#arma3_model

1 messages Β· Page 3 of 1

stuck oyster
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d:\games\steam\steamapps\common\arma 3\arma3profiling_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -cfg=\buldozer\buldozer.cfg

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Id also recommend setting up P drive with the PMC wiki or Armadocs Terrain guide P drive setup steps (along with Mikeros Arma toolset)

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links on the terrain channels pinned messages

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I probably should also pin them here at some point. πŸ€”

deft wolf
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alrighty

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Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them!

Before you start, you should already have:

β–Ά Play video
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and now that i have all of the proper tools is gonna be easier\

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thanks for the help

tribal rain
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howdy yall im following the amazing sokolonko's tutorial as well ive managed to get my headgear in game but its embedded in the characters chest?

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ive scoured the cfg, the model cfg ive checked the blender settings (0,0,0) across all LODS.

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the helmet is following the characters head movements but its like a foot and a half too low

stuck oyster
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model.cfg not set up right/and or no autocenter 0 named property in geometry lod

tribal rain
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Ok how would i even go about doing the autocenter property in geometry LOD

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bearing in mind this is my first attempt at this

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im using blenders arma 3 tools

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and i can see minimal options on my LOD's

gaunt wigeon
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so now what should I do?

mossy mulch
gaunt wigeon
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in the next line do I put vests[] = {"tfa_cpc_communicationsbelt_coy_patch"} and then the name of the specific vest? I dont have much applicable knowledge for this

blissful spire
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Howdy folks, any idea on what would cause a proxy to show in OBJ but not in game? particularly related to vehicle crew. Proxies are in LOD 1, so they should be showing as they should. I'm at a loss on why its not working

charred bolt
blissful spire
tribal rain
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thank you

thorny venture
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Is it possible to hire a modder? I have a type of plate carrier I want made with various version of it for different roles (Team Leader, Assaulter, Machine Gunner, Sniper, ETC) and I have basically no clue on how to model, I am willing to learn but have no idea how to start

stuck oyster
thorny venture
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Oh thank you

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Sorry

charred bolt
blissful spire
charred bolt
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So for the driver, you have a driver proxy? Is that one missing?
And your navigator is set-up inside a turret? Is that one missing?
Try to give detailed information if you want more help.

upbeat vigil
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hey I am working on a weapon heat mod for the games vanilla weapons and I ran across a problem where I cant open the arma 3 .p3d files into the object builder, does anyone know why this is happening?

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i found the issue dont worry

inland pawn
upbeat vigil
inland pawn
marsh canyon
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Slightly wrong, you cannot open binarized p3d. It is not a violation, but un-binarize it is

upbeat vigil
marsh canyon
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And I said "unbinarize binarized p3d" not "unbinarize A3 files"

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Which means, you can't regardless the source

upbeat vigil
marsh canyon
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You mean that you've mentioned, "the haze" effect?

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Or, make the barrel red/orange as it gets heat by mag dumping?

upbeat vigil
marsh canyon
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So former of what I say?

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It's no model relevant thing, but rather config. I'm not available at my PC right now so can't say which to look

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But there're some Mods that do (for their own assets, not A3 assets)

upbeat vigil
marsh canyon
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Yeah, it is particle indeed but is not model thing

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Also, I do not know if there is a Mod that adds haze effect to official weapons, but only Modded weapons, that was I meant

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It certainly is possible to implement easily though

upbeat vigil
stuck oyster
halcyon bluff
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I actually found out that i can fix the weird shadering in Bulldozer by selecting the entire mesh and applying the smooth edges operation in Object Builder. Now it seems to me that everything seems to work. What does that mean? Can i prevent this Error from happening in Blender?

stuck oyster
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Yes. There should not be no need to fiddle with that stuff after export.

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It is likely the o2script path missing

halcyon bluff
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I did put in the O2 scripts path. F:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts This looks correct to me. Or do i have to point it to some other subfolder?

stuck oyster
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It needs to point to the o2script.exe

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So close but not right

halcyon bluff
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πŸ˜‚

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Works like a charm. Thanks a lot!

stuck oyster
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πŸ‘ŒπŸ‘

civic stratus
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I'm not getting very good results transferring weights from the character reference to clothing models. Is there a trick to making the clothes look more "rigid" (less weight) during the transfer process?

stuck oyster
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pretty much always

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weight transfer can just give you a better starting point

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also if your joints are not modeled same way then youll have to adjust for that

inland pawn
stuck oyster
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pics?

blissful spire
# charred bolt You asked what could cause a proxy not to show in game. Setting the incorrect tr...

okay did some work and double checked things. My vehicle is a truck. Front cab has both a driver and cargo proxy for a passenger. Both proxies show the pose in OB. Added the transportSoldier entry and looked at the configs for the HEMTT Truck_01_base_F configs. Passenger proxy works (shows the soldier in the cab, can get in/out of the cab etc), however the driver proxy does not work.

edit 1 - Driver proxy works. somewhat. Pose doesnt work, nor does getting into the actual driver seat.

marsh jewel
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Yo bros how do u properly create the displays in a vehicle?

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Like for example ghost hawk has display that shows radar, altitude, fuel etc

charred bolt
marsh jewel
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Digital

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Analogue are with model cfg animated righr?

charred bolt
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yeah

marsh jewel
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Yeah its PiTa lol

charred bolt
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You probably want to check out class MFD in configs.

marsh jewel
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Ok will do

charred bolt
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multi-function displays

marsh jewel
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Last time i checked the ghost hawk mfd class and it was empty tho

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Havent checked the other ones

charred bolt
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I'm going in game now, will have a look. You might be talking about something else

marsh jewel
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Thank you

charred bolt
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These digital displays are:

  1. a screen background texture consisting of the non moving parts, with emissive rvmats
  2. needles modelled in the p3d, with selection names, and animated in model.cfg
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@marsh jewel ^

marsh jewel
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Ooooofff

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So if i want to use those displays in my vehicle i have to make my own model of the needles?

charred bolt
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Yes, but needles are easy to make and not that hard to animate.

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Rather than use the BI texture for the background, make your own too, something unique?

marsh jewel
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we'll see

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thanks for the help :)

deft wolf
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sooo ijust got my first Crash trying to mod Arma 3 :D

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i was following this series

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Hi I'm tox I'm brand new to the modding community I just wanted to make a series to try helping new people like me. I'm probably going to get stuff wrong and if I do please let me know so I can fix it. Take care and stay safe out there.

mikero tools: https://mikero.bytex.digital/Downloads

special thanks to sokolonko : https://www.youtube.com/u...

β–Ά Play video
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here is how the mod is set up

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here is the content inside the pbo

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anyone can help me?

stuck oyster
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well model.cfg problem is pretty obvious and says what and even whereabouts the problem is. But for clothing Id recommend just recopying the sample character model.cfg to avoid mistakes like that and altering only the last p3dname classes

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also you really will want to remove all spaces in your file and folder names

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use _ instead

deft wolf
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understood!

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i got inspiration from the Protective Balaclava used in MGS5

stuck oyster
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πŸ‘ πŸ•΅οΈ

blissful spire
charred bolt
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The driver pose is taken from an animation file (rtm) defined in CfgMovesBasic/CfgMovesMaleSdr and referenced in the vehicle config:

    driverInAction = "my_driver.rtm";```
blissful spire
blissful spire
charred bolt
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Understanding when players are turned-in or out is important for vehicles and it's not always obvious. So before you missed setting the animation for your driver, because he's turned-in and you were only using driverAction.

blissful spire
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idk why the vanilla vehicles dont have it. or at least, the hemtt config i was looking at doenst

charred bolt
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probably because you've done something else with a turret config, but hard to know when we can't see all of it

blissful spire
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i dont have any turrets on my custom truck and the hemtt config is the one straight from the base game

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afaik

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anyrate, ty for the help

elder fulcrum
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Has anyone here got experience with importing planes to ArmA 3? I have access to the samples and by the looks of others it is doable, but after a long google search I can't find much about planes. Most information I came across was helicopter related.

stuck oyster
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the process is pretty much same

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the finetuning parts are different but all configs work the same way in principle

elder fulcrum
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Okay, I am not familiar with the process. Are there any official or community-accepted tutorials out there ?

stuck oyster
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Official no, but there are pretty decent series from El Tyranos on youtube. And at least one or two from Sokolonko that are prerty good. (not planes but in general how the process goes)

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plane is pretty complex to start with though

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so it may be easier to start from something very simple

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like a box

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(any static object)

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and work up from there

deft wolf
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Many thanks for helping me out guys!

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specially to Exocet, he showed me the ropes

deft wolf
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Thanks!

stuck oyster
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if only the vanilla NVG rig was separated from the actual NVG so one could have the option to have the straps or not

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as the straps never fit with anything

tulip portal
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im trying to add a helmet but in game it just floats between the eyes, do i need to add a selection or cfg entry?

stuck oyster
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yes and yes

tulip portal
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is there a cfg and model example somewere i can look at

white jay
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if anyone wants a hardsurface model done
I'll volunteer

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however

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it will look silly

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and don't expect it to be done

small olive
white jay
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I am looking to create custom weapons, vehicles, and character models for arma3. How do i get started.

stuck oyster
white jay
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Some

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For engineering applications, not game design

stuck oyster
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then that would be a simplest starting point to learn mesh modeling and texturing (just in general)

white jay
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And something tells me making a tank in solidworks or autodesk and porting it to arma is not ideal

stuck oyster
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no

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thats not really a thing πŸ˜…

white jay
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ExactlyπŸ˜‚

stuck oyster
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there is quite a lot in between solidworks -> quite a lot -> Arma

white jay
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After I learn 3d max or blender, model a gun or tank, what do I do next?

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How do i put it in vr arsenal

white jay
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Also how do i make sure my model in blender is to scale with arma3's models? Like the guns aren't enormous or the tank doesn't end up tiny

inland pawn
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It’s around here somewhere

white jay
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Later as in
Weeks later

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My advice for you is to focus on learning object alignment before everything

And buy hardops if you go blender route before even installing blender

And set shortcuts
P

white jay
# white jay Will do, thanks

You're welcome
Your homework for today is to memorize this video and write down the shortcuts

https://youtu.be/QwLMk_tFvfU

Welcome to this CG Cookie ( http://bit.ly/cgc-learn-blender ) modeling Blender tutorial. In this video, we're going to learn how to model like a professional, even with those pesky awkward angles in the viewport.

We'll cover how to use custom transform orientations, normals, and navigation hotkeys to quickly make any shape at any angle in Blen...

β–Ά Play video
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Take it seriously and you'll go a long way

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For more juice
DM

stuck oyster
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and like pointed out here already you dont need to worry about the implementation part yet.

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one thing at a time makes it easier

white jay
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Thank you very much everyone

tulip portal
stuck oyster
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Autocenter when on recenters the model by its combined bounds from all lods

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When off the model 0,0,0 origin is the center

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Problem with autocenter when on is that if model is changed so that the bounds change, it shifts everywhere where it is placed down as the center changes.

lime quest
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if your weapon modelling for realzies i recommend picking up zbrush after 1yr of experience

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most weapon artists actually dont use subsurf for most of their model

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they automate their highpoly by making the model with live booleans and throwing it into zbrush and using polish

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this is something that most dedicated weapon artists working in outsourcing studios do

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this is not exclusive to 3dsmax.

lime quest
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any reason a model appears unrigged/at crotch with autocenter 0 and all vertex groups assigned correctly with correct weights painted?

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its rigged perfectly in blender, bends with each corresponding bone.

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autocenter is 0

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dunno why its appearing at crotch

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transforms are reset as well.

thick kestrel
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I ran into the same issue recently, fixed with the model.cfg from the Arma 3 Samples

lime quest
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as suspected model cfgborked

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ill check it out ty

cloud zealot
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is there a on-fire event usable in cfgWeapon ?

stuck oyster
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yes, check the eventhandler wiki page

cloud zealot
stuck oyster
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id use just the ammo for that

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since you are firing the weapon

cloud zealot
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if i send the pbo to you could you give me some indications ?

stuck oyster
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no sorry, I dont have that kind of time.

cloud zealot
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no problem

plucky ginkgo
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Is there somekind of config change that would stop rain coming through an object?

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Or is it purely model related?

cloud zealot
charred bolt
# plucky ginkgo Or is it purely model related?

No, it's model related.
One of the Geometry LOD's is responsible, but I forget which - View Geometry possibly.
Make sure all your Geometry LOD's are closed, convex and have ComponentXX selection names.
If your object is huge that can also be an issue.

steep scroll
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question what would cause a player uniform to be T posed and waist height into the ground? i cant find any similar issues. the head is in the correct spot and moving correctly but from the neck down its t posed and in the ground

stuck oyster
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not weighted correctly, not setup with correct model.cfg, somehow messed up cfgvehicles units class that breaks used animation set

magic nymph
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is there a resource somewhere that states what LODs are required, and what LODs are reccomended for different types of objects. i.e what LODs are required for a static building object? i.e a simple wall?

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i've read the LOD's wiki page and it mentions what each lod does, and i can make some assumptions like PhysX probably isn't needed for a static object but I can't find any comprehensive "these are all the LODs you need for x type of object"

stuck oyster
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there is not such list but mikeros toolset eliteness can show such debug data on vanilla p3ds

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and the sample models on Arma3 samples on steam can give some indications

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geometry lod is used as subtitute for the other geometry lods (fire view physx) if specific ones dont exist

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shadow lods are needed if you dont use sbSource visualex named property that enables shadow casting from resolution lods

white jay
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this model was made entirely in zbruh

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tho his zbrush ui looks like a fucking airplane cockpit

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very advanced stuff

lime quest
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yea it saves alot of time when you dont need edge variation on noncomplex forms. I still recommend the subsurf knowledge first since its still a modelling fundamental

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blenderGuy I love having a 3D art career blenderGuy

white jay
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p

cloud zealot
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I'm trying to add an item to Arma 3, anyone have an idea about why i can see the object in the editor but when i start the game it disappears ?

west parcel
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so weird question does anyone know what causes custom buildings to have this weird unnatural glow?

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pic for reference (not my screenshot seen it on the workshop and used it as an example)

stuck oyster
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Bad rvmat and textures

west parcel
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fair enough

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seen it with so many mods that have custom buildings or like modern cars

stuck oyster
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Typical fo life mod stuff πŸ˜…

west parcel
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will have to keep that in mind once im actually getting into moddeling

white jay
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is there a way to force lods to drop faster? I have a strawberry farm and every time I look at it the I get bad frame drops, I've halved the textures, added empty lods (populated lods up to 5, 6 has a single vertex and 7 is empty), I've lowered the geometry for fire geometry, collision and roadway. Rvmats are only applied to the first lod and and lod after has rvmats removed.
https://media.discordapp.net/attachments/566060230824165383/1029512817444929606/20221011175603_1.jpg?width=2427&height=1365

stuck oyster
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thats a lot of transparency layering

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that is most likely the issue here

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what rvmat shader type do you try to use?

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check the model how many sections it has (what OB info panel at bottom left reports for res lods)

stuck oyster
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that is incredibly bad

white jay
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huh

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is that 2d planes with transparency?

stuck oyster
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object like that should have like 2

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how many different textures/materials does it use?

white jay
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3 transparent materials, X Y and Z facing textures

stuck oyster
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object like that should have 1

white jay
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each 2d plane is duplicated to have normals facing both ways

stuck oyster
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this is very badly optimized model right now

stuck oyster
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yeah these should all be on same texture sheet

white jay
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I could probably reuse the same image for X and Y

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okay

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so combine them into one texture?

stuck oyster
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yes

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for starters

white jay
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they're also 256px

stuck oyster
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why so low res πŸ˜…

white jay
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to try to improve frames

stuck oyster
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going wrong way

white jay
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I started with 1024

stuck oyster
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sorry

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single 1024 would be a good starting point

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but plants also usually are on single 2k sheet

white jay
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alright I'll combine them, any other suggestions?

stuck oyster
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well lets see how much that cuts down the section count

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there are some buggy mesh stuff that can also cause extra sections

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dont know the cause but usually fix is to copy each lod to a new empty p3d on second OB instance

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also make sure you only have 1 uvset

charred bolt
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I wouldn't recommend using empty LOD's. The game engine expects roughly a 50% poly count reduction per LOD and is optimised to work that way, so give it what it needs.

charred bolt
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Unless they have z-bias or face sorting.

stuck oyster
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I usually have just copied to new project just in case

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but worth a shot to try just cut paste too

charred bolt
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yeah no need, I do it loads of times each day πŸ™‚

stuck oyster
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would be faster

charred bolt
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anyway, I'll back out, HG's the vegetation expert 🌴

white jay
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sections reduced to 4

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testing now

white jay
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significantly better frame rates, still a little slow but bearable

stuck oyster
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is each plant single object?

white jay
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3 plants and the dirt mound are all one object

charred bolt
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You can use whatever you like, there's no hard coded rule, but for your sanity try this, which is more expandable:
door_nn
door_nn_handle
door_nn_otherSubObject
So to answer your question specifically, I'd recommend:
door_04 and door_04_handle

marsh jewel
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yo bros what determines the direction of an axis in the memory lod?

bold flare
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triangle

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the vector pointing out from the surface of the triangle, is front

stuck oyster
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axis is usually defined by pair of verticles

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I dont remember which first or last vertex defines the direction

marsh jewel
stuck oyster
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as far as I rememeber yes

marsh jewel
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thank you carereact

stuck oyster
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axis point can be single point too but that has no direction

stuck oyster
final spear
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ok ty

tulip portal
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is there a way to configure or specify the position for nvgs on a helmet, or adjust them also to ask them to not use the mount that comes with the nvg model

stuck oyster
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nvgs are complete objects so no

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you would need to create alternate ones

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which is boop

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but cant be changed

tulip portal
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i cant evan ofset them

stuck oyster
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no

tulip portal
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damn

stuck oyster
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I know.

tulip portal
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so its a hope pray and slight adjustmant so the majority light up, well fuck me

stuck oyster
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there is a sample NVG p3d in the arma 3 samples that has the mount in it

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that matches with the vanilla nvgs and can be used as position refrence

tulip portal
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il give that a go

lone jewel
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are there any guides how to make scopes for arma ? either 2d or 3d

stuck oyster
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Don't recall any specifically for Scopes but there are example one in the Arma3 samples

maiden latch
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Struggling with getting the Arma toolbox Installed Properly.
First Downloaded the First Pinned Message "Arma Blender Toolbox Experimental 3.1.1"

Kept it in the Zipped file and Went to blender and hit "Install an Addon" Click the Zipped Folder, Installed.
Addon appear but was Un checked.
Tried to check it to Enable it.

Got hit with an Error

  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\addon_utils.py", line 382, in enable
    mod.register()
  File "C:\Users\sgtgh\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\ArmaToolbox\__init__.py", line 584, in register
    properties.register()
  File "C:\Users\sgtgh\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\ArmaToolbox\properties.py", line 514, in register
    register_class(cls)
ValueError: register_class(...): already registered as a subclass 'ArmaToolboxExportConfigObjectProperty'

Tried to go to the Github and Install the ToolboxMaster that was Also pinned.
When I hit install and clicked on the Zipped file.
The Addon never showed up in the Addons even to enable.

Anyone have an Idea on where Im going wrong?

stuck oyster
maiden latch
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Mb its v2.82.7

stuck oyster
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you need to upgrade

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probably

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and you may have some old install of toolbox messing it too πŸ€”

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the github zip contains one additional folder in the zip structure

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so you need to rezip it without the first folder

maiden latch
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Ill try that the Rezip thing

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I sperated the File out, so removed the "Deploy.bat" etc just so its the one file. Still didnt work. Gonna try updating

maiden latch
somber pagoda
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not sure if its a model question or not, but 3d patches like the one in the img below, Do they have to be put on a certain model through 3d editing of said model or can they be slapped on any uniform through config editing?

stuck oyster
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would need model edits

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unless the model is made to support them

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which most probably are not

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its not a 3d patch per say either. it looks to be just a secondary mesh on top of the front of the cap that can be assigned patch texture

somber pagoda
stuck oyster
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no

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game/mod models are not editable that way

cloud zealot
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i've created an object and set hiddenSelections in the config on order to swwitch texture ingame. Why is the selection displaying a black box instead of displaying my texture when i use setObjectTextureGlobal ?

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The selections are correctry declared in the section array

stuck oyster
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black could mean paths are not right

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possibly in rvmat

dark shore
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Hello, I'm trying to make a hidden selection textures function for my model and I wanted to ask if anyone has any good advice or a tutorial

sharp valley
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guys

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can someone help me

turbid cove
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not before you state your issue

sharp valley
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can i show you in stream

turbid cove
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no
you said your models were white

sharp valley
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yes it is

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how to fix it

turbid cove
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Β―_(ツ)_/Β―

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more details please
how do you make your mod

stuck oyster
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white means there is no textures assigned

cloud zealot
# stuck oyster possibly in rvmat

there is no rvmat in the object and i didn't use any texture. The pbo is juste made of simple colors and here is the config

class uarts_french_plate: House_F
{
model="\IARTS_PlateNumber\iarts_french_plate.p3d";
icon="iconObject_2x1";
author="IARTS Studio";
mapSize=0.2;
editorPreview="\A3\EditorPreviews_F_oldman\Data\CfgVehicles\Land_MoneyBills_01_bunch_F.jpg";
_generalMacro="uarts_french_plate";
scope=2;
scopeCurator=0;
displayName="French Plate";
hiddenSelections[] = {"char1","char2","char3","char4","char5","char6","char7"};
hiddenSelectionsMaterials[] = {};
};

class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};

class iarts_french_plate_skeleton: Default
{
    skeletonInherit = "Default";
    skeletonBones[] =
    {

    };
};

};

class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};

class iarts_french_plate: Default 
{
    skeletonName = "iarts_french_platenumber_skeleton"; 
    sections[] =
    {
        "char1",
        "char2",
        "char3",
        "char4",
        "char5",
        "char6",
        "char7"
    };
    sectionsInherit = "";        
    class Animations
    {
    };
};

};

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i don't understand why the game won't display the texture with setObjectTexture

stuck oyster
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you need rvmat and proper texture on the p3d

cloud zealot
stuck oyster
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for surface to be able to show transparency it has to have a transparent texture on the main model

silver zenith
#

hey I was wondering
do pathway Lods have a size limit?

#

was making a multiple pieces building and while the rest can be cut up in pieces would I be able to just make a single pathway for the whole thing?

stuck oyster
#

yes it is limited

#

there is no way around splitting large structures

#

if there were it would be documented

silver zenith
#

I guess it would have the same size limit of roadway lods

stuck oyster
#

it needs roadway and geometry to work right yeh

silver zenith
#

it would be less annoying if there was an easier way to name the points

stuck oyster
#

OB has O2scripts for that

#

on it can be scripted in Blender too

silver zenith
#

anywhere I can read about using said scripts?

stuck oyster
#

no

#

@lime plaza no spam

#

no ads

silver zenith
cloud zealot
#

is there any way to modify the sound reduction when inside the vehicle ?

maiden latch
#

Anyone know of a Video or something that can walk me through getting the Most basic model from blender to Ingame.
Trying to just get something to work so I can go from there, not sure what is a Must have and what is optional.
i.e Bump maps/textures etc

Exporting as a p3d File to object viewer,
"Unable to load file. Load error"

Tried watching some videos but they are extremely outdated

cloud zealot
stuck oyster
stuck oyster
#

I dont think there are videos made with the new UI

#

those are what is available

maiden latch
#

Hmm, the arma toolbox also looks very different aswell. Any wikis or something that outline the steps?

crude knot
#

Would anyone know where the empty tab is?

#

Ik it’s a noob question, just got into this

charred bolt
stuck oyster
#

In what program? @crude knot

cloud zealot
#

What determines where should the origin point be in:
Example in cfgVehicles class for ship base
multiStructureParts[] = {
{"Land_Destroyer_01_hull_01_F","pos_hull_1"},
{"Land_Destroyer_01_hull_02_F","pos_hull_2"},
{"Land_Destroyer_01_hull_03_F","pos_hull_3"},
{"Land_Destroyer_01_hull_04_F","pos_hull_4"},
{"Land_Destroyer_01_hull_05_F","pos_hull_5"},
{"Land_Destroyer_01_interior_02_F","pos_hull_2"},
{"Land_Destroyer_01_interior_03_F","pos_hull_3"},
{"Land_Destroyer_01_interior_04_F","pos_hull_4"},
{"Land_HelipadEmpty_F","pos_heliPad"},
{"ShipFlag_US_F","pos_Flag"}

                };
#

How does this works ? How do i determines where the each origin point should be ?

#

The center of mass ?

stuck oyster
#

usually if autocenter is enabled, its the middle of all lods combined and if autocenter is disabled its the model 0,0,0 origin

cloud zealot
#

the center of all lods combined ? hmm i'll try that

cloud zealot
inland pawn
cloud zealot
stuck oyster
#

no

#

its on by default

#

0 would disable it

cloud zealot
#

alright

stuck oyster
#

things used as proxies should have it disabled

cloud zealot
#

i don't use proxies, i don't even know what does it means in Arma

inland pawn
#

A3 uses proxies to determine things like crew position, muzzle flashes, etc

cloud zealot
#

i think i'll have to spawn my building from parts in the editor, i can't figure out how to make multistructureparts work

stuck oyster
#

is the building going to be used solely in editor or is it going on a terrain?

#

if it goes on terrain the multistructure thing does not work

cloud zealot
#

the building is going to be used solely in the editor

cloud zealot
#

i just figured out bohemia's script is not mean to be used with other building, only them know how to place the reference point

#

i can mke my own script

stuck oyster
#

no it should work just fine when configured right

#

however It does lack a bit of documentation

crude knot
marsh canyon
#

What empty? What part of Arma 3?

stuck oyster
cloud zealot
#

How can i stop the fire of a burning vehicle ?

stuck oyster
cloud zealot
stuck oyster
#

its not really modelling question

cloud zealot
#

more a config matter, i would like to have the vehicle burning longer

stuck oyster
#

yes it would be config related

tribal rain
#

what is the process of making custom identities?

ive found a tutorial online but it only covers making custom faces for the player, id like to make custom identities for units that i can then mod into the game.

#

ive got a texture and everything set to go just need to know what do i need to do config wise and or do i need to do anything in blender? vertex groups etc

stuck oyster
tribal rain
stuck oyster
#

mostly config related stuff if your head is already working in game

#

you can also check the bust.p3d in sample models

tribal rain
stuck oyster
#

dont remember but it might

marsh canyon
#

Custom face texture or head model?

#

Oh well, I skipped some word to read, I think I get your q

tribal rain
#

basically

#

ive made an elf

#

want to put him in game so hes got the standard bust just with pointier ears

#

texture and all is UV wrapped in blender and is ready to go but i dont know what groups i have to define or whatever

#

id guess "head" would be a start

marsh canyon
#

Then what HG said, you can check bust.p3d

tribal rain
marsh canyon
#

There should be

cloud zealot
#

Is there anyway to reset the view in object builder ?

stuck oyster
#

there should be such tool in the menus

#

or you can restart ob

unkempt token
#

Heyo. I've done a destruction model previously on a model successfully, but for my new more complex building, it's not disappearing the old building when destroyed. https://i.imgur.com/P6KAM1E.jpeg

I've prefaced all the classnames with Land_ as appropriate and the destrtype = "DestructBuilding", do I have to do something for the model.cfg in order to make it work? The previous model that worked did not have a model.cfg as it had no skeleton/doors needed.

#

Here's the class for destructioneffects that is a subclass of the building itself:

        {
            class Ruin867530900011
            {
                simulation = "ruin";
                type = a3\structures_f_enoch\industrial\garages\garagerow_01_large_ruins_f;
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };```
stuck oyster
#

the destruction effects are likely not inheriting right

#

from where the defaults are defined

unkempt token
#

Aaah I found it. You were onto something, I had acccidentally defined DestructionEffects{}; in my building class, bad habit from old methods.

#

Thanks!!

marsh fox
#

Is there an easy way to generate icons for eden and player inventory?

stuck oyster
silver zenith
#

hey how can I see the o2script button in OB?
I assume I need to give OB the o2script path
I put that path in the user script path but it didn't do anything

silver zenith
stuck oyster
#

should be there on the top toolbar menu by default

#

under automation

silver zenith
#

yeah its not there
weird

stuck oyster
#

ah

#

then manage sripts tool

#

and browse the 02scrips folder to it

#

automation - scripts- managescripst- browse folder

silver zenith
stuck oyster
silver zenith
#

oh add folder
I was using browse

#

that did it

unkempt token
#

Trying to troubleshoot why, when I make my own bisurf and rvmats, I get effects and penetration as designed, but even with the P:\ drive mounted and everything in its right place, I'm still getting the generic dirt/no-pen impact effects with this configuration: https://i.imgur.com/UMP8EJT.png

#

This is in the fire geom lod

inland pawn
#

Geo?

#

Fire geo?

unkempt token
#

Fire geom

inland pawn
unkempt token
#

I think somehow, addon builder or something isn't actually getting to the a3\data_f\penetration folders and since it cant get that data,its just going "???" and then applying no material.

inland pawn
#

Do the files exist in your p drive

#

Hmm

#

This is odd

unkempt token
#

Yes and yes

inland pawn
#

Usually it works when applied

#

You sure you’re packing the right PBO?

unkempt token
#

Affirmative

#

I tried adding a \ to the beginning of the filepath for each mat but no dice, hmm.

stuck oyster
#

addon builder does not really check or test paths it would write whatever you feed it

#

is you project on P drive?

#

is the glass rvmat applied to whole component?

#

are the components valid and separated?

unkempt token
#

This system is such a meme facepalm Thank you

stuck oyster
#

well it expects proper setup so tools can work right...

#

πŸ˜…

#

people use many creative ways to make mods and wonder why things dont quite work right

unkempt token
#

Yes, by the BI bible it looks that way, but it's just a weird requirement to abide by. Ultimately though, it's working now, so it's back to normal lol

white jay
#

@crystal zodiac I see thanks, well since apparently its hard, since I know a mod that has the beret above, so in this case its easier to just like ask permission from him to use it.

stone bison
#

Anyone had any issues before with models texturing fine in 3rd person but in 1st person your own kit is missing textures or has the wrong textures?

stuck oyster
stone bison
stuck oyster
#

RG? MC? First person lod is called View pilot. Compare to the sample models to see what you need to have

stone bison
stuck oyster
#

Well it sounds like you have not applied same stuff on the lods blobdoggoshruggoogly

cloud zealot
#

I have an object and i need the surface of this object to produce light. What rvmat do i need in order to do this ?

stuck oyster
#

Surfaces can't cast light

stuck oyster
stuck oyster
#

It's a combination of memorypoints and config entries

#

And correct type of object simulation that's supports lights (class house)

cloud zealot
#

thanks for your answers

hardy scaffold
#

Unsure which would be the right channel for this, but I'm having trouble wrapping my head around how baked-in paths in p3d's work.
I'm refactoring ctab and I'm getting an error message
Cannot load texture ctab\data\itemandroid_co.paa
when loading into a mission with the item.

I'm just confused why it cannot find it.
The original folder structure was
cTab\@cTab\addons\cTab\data\
the new one is
ctab\addons\ctab\data\
In each there are both the p3d and the respective .paa file.

Original was built with the addon builder, I assume, and I'm building with hemtt. Not sure if that makes a difference.
Where is it actually looking for that file?

unkempt kernel
#

I would simplify your file structure more:

ctab\data\textures\itemandroid.paa
ctab\data\models\model.p3d
hardy scaffold
#

Only if I can change the baked-in paths in the p3D file, I fear

#

And I wouldn't know how

unkempt kernel
#

You can repath via OBJ builder

hardy scaffold
#

Is there a newbie guide to that?
I opened it with the object builder and was instantly overwhelmed

unkempt kernel
#

DM and I’ll try to assist?

hardy scaffold
#

sure

cloud zealot
#

What are the required selection names to make a new rope model ?

fresh mason
#

why delete, why warn

stuck oyster
modern nacelle
#

Which template in Arma 3 samples are you supposed to use as a template when modeling gear to be an appropriate size on the Arma 3 man? The only ones I can find in the arma 3 templates folder in the same folder as 'bust' looks like the michelin man, is this the right one, I'm seeing tutorials online where people are making gear on much higher poly mannequins but I can't seem to figure out where it is

honest valve
#

if you're looking in the Arma 3 samples, you will need to look under test_character_01 for the templates and examples

modern nacelle
#

Word

pine acorn
#

Anyone familiar with baking in blender whom can explain why the edges of every face of the low poly are visible from certain angles after applying the normal-map?

stuck oyster
#

you probably dont have the shader set up right

pine acorn
#

huh, yeah - if I set the specular value to 0 they're no longer visible

stuck oyster
#

id recommend checking out some shader editor tutorilas on how to setup normalmap nodes

pastel oyster
#

Is there any guide on how to use animation type = direct?

#

All the examples available only use rotations & translations, but I want to try out direct as it seems to be able to give a lot more freedom of movement

stuck oyster
#

dont think there is.

near tundra
#

Not sure if this belongs here or not but is there a limit to how many garrison points can be in a model I also have had some issues with garrisoning in buildings that are baked into the map

stuck oyster
#

Never hear of building position limit but sure there might be one

empty vigil
#

is there anyone willing to help here ? i have an issue with my weapon models and their model.cfg

inland pawn
empty vigil
# inland pawn <#122121444703338496> But, what kind of issue? Just saying I have a problem does...

i expected that after doing an other brainstorming on the model, so i managed to fix some stuff by myself, here's the following errors and their fix :

  • shadow issue : turn out i used the wrong LOD number and the other shadow LOD that was being used had its topology not closed properly, i just replaced the model with the other one that was working correctly
  • weird hand position glitch : completely forget that if you use custom reload and hand animations you have to place a model.cfg file in their respective folder so it doesn't bug out, model.cfg created and placed issue is now fixed

last issue, a small non game breaking one :

  • magazine proxy won't work for some reason, maybe it's the proxy name ? i don't know
#

i'll check on that later and ask on the config channel instead, since apparently it's more about that than 3D model

empty vigil
inland pawn
#

@empty vigil To get your mag proxy working, you need this

class CfgNonAIVehicles
{
  class ProxyWeapon;
  class ProxyMagazine: ProxyWeapon
  {
    model        = "\OPTRE_Weapons\SRM77\SRM77_10rnd_Mag.p3d";
    simulation    = "magazine";
  };
};```
empty vigil
#

it work for my other gun model, but for the new one it isn't

inland pawn
#
modelSpecial           = "\OPTRE_Weapons\SRM77\SRM77_10rnd_Mag.p3d";
    modelSpecialIsProxy    = 1;```
empty vigil
#

i don't use custom model

inland pawn
#

Wait, what

#

You arent using your own model?

#

What are you using

empty vigil
#

gun only

#

magazine is standard BI stanag

inland pawn
#

What model is your gun

empty vigil
#

ofc with proxy and CBA code the magwell is compatible with other mods

#

CZ 805 A1

#

the other one i've made is Daewoo K2, also use STANAG, same code and proxy, somehow it work but not with CZ

inland pawn
#

Ok, then you need those lines of config I posted. Replace with the appropriate pathing

empty vigil
#

got it working, no other code required

#

maybe i've mixed something in the model proxy name

shrewd locust
#

These parts are only visible trough one side but not the other and i have no clue why

#

Could it have something to do with the way i filled in the spaces?

#

Tried it in different ways, copy pasted the same thing into itself and flipped the normals of one of them yet still the same

pallid island
shrewd locust
#

Managed to fix it

#

@pallid island Thank you so much, I have spent at least 4 hours today trying to unf**k this

#

You are a braincell saver ❀️

stuck oyster
#

πŸ‘

mild ledge
#

so I've slowly come all the way to the point of fully modelling, texturing, rigging, converting, and coding my uniform model, but for some reason it doesn't show up in the virtual arsenal, would anybody be willing to help me figure out what's wrong with it? The 2 areas I assume the problem might be coming from is, most likely, one of the configs, but it could also be the .p3d with the proxies and all cause the guide i followed seemed quite vague on that

#

i'm aware there is guides for this, but i have alot of experience with modding video games like gmod, and in my experience these types of things can take 3 minutes or 3 months dpending on if someone if kind enough to help me or if im forced to scour the internet and such

#

here's my configs if it helps:

#

oh, btw,

stuck oyster
mild ledge
#

ah, thanks ill check that out

#

i originally payed a dude almost 40$ on fiverr to port this for me since he already knew all that needed to be done, but he ghosted me and i possibly just lost 40$ for nothing. He said i wouldn't need to make an entirely new unit for each faction's version of my model, rigged to the OpTre spartan II skeleton, and could instead simply port the large model as a uniform coded to use the spartan skeleton on a normal human, and the anims would work n all

#

is that true?

stuck oyster
#

no

mild ledge
#

i got all the unbinarized spartan ii stuff from the optre devs themselves and pasted the skeleton text into my config

stuck oyster
#

oof

mild ledge
#

πŸ˜…

stuck oyster
#

this is not quite beginner stuff

mild ledge
#

yeah

stuck oyster
#

its not really copypastable very easily

mild ledge
#

you sure?

#

they liteally just gave my what looked like a pasteable text

#

ill show you

stuck oyster
#

Im sure.

#

I've done custom skeleton characters enough

mild ledge
#

hm

#

so, just to clarify for certain, it is not possible to rig a uniform to a larger sized skeleton, and have that uniform with larger proportions be compatible with a normal sized human?

stuck oyster
#

no

mild ledge
#

darn

#

thanks!

#

could that be why it doesn't show up then? or would it simply float below the player's feet motionlessly like the other spartan II outfits put on a normal character?

stuck oyster
#

lot of stuff can go wrong with custom characters

mild ledge
#

well, while im here, how do i add the proxies to a larger humanoid in blender or whatever?

#

like, do i stretch the memory points and hitpoints to match the larger body or leave em as is?

#

oh, i cant post pictures

#

oh well

stuck oyster
#

they would need to match the animations

#

so if you are going to use the spartan animations the proxies need to be where spartan has them

pallid island
#

uploading the pictures elsewhere (i.e. direct messages with some annoying bot) and posting links here would give previews

mild ledge
stuck oyster
mild ledge
stuck oyster
#

but basically for them to move correctly they need to be where they are set up on the character the animations are made for

mild ledge
#

so, maybe one last question then. If i can't just slap on the larger models a uniform for a normal soldier, will i need to make a seperate version of my character for every single faction, only being able to play as them in singleplayer mission by editing the config of the mission decompiled?

#

like, an opfor and blufor copy of the same guy so the chinese dont shoot at me for being the wrong unit?

stuck oyster
#

character side can be changed live too if needed

mild ledge
#

huh?

#

like, eh nevermind i can probably figure that out

stuck oyster
#

scripting can be used to join any side

mild ledge
#

huh ok

#

i didn't know that

stuck oyster
#

but yeah you wont be able to use the normal gear on the unit at all

mild ledge
#

well actually, for the record for future modders, you can but it's extremely glitchy

#

i tried it before with the optre spartan

#

the normal human gear floats down at his feet motionlessly

#

but technically you can still equip it, store things in it, and if it's night-vision you can still see through it, but the armor obviously doesn't cover or protect your body as a mismatched unit model

stuck oyster
#

yes well I call that not usable

#

easiest way to employ spartan animations would be using the spartan as config parent to inherit from and the have the mod its in as required addon

#

so you dont have to define everything again

white jay
#

Thoughts on using custom skeletons to make extra tall soldiers and how I would accomplish that?

stuck oyster
#

there are couple of mods that have done this

white jay
stuck oyster
#

Depends a bit on the dimensions. Guns may work or need new set of holding and reload animations

mild ledge
#

from what i've studied, either you can ask the OpTre devs on their discord for the unbinarized fbx of their spartan II skeleton config n stuff, or you can somehow get all the unbinarized copies of the base arma 3 human anims then retarget them, as the opTre devs did themselves (look up retargetting animations for blender or 3ds max)

#

which reminds me

mild ledge
#

i tried to retarget them myself but i couldn't find them in the samples

#

@white jay theoretically, you may also be able to do something like the proprtion trick in Garry's Mod where they use a program to calculate a corrective animation to add as a delta over every animation that plays on your character, but that probably won't work in arma 3 as apparently moving entities like the human models would require their anims updated every single frame, which would drope the frame-rate IMMENSELY

white jay
mild ledge
#

Regardless of how your character looks, his body will contort in the exact spots a normal human would if overlayed onto him, so if your character is 8 feet tall, he will bend not his knees when he runs, but his shins (ouch πŸ˜†)

#

a tail would probably be fine but it'd clip, and would likely stay motionless

#

horns would be easy-peasy

#

they don't need to move and they're attached directly to the skull, which also doesn't move

#

and im sure you already know this, but the red skin would just be a retexture

mild ledge
#

anything else i can help you with maybe?

inland pawn
mild ledge
#

this

white jay
#

But will a human sized devil be able to wear a plate carrier fine

mild ledge
#

probably

#

same proprtions same fit

inland pawn
mild ledge
#

if he's got a small or large chest though it may float in place or clip though

white jay
#

Excellent

#

Thanks

mild ledge
#

good luck m8!

white jay
#

Thanks!

mild ledge
#

arma 3 needs more character variety

white jay
#

And that character would be selected by selecting a "face" in the loadout menu

mild ledge
#

oooh

#

so it's a head then?

white jay
#

No

#

Full body

mild ledge
#

oh cool

white jay
#

How would I select a custom character?

#

Man I know nothing about modding in this game, I've worked on other games but this I have no experience modifying.

mild ledge
#

im not entirely sure sadly, but for reference underlying bodies and clothing are both just different body models swapped out on the fly

#

it's probably something signaled in the config file

white jay
#

A body model is to me of little use unless it can be equipped.

mild ledge
#

oh really?

white jay
#

Or an npc can use it

mild ledge
#

oh yeah yeah i see then

#

yeah i would assume it's just a uniform set as like, the base body or something in a unit's config maybe? but i don't know for sure yet

#

i'd post some screenshots of my configs for my project that could maybe help but i cant post pictures

#

class CfgWeapons
{
class UniformItem;

class Saloshai_playermodel : Uniform_Base
{
    author = "Brownpill";
    scope = 2;
    displayName = "Saloshai playermodel";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "projects\Arma3_Saloshai_playermodel\data\Saloshai.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
        
    class ItemInfo : UniformItem
    {
        uniformModel = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        uniformClass = Saloshai_playermodel;
        containerClass = Supply50;
        mass = 1;
    };
};

};

white jay
mild ledge
#

ah! good idea i wasn't thinkin πŸ˜…

#

check yo friend requests

#

cant send it until you friend me apparently

white jay
#

Accepted

stuck oyster
#

Yes config defines what "naked" model base model a character uses. However that is changed to whatever uniform is worn and the vest and test of the gear is shown on top.

pine acorn
#

I'm trying to implement a helmet but it's set way to low due to unknown reasons

muted tapir
#

how come the image doesn't embed?

stuck oyster
stuck oyster
muted tapir
#

positioning matches the sample headgears, and a model.cfg connection is there judging by the fact that it moves with the head.

#

how does one do weighting?

stuck oyster
#

vertex weighting to correctly named selection/group

#

you can likely find generic "how to do weighting" tutorials for any commonly used 3D software

muted tapir
#

thanks

#

we got it onto his head

#

it was the autocenter thing

pine acorn
#

How do you also make the helmet invisible in first-person view?

inland pawn
pine acorn
#

It worked, thanks!

pine acorn
stuck oyster
#

as that would not be closed shape

#

and the shadow sill also need the same weighting

hallow steeple
#

a model needs to be added via an addon right? You can't make a model for a single mission?

marsh canyon
#

You actually can

#

But for what?

hallow steeple
#

A birthday hat, heh-

marsh canyon
#

A hat, which is a headgear slot item?

hallow steeple
#

oh right-

#

new question. Can you make a model and a head gear item outside an addon? xD

marsh canyon
#

No

hallow steeple
#

aw :P

#

What about just a cone? I could maybe do some scripting magic to make it stick to the head

marsh canyon
#

Yeah, if you just want to make a p3d and put into the mission, and spawn it and attach it... it is possible, yes

hallow steeple
#

Texture or no?

marsh canyon
#

It can have one

hallow steeple
#

horray :3

grim trail
#

Is there a max weight for a model ingame? To be more specific is there a weight threshold where physx becomes unstable in regards to wheels?

stuck oyster
#

but if you have something in reasonably realistic weights and "normal" size it likely should work

#

as long as your wheel spring setup is also corresponding to the weight and can handle it

peak lava
#

Can Blender be used to make models for ARMA 3?

pallid island
#

yes

#

the addon in pinned comment and some youtube tutorials would help

cloud zealot
#

Can i make a seaplane using the canFloat parameter on a plane ?

stuck oyster
#

possibly

#

can try

white jay
#

How big can I make a vehicle maximum without issues? I am thinking about a 200 meter long flying machine

inland pawn
white jay
#

Rip my project

marsh canyon
#

I don't think it has limit in height (Y) but yes, it is said that geometry has 50m or 100m limit

white jay
marsh canyon
#

Well, even if you do such it will break any part of it since it is somehow scripted solution

inland pawn
marsh canyon
#

You can probably get the idea if you have Contact DLC and know its biggest Alien ship

white jay
#

Seems like an enormous airship battle won't be possible

inland pawn
#

What you could do

marsh canyon
#

Yeah unfortunately. If you want probably you'll need to get into Enfusion

inland pawn
#

Is cut it into 50x50 chunks

#

And stitch it together

#

That’s basically how we got our frigate working

white jay
#

Will that be possible if it has to move around?

inland pawn
white jay
#

That's unfortunate

inland pawn
#

Could attempt it

#

See if it works

white jay
#

Thanks for the advice

stuck oyster
#

Well big moving plane can work but it it can be wonky. A bit. And walking on it won't be possible

stuck oyster
tawny atlas
#

Object builder: can mass texture rename do a find of replace and all strings?

I.e addon1\path1\blah becomes addon2\path2\blah via find and replace of addon1\path1 for all paths?

stuck oyster
#

it supports some wildcarding

#

addon1\path1*

addont2\path2* could work

#

dont remember the details off the top of my head

#

@tawny atlas

tawny atlas
tawny atlas
#

New problem:

I've got a model (wasn't made by me) with defined hidden selections. However, in-game the hidden selection textures show up as blank white.
The hidden selections are defined in the model and in the config (as far as I can see), and my paths are definitely correct.
The textures paths that are not defined by hidden selection but are in the model work fine.

What could be causing this?

stuck oyster
#

are you trying to do transparency on a thing that does not have transparency?

tawny atlas
#

nope, the textures have no alpha.

stuck oyster
#

white/black usually indicates some sort of path/texture not found issue

tawny atlas
#

yeah, but I can view the texture by clicking on it from the config viewer so it's a valid apth

#

and there are no rpt errors

stuck oyster
#

if you put down the original thingy in editor and use setTexture commands on (some color is enough for test) does that work?

#

is your hiddenselection config only altering texture or material too?

tawny atlas
#

it's a vest so I'm not sure I can use setTexture

stuck oyster
#

ah

#

cant yeah

tawny atlas
#

hiddenSelection only alters texture, and the materials look alright (hard to tell with the borked texture)

#

it seems like it'd be a path (or corrupt texture) issue

#

i could try converting the textures to png and back I guess

stuck oyster
#

what resolution is the texture?

tawny atlas
#

4096*4096

#

and I tried reconverting it, didn't wokr.

stuck oyster
#

can you assign that texture to something else with setTexture command in game?

#

just to test it

tawny atlas
#

yeah not a bad idea

#

will try that now

#

yeah the path works on other objects.

#

so selection definition/model issue

stuck oyster
#

is it a modded vest?

tawny atlas
#

yeah

tawny atlas
#

The model faces don't have any texture applied in the model itself if they're supposed to be defined in the hidden selections - would this cause an issue?

inland pawn
#

Which vest are you retexturing

tawny atlas
tawny atlas
#

ok yeah, defining the texture path of the faces seems to have fixed it

#

not sure if I can then retexture it

white jay
# inland pawn Geometry has I believe a 50 x 50 x 50 limit

In theory, if your ship was made of several attached models to get around that limit, could you make it so when someone shoots at one part of your ship, one of the models is replaced with a damaged one where the shot hit. You could make a space ship that can be destroyed through the course of a battle by the enemy.

#

And let's say there is an interior you could walk around, sort of like the one inside one of the big rhs planes.

#

You could have a player man the weapons station, another helm, and several do damage control.

#

If there was a way to move such a craft made of multiple models.

#

And if an intuitive solution could be found for the problem of walking around inside while the craft moves.

inland pawn
#

But, a3 doesn’t support dynamic wreckage like reforger

inland pawn
white jay
#

This could be genius, bring star trek like ship to ship combat to arma3

#

Thanks

inland pawn
#

Though, it does sound like desync central

white jay
stuck oyster
#

the moving inside it wont work

#

it will always be janky and buggy unfortunately

#

flying and sitting in it is doable

#

the ship in my videos above is 300 meters long

white jay
#

What bugs occur

stuck oyster
#

basically it is very unlikely to work so that you can move the ship and walk in it

#

and there might be better things to make first before sinking time into that

white jay
stuck oyster
#

solid maybe

white jay
stuck oyster
#

engine does not support walking on moving vehicles

#

so there is no suitable collision simulation and multiplayer desync on top of that causes thigs to go ded

floral wagon
#

anybody can recommend a checklist to work through in regards to getting a uniform to work? ive run out of errors to fix and still have nothing :) thanks

unkempt token
#

Is there anything special required in order to make AI open doors when pathing through it? I set up paths inside a structure, added actionbegin1 and actionend1 on the door in, but they just walk through instead of taking any action on it

stuck oyster
#

memorypoints that correspond with the action and user action that the AI triggers when passing that point

#

the sample house should have the whole setup done

unkempt token
#

I have the doors working with memory points, door01_trigger, door01_axis, etc. This is what I'm seeing in the sample house memory LOD too

#

I removed the "onlyforplayer = 1;" flag from my door in config.cpp too

stuck oyster
unkempt token
#

Ah! Config! That's what I might be missing then, okay. Let me try that out, thanks for the pointer!

stuck oyster
#

basically this means when AI crosses the path point it triggers this action that is listed in the config

#

the action itself could do number of things

white jay
unkempt token
# stuck oyster

This was the fix, I didn't have those lines in my config. Again thank you

unkempt token
unkempt token
#

Also, if a door is named Door01 and not Door_01, would this explain why the Lock functionality is not working on it? Tested, this is not the source of the issue.

stuck oyster
#

some doors related functionality may need the animationSource be door for that part

#

or was that for vehicle doors only

charred bolt
#

You're thinking of vehicle turrets gunnerDoor and turn out with enabledByAnimationSource.

stuck oyster
#

πŸ‘Œ

white jay
#

@stuck oyster you're working on lost dragons mod right?

stuck oyster
potent locust
#

Hi everyone! I have a question about adding different objects to the character model, how can I do this? Is this done through "merge" or something else? When trying to merge a character model and a new object in the game I get a broken character geometry that allows me to walk through walls
Also the object that I tried to add just flies in the air next to the character

#

I have some experience with vests and guns, but I can’t figure out how to work with a character model

#

Oh yes, I use the standard tool - Object Builder

stuck oyster
#

basically character models have same requirements as vests

#

for modeling new things Id really recommend other tools than Object builder since its modeling tools are pretty old

potent locust
potent locust
potent locust
white jay
#

The textures just seem a bit, flat

#

But overall I am excited to see it when it is finished

#

Aside from halo mod and scion conflict, not much sci fi in arma

stuck oyster
#

We have considered making it in that sort of minimalistic way but its more likely that we texture stuff fully once the designs are good enough

white jay
#

Not enough sci fi mods for arma

#

I wonder if a space battle map would be possible

stuck oyster
#

bit poorly

pine acorn
#

How does one assign armor values for gear (say a helmet), such as; armor level, ballistic protection, explosive protection etc...
I'm assuming it's done in the config.cpp? So far I've only put armor = 6 and passTrough to 0.5 but I have no clue what that does exactly. Is 6 & 0.5 a high or low value, what is standard and so on

pallid island
#

if my notes are correct, vanilla has something like this: ```
Helmet class 1: head(/face), armor 4-2(/4), passthrough 0.5-0.8
Helmet class 2: head(/face), armor 6(/4), passthrough 0.5
Helmet class 3: head(/face), armor 8-7-6-10(/4), passthrough 0.5
Helmet class 4: head, armor 10, passthrough 0.5
Helmet class 5: head(/face), armor 12(/8), passthrough 0.5

#

so your values should correspond to class 2 (or really bad class 3)

pine acorn
#

aight gotcha, thanks

pine acorn
pallid island
#

don't you have a typo? Vanilla seems to have class HitpointsProtectionInfo, you have class HitpointsProtectInfo

pine acorn
#

Oh no

#

Gonna try that

#

Well uh yes now it works πŸ˜…

#

thanks!

white jay
#

Would arma3 devs allow someone to make a modification that adds explosives to go carts in karts dlc? The idea would be for it to require karts as dependency

woeful viper
#

why not? As long as original models are not modified, and the DLC is a proper steam dependency ( as opposed to "including the dlc in the mod") there is no problem whatsoever. This can be done with scripts and config alone

cloud zealot
#

Is it possible to modelise children is Arma 3 ?

marsh canyon
#

If you can, you can

stuck oyster
subtle bison
#

but better dont, it would probably get shot down fast πŸ˜„

stuck oyster
white jay
#

)

#

Can you tell me how to write a model.cfg for an existing technique that I want to redo? I have a part of the file pulled out using mikero

stuck oyster
#

I dont quite understand what you mean

#

but model.cfg can be written in just text editor. you just need to put stuff in right order and in right places

#

the arma3 samples have pretty good example on the model.cfg structure

#

and wiki explains some of the inner workings

white jay
#

Is it easier to write it with 0 than to try to extract it?

stuck oyster
#

yes

#

but what exactly are you trying to do

#

model.cfg and animations are very model specifc

#

so extracting it and trying to use it on a different model usually mean you basically need to rewrite it completely to fit your model anyway

analog prism
#

What was the quick key to join objects together again?

#

I know it's something J lmfao

analog prism
#

Blender

#

My bad this was the wrong channel I meant to use the enfusion channels lol

stuck oyster
#

ctrl J

stuck oyster
analog prism
#

Shoot help me make arma reforger mods we need you boys bad lmfaooooo

stuck oyster
#

but as a general tip, always say what program your question invovles. even if you have recently talked about it

stuck oyster
shy hamlet
#

The question is how to replace the model after the destruction of equipment.

As I was able to understand there in p3d in the section wreck put a proxy and in it specified the path to the model and then more prescribed this model in cfgvehicles as a normal prop under the class Wreck_base_F. All such has done. But the technique still does not change

pallid island
pallid island
#

like here the left is stock T-140, the right is modified to have destrType = β€œDestructEngine”; with no other changes

shy hamlet
#

Inserted this parameter and it still does not want to work

pallid island
#

πŸ€·β€β™‚οΈ i literally import a sample car model into blender, add a cube, assign it to "Wreck" LOD with \A3\Props_F_Tank\Military\Wrecks\Wreck_MBT_04_F, export my model, binarize it with A3 Tools, make a config.cpp like below, merge config into diag with diag_mergeConfigFile ["P:\memes\carMeme\config.cpp"], spawn the "a_meme" vehicle, destroy it and get a tank wreck ```hpp
class CfgPatches
{
class Meme_Preset
{
author="Local memer";
name="Memer preset for moduleCivilianPresence";
url="https://www.arma3.com";
requiredAddons[]=
{
};
requiredVersion=0.1;
units[]={};
weapons[]={};
};
};

class CfgVehicles {
class C_Offroad_02_unarmed_F;
class a_meme: C_Offroad_02_unarmed_F
{
displayName = "!meme";
destrType = "DestructWreck";
model = "P:\memes\carMeme\bin\untitled2.p3d";
};
class a_meme2: C_Offroad_02_unarmed_F
{
displayName = "!meme2";
model = "P:\memes\carMeme\bin\untitled.p3d";
};
};```

#

"a_meme2" vehicle doesn't spawn a wreck and just burns

elder fulcrum
#

Anyone here has experience with baking and texturing structures? (I use Blender and Marmoset 3) I've been referencing the sample house model, and I have my UV unwrapped and I have things like glass for my windows in separate vertex groups similar to how it is there. My confusion derives from the actual baking process with my _hp and _lp. My confusion derives from two main questions:

  • Would I actually bake with the window glass, and how would that work out if I needed to?
  • What do I do with my AO/curves/normals with multi-mats and different UV sets? (I am used to simple objects like boxes.) There are a lot of extra things and it's confusing even with the sparse documentation I've come across.
stuck oyster
#

Instead, buildings use multimaterial

#

which is a material type that uses color mask (Black Red Green Blue) and through the mask and 2 uvsets it projects tiling textures on the building surfaces

#

this is what you see on nearly all buildings in Arma

#

and its the most performance friendly way to texture buildings

#

Glass on buildings is separate material/texture. often an atlas of different shaped windows that the building has

elder fulcrum
#

Thank you.

unkempt token
unkempt token
#

Fixed it, my named selection for the non-glass part of the doors actually included the glass too, which it was not supposed to. Redefined Door01 to NOT have any glass, and its good now

stuck oyster
#

πŸ‘ πŸ‘ πŸ‘

white jay
#

Like planes or buildings?

stuck oyster
#

multimaterial

white jay
#

Do you have any tutorials on it?

hallow steeple
#

So, am new to models. Uh- What's a skeleton? πŸ˜… Besides the ones in science class

#

Aka: Do I need to worry about skeletons if I just want a simple static object like a sign or a rock

pallid island
#

sign/rock - not really

#

house with a door (or sign with rotating arrow) - yes

hallow steeple
#

Ok. Now, any tutorials on making a simple sign? I can only find stuff for vehicles, cars.

#

Do I need a config for the model? I assume yes.

#

I also dunno how to do rvmat πŸ˜…

#

oh samples!

#

how does it know what textures to use

stuck oyster
#

Uv mapping and assigned texture and material per surface

hallow steeple
#

I dunno if I did it right πŸ˜…

#

oop

#

face properties?

stuck oyster
#

Workflow depends a bit on what programs you use to model with.
There are few tutorials on BI forums for getting a model from blender to Arma

hallow steeple
#

I'm using the oxygen 2

#

It is saying it can't load the texture

#

bitmap*

stuck oyster
#

You may not be using compatible file format. Or you might not have the mod development tools/environment set up right.

hallow steeple
#

TGA files can be used?

stuck oyster
#

Yes. But only uncompressed

hallow steeple
#

i am so confused-

hallow steeple
#

what do I put for face texture in oxygen 2?
\<Addon>\texture.paa?

#

oh!

#

no..

#

normals are inverted and the texture still wont work. It appears in the oxygen 2, but not in game

stuck oyster
#

Arma uses Y- normals and most programs by default produce Y+ normals so often the green channel needs to be inverted

white jay
#

@stuck oyster how are you doing the interiors for spaceships in lost dragons mod?

hallow steeple
#

what bout textures?

#

how do they work btw.

#

they are embeded into the p3d file with their location?

stuck oyster
#

and you should have properly set up P drive and addon file structure for your mod

#

so that stuff is all packed correctly and the game can reference the files

hallow steeple
#

Wait- P drive? That needs to be a drive, I can't change it to an existing spot?

white jay
hallow steeple
#

there we go

stuck oyster
#

typically it is a virtual drive

#

the P:\ (or can be anything, just default is P) acts as the game engines file structure root

#

so a path P:\folder\other\texture.paa becomes in game (and configs) \folder\other\texture.paa

#

you CAN make mods without. but honestly its stupid and painful if you dont know exactly what you are doing

hallow steeple
#

ok- uh- still no

#

Wait, should it be "P:" or "P:" in oxygen

stuck oyster
#

*Object Builder

#

but no it shoudl be without the drive letter at all.

hallow steeple
stuck oyster
#

Object buidler has a setting that then adds the P:\ to the paths inside it

#

what tools are you using?

hallow steeple
stuck oyster
#

Arma 2?

hallow steeple
#

it opened with arma tools πŸ€·β€β™‚οΈ

#

OHHHHH

#

this makes more sense now πŸ˜…

stuck oyster
hallow steeple
# stuck oyster

and then the file in the face properties is "<addon>\paa" or "<addon>"?

#

oh wait

#

"\addon\paa" or "addon\paa"

#

I bet it's without the one at the start?

stuck oyster
#

if you browse ro the file it should set it up rught

hallow steeple
#

I had to set the P drive. I originally had it as 'P:' with the texture bieng "\<addon>\paa"

#

so I think that's my mistake. Backslash in the wrong position

#

could be wrong tho

#

and then I still need to invert the normals xD

#

"make not avaiable requested by <texture file>"

stuck oyster
#

lot of parts in this process

hallow steeple
#

but hey! The test image is now ingame! :D

#

thank you

stuck oyster
hallow steeple
#

oh no, ima have to worry about collisions xD

#

i will worry about that in a sec. I think I made good progress considering my irl situation xD

white jay
#

@hallow steeple have you ever made a vehicle mod?

#

Trying to get advice from as many people as possible

#

Before I begin

stuck oyster
#

Im gonna take a guess ratchet is not much further than you are @white jay πŸ˜…

#

if you sum up what you would like to make I can usually tell how possible it is @white jay

white jay
stuck oyster
#

does it need to fly?

white jay
#

Yes

stuck oyster
#

pretty big challenge

white jay
#

If the hanger is not possible no problem there

stuck oyster
#

all of it is pretty challenging due to you wanting it to fly

white jay
#

You did do a long spaceship that flies so I wonder how you got that to work

stuck oyster
#

If I remember right this craft version was within the normal working limits of geometry and roadway so when it was stationary walking on it worked just fine

#

making bigger things may require solutions to create extra walkable surfaces attached to the craft if one wants to keep them walkable overall

#

and basically everything needs to be solidly attached to the craft when it moves. otherwise collisions will bug and things go boom.

white jay
#

That one is 50 meters by 50 meters?

stuck oyster
#

I'll check if I can find that version lying around somewhere

white jay
#

If that's within the limit of geometry I don't need 200 ish meters lol That's big enough for me

#

Thank you

#

Any good tutorials you learned from how to make that you can send my way?