Objectbuilder says after checking the Faces that there non-planar Faces in my LOD 1 ( the first visible one). Which i dont really get, to be honest. Is that an Issue i should be worried about?

https://imgur.com/a/WEhIF0N

stuck oyster
#

maybe
no O2script exe path setup in Blender so vertex normals break on export
or
normalmap is not made right way (perhaps needs green channel/ Y axis invert)
or
Some other texture in rvmat is not right

merry wing
#

anybody know a guide that explains the memory points/LOD?
I've tried working on my boat and got buoyancy, fire geo, shadow and physX more or less set up, but I am not able to find a guide anywhere that explains how to do memory points

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especially something that has a list of the names that I need to give to certain memory points

charred bolt
#

The names are given in the config.cpp of your boat, although you may be inheriting them and not aware. Check your boat config in the in-game config viewer and look for 'memorypoint' entries.

stuck oyster
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and memorypoints are basically just single verticles in a separate memorylod object that are part of specifically named vertexgroups/named selections.

deft wolf
#

Good day everyone, im new around, hopping someone could teach me how to mod models into Arma, anyone has time to spare?

stuck oyster
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heya! This is the best channel to ask questions but "how to model" may be a bit too big question to easily answer.

3Dmodeling starts from choosing a program (Blender for example) and looking up tutorials on how it works (just generally learning how to model things)
Then one progresses to texturing and so on and when all that is understood one can start looking into how to model stuff for Arma specifically

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@deft wolf

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If you got no experience then you dont have to worry about the Arma part for a while and once you have grasped how modeling is done the Arma specific things start to look a lot more easy to understand

deft wolf
stuck oyster
#

tight then, Well then the arma specifics are gonna be easier than for most. You can find at least couple of Blender to Arma video tutorials from tube from El Tyranos and Sokolonko, they go througs some parts of the priocess pretty well

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and you will want Arma 3 Samples from steam and Arma tools package

deft wolf
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i can show you examples of my work

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if you interested

inland pawn
stuck oyster
# deft wolf if you interested

Well we are always interested to see models here! never enough. The teaching part I dont personally have time for, it is quite an ordeal. I do answer questions here though when I can (which is pretty often)

deft wolf
#

alrighty

deft wolf
inland pawn
stuck oyster
#

latest

inland pawn
#

There’s a GitHub for it

deft wolf
#

the latest blender amazing

stuck oyster
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and I pinned a latest toolbox just now too

inland pawn
#

See pinned

deft wolf
stuck oyster
#

This is bit more recent

stuck oyster
#

looks like the other message I had for this was on the animations channel 😄

inland pawn
#

Silly goat

deft wolf
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using blende 3.2 and addons is enabled

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what type of model you guys think i should start with?

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a world asset, a player item, a player weapon, a vehicle, or a rigged piece of clothing

inland pawn
#

Like a box

deft wolf
#

sorry i was feeding my dog, im back

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so a box

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yeah that can show me the basics

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but what about one of the models i alreay got created from other jobs, something simple

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like a chair

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so i can also understand what texture rendering format Arma 3 uses

inland pawn
#

I don’t know shit about texturing. So, I’ll leave that to the experts

deft wolf
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i have noticed that arma 3 uses a combiation of baked lighting with some NonPbr materials

inland pawn
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It doesn’t use PBR

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I know that for sure

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I’m a coding major though

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I do code

deft wolf
#

ho awesome, so you know how to code vehicles and weapons?

inland pawn
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Pretty much

deft wolf
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Great yeah, thats useful, so im gonna follow your instructions, i have a box here on blender

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the classic and memeable default box

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how do i give ARMA object properties?

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to the box

inland pawn
#

Click it

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Go to ARMA 3

deft wolf
#

got it

inland pawn
#

You should see ARMA object properties

#

It’s a check box

deft wolf
#

ho i cant send images on this chat

#

but yeah its enabled

inland pawn
#

Yeah, you can link them

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But not send images

deft wolf
#

care if we go to Dms?

inland pawn
#

Once you’ve done that, go into edit mode on your box. Make sure everything is one object and then triangulate it

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Export as p3d

deft wolf
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are theese export settings ok?

inland pawn
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Yep

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I just leave them as default

deft wolf
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the cube has been exported

inland pawn
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Then open your p3d with object builder

deft wolf
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object builder

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i don have that

inland pawn
#

It’s in ARMA 3 tools

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Comes with every a3 purchase

deft wolf
#

Got it i see it on my steam

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dowloading

#

im also dowloading arma 3 samples

inland pawn
#

Samples has examples of A3 stuff

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Pretty useful

deft wolf
#

awesome

inland pawn
#

Like, how to make a car

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Tank

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So on

deft wolf
#

and handheld weaponry and uniforms/bodyarmor?

inland pawn
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Yep

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All there in samples

deft wolf
#

awesome, thats the area im most interested in creating content