#arma3_model

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stuck oyster
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not really no. I've been doing this stuff for nearly 10 years now. Even though there are not many tutorials now, back then there were even less.

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so I've learned by trying things out

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you might be able to get away with 100 meter long ship. I believe the one you see in the video is about 100 meters from front to back

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though the interior area is smaller

elder fulcrum
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I have these sign models I made in blender, checked the UV with a colorgrid to make sure it was facing the right way, and the posters that I put on the model still appear mirrored. Anyone know if this is a known issue?

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I also double checked in UV editor to see if there was an extra UV set. The only fix I have found is manually mirroring the UV using horizontal mirror, but that isn't very practical for me. Just wondering if there is a way I can avoid this in the future, if blender seems to show me that the UV orientation is correct.

hallow steeple
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Can I make it so object builder shows textures on the model?
Also, does OB show the faces as inverted from in game?

stuck oyster
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and you can also use the buldozer viewer that opens the model in engine instance

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and no OB shows the faces as they are in game. if you have inverted faces then you have modeled them wrong way

hallow steeple
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how do I invert faces? Flipping normals doesn't seem to do it in blender when I import into OB

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Does "Faces -> Reverse" flip normals for ingame or just editor?

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also why is the front the bottom o.o

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what have i done oh no

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oh, nvm, I did look at face instead of projected xD

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Ah yes, I think I it might be a good idea to use a shader material in blender, since I'm more confident in there ๐Ÿ˜…

stuck oyster
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oh that means the uwmapping is wrong way

hallow steeple
stuck oyster
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that flips it for both in editor and in game

hallow steeple
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ok, so if it's inverted and I can see the opposite side, select all and reverse should fix?

stuck oyster
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Arma draws only the front side of face

hallow steeple
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assuming all are flipped

stuck oyster
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yes

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but preferably you make sure the faces are in right direction when you model it

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is easier to manage face direction in more modern programs

hallow steeple
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Blender, normals are flipped when imported to OB or?

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I remember you said something about Z flipping

stuck oyster
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if you do things right everything should be just same in blender and ob and in game

hallow steeple
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wait-

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is there a way to video opposite sides

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it seems that might be what's happening now. I can see the opposite side, but it's darker.

stuck oyster
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Im not quite sure what you mean

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you can turn on face direction colors in Blender view to see how you have them originally

hallow steeple
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I have that. They're correct

stuck oyster
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also if you have scaled the object negatively the export will flip that

hallow steeple
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but that red line at the top is supposed to be facing upward.

stuck oyster
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this seems to be inverted

hallow steeple
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it looks 100% fine in blender

stuck oyster
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it probably is not 1 ,1 ,1 scale

hallow steeple
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OH

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IM DUMB
Z forward for exporting as obj probably should be negative?

stuck oyster
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if you want to make it easy, use the arma toolbox addon (pinned messages) and export directly to p3d

hallow steeple
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I tried that and it failed to load the object. Although maybe that's b/c I was using oxygen xD

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Still needa fix the defualt program to open, but I'd need to add OB as a program that can open it

stuck oyster
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you probably did not tick the arma Proeprty box to define the object for exporting

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if no exportable object are present it creates empty broken p3d

stuck oyster
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it is far better to get that working since you can define the P3d texture and material paths in blender directly

hallow steeple
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will the addon for blender also triangulate?

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Also, do I need to define a material?
As in, when I import into the game, if I haven't, will it just use a default material or?

pallid island
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well, to load the car model from Arma 3 samples that i've barely edited in Blender into the diag build of the game i needed to binarize the p3d first ๐Ÿค”

hallow steeple
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Shouldn't need to do that-

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OH also, maybe I had binarize selected xD

hallow steeple
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oh nvm

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How do I apply textures to be exported from blender?

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oop

stuck oyster
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you assign a material for surface in blender and in the material tab you should have arma texture and arma material dialogs

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as long as that object is also set with "arma properties"

hallow steeple
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hmm- i feel like this is a bit of a waste xD

stuck oyster
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a little bit

hallow steeple
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What's a cylinder UV normally look like? xD

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it's quite tall tho-

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oh idea

stuck oyster
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well it can be like that but preferably you would have the resto fo the object in the rest of the texture surface

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or you can use rectangle texture to have less empty space

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like 128x512

hallow steeple
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oh yea

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It's not limited to XxX it can be XxY as long as it's po2

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Can it be like- 32x512 or is it limited in how far the numbers are from each other?

stuck oyster
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I dont remember if there was some limit on how small texture the engine eats

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but might not be

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try the 32x512

hallow steeple
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Alright. And finally: How do I do hiddenSelectionTextures? :P

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it's gonna be a sign. want the pole to be "static" and the side plate can be set with setObjectTexture

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oh also thank you btw

pallid island
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you probably create a vertex group and then use its name in CfgVehicles config ๐Ÿคทโ€โ™‚๏ธ

hallow steeple
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vertex groups scare me

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(aka, Idk how they work xD)

pallid island
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open Vertex Groups tab, press + to create one, double click on it to rename, then enter Edit mode, select the target verts and in the Vertex Group tab press Assign ๐Ÿคทโ€โ™‚๏ธ

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"named selections" is a pretty accurate name in that regard. It's just a saved selection of verts that's given a name

hallow steeple
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Little more aimed at blender then arma specifically, but any way to save the image of the UV map?

pallid island
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UV > Export UV layout in the UV Editor should work, i guess?

hallow steeple
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something, it's like I've never used a computer before, sorry xD

pallid island
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search in Blender is pretty useful. It's F3 by default, iirc. Or Space if you've selected that.

shell bluff
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when I want to have 3 models in one pbo file, I have to make 3 model.cfg,
?

stuck oyster
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if the p3d are in separate folders, yes each folder needs model.cfg (and is clean practice)

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if they are in same folder they will use same model.cfg

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however model.cfg can contain multiple cfgSkeleton and cfgModel entries

pallid island
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biki claims you can split files by naming .cfg files after the model, though ๐Ÿค”

stuck oyster
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sure

shell bluff
stuck oyster
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the next line i wrote

shell bluff
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aaa like MODEL1.cfg ?

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MODEL1 is p3d name

stuck oyster
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sure if you want to make separate cfg files for them

shell bluff
elder fulcrum
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Has anyone got experience baking an AO map in blender for interiors? I've got this building and I cannot, for the life of me get there to be some type of lighting falloff within the interior for a simple AO bake. (2.80)

stuck oyster
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you may want to put some lights in there

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and check blender tutorials for how to adjust the AO bake grainyness

elder fulcrum
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Adding lights to the scene wasn't helpful in actually baking it. The grainyness is due to the fact i'm just trying to actually get the AO to bake to my liking without having to wait five minutes each time

woeful viper
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decrease AO distance value

elder fulcrum
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savior of mankind

hallow steeple
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how do I do collisions-

stuck oyster
hallow steeple
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O2

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Is it just make an LOD that is "Geometry Phys" (Or geometery) and put a model into it? Assuming the model ain't too complicated, that is

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* Cannot generate ST coordinates what does this mean o.o

hallow steeple
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ok, no uv map. I didn't think I'd need a UV map for this but ok :I

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how do people do this for a living

hallow steeple
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oh? Did I get it?

unkempt token
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The geometry model has to be made out of simple shapes like convex cubes that conform to the parts of a model that should have any kind of collision, whose vertices then need mass applied in o2

hallow steeple
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ok, it sorta works now-

unkempt token
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Yeah so if you wanted the sign to be a collision thing you'd just have a cube that matches the dimensions of that sign (but a little thicker if you were looking at it top-down, if that makes sense?) and then assign in a .rvmat from a3\data_f\penetration\whatevermaterial.rvmat to match it

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Oh and if you're not working in the P:\ drive already, you should cause I only recently learned that materials from a3 wont work without your project being compiled from within P:\ lol

hallow steeple
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i haven't even touched materials yet o.o

unkempt token
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It's relatively easy once you're ready. You just select all of the collision model with Ctrl + A, hit E for face properties, and give the path of that rvmat in the Materials field at the bottom of the popup window that says material. I.e. you would put this in there for metal: a3\data_f\penetration\metal.rvmat

hallow steeple
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so if there isn't a material, players will be able to walk through it, but bullets and stuff cant?

unkempt token
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Not really, the material is just there to make penetration effects from bullets and impacts more accurate

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As long as your geometry has enough Mass it should have collision

hallow steeple
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oh- so why can the player go through but not other stuff xD

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it might be mass then-

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what should mass be ๐Ÿ˜…

unkempt token
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I found that in the Virtual Reality map, physics are less predictable. I think when A3's FPS gets too high (200-300 FPS range like in VR map) collisions are more of a suggestion than accurate lol

hallow steeple
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wait

unkempt token
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You can try it in Altis. And the mass is usually found at the top, when selecting all your stuff in geometry it should light up and let you type in.

hallow steeple
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ah yes. the only time I'd use the VR map

unkempt token
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Yeah lol I found out I can just walk through vanilla doors and windows on the VR map

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just walk up to it with your weapon up, keep holding W, then crouch and uncrouch and you can sometimes pop right through

hallow steeple
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VR also makes lighting be weird

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still no, walk right through it, but it stops my bullets

unkempt token
hallow steeple
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What does mass do exactly xD

unkempt token
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Adds "weight", but its mandatory for even static objects like a sign

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Without mass, you can just walk through things and collisions don't work

hallow steeple
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oh

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What's a good value xD

unkempt token
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For a sign? You could just put 100 or something

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It's in Kg but I dont think its very important as long as it's not too low. For a static object.

hallow steeple
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no- I did to convexity thing

unkempt token
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This will also result in collisions not working, as every individual shape in your Geometry layer needs a ComponentXX number

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Run the Find Components button in O2 and you should have 1 or 2 components appear in the named selections list.

hallow steeple
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Wait, maybe I did-

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B/c there is 2 selections

unkempt token
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Named Component01 and Component02? And if you click them, it highlights the shapes?

hallow steeple
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yea

hallow steeple
unkempt token
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The metal.rvmat is base game, I think you can skip anything required

hallow steeple
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is it Geometry or Geometry Phys?

unkempt token
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Geometry

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Geometry Phys is for physx calculations. If you only haave a Geometry LOD and no other kinds of Geometry LODs like fire, view, physx, then the game will automatically use the contents of the plain Geometry LOD itself

hallow steeple
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And I JUST need to have the material for the geometry faces?

unkempt token
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Yup

hallow steeple
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Thnak you :)

unkempt token
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Happy to help. Let me know if it works

hallow steeple
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wait, do I needa do anythin to configs or anything or just the p3d

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well, there's one way to find out x3

pallid island
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iirc bullet penetration properties are linked to the material through couple layers of convolution notlikemeow

unkempt token
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Configs should be fine if you already got it in game

hallow steeple
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horray :P

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Also, I tried to be cheaty by using tga. seems ya cant use TGA in addons x3

hallow steeple
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Horray!!! I cant get through!!! :D

pallid island
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collision collides? Hooray!

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i remember it taking half a dozen attempts when modelling a doghouse for giggles notlikemeow

unkempt token
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Yeah it took me a month lol

hallow steeple
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best part is I also made it have hidden selection textures x3

unkempt token
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Nice

hallow steeple
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now what-

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xD

unkempt token
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Depends on what you need to do

hallow steeple
pallid island
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what? Chromatic aberrations?

hallow steeple
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the corner

unkempt token
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Might need to use an Edge Split modifier on your visible mesh in Blender before you export it

hallow steeple
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a wha

unkempt token
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If you use Blender

stuck oyster
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you need to mark sharp corners in blende on the model

pallid island
stuck oyster
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HorribleTip of the Day:

GEOMETRY LODS

there are 4 types of geometry lods

geometry lod

  • handles non physX collision (mainly character as vehicles are phys),
  • acts as base/root of the whole model/object,
  • contains also most of named properties that give the model specific attributes (different from named selection),
  • for collision to work the lod needs:
    • to be built from CONVEX and CLOSED shapes,
    • each shape that is wanted to have collision needs to be named ComponentXXX (both OB and blender toolbox have automated tools for this)
    • vertices of each shape need to have mass

-every other geometry lod defaults to this lod if they are not separately defined

firegeometry lod
-handles bullet/etc hits
-has same build requirements except mass(closed, convex, component,)
-each component can additionally have penetration material that defines the parts hit properties (armor, sand, glass, flesh etc) (P:\A3\Data_f\Penetration)
-is usually the most model accurate lod since it handles visual hits from bullets and the type of effects that might pop out of surface

viewgeometry lod
-defines AI view blocking of the object
-has same build requirements except mass(closed, convex, component,)
-can be signifcantly simpler than normal geometry in most cases

physXgeometry lod
-handles physX based collision (mostly vehicles)
-has same build requirements except mass(closed, convex, component,)
-can be signifcantly simpler than normal geometry in most cases

There are good examples of each of these in the Arma 3 samples on Steam
Some special use cases have not been listed.

stuck oyster
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lets just pin that actually

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and if I forgot something essential let me know

charred bolt
stuck oyster
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๐Ÿ˜›

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thanks

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verticles is Horglish

inland pawn
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Silly goat

cloud zealot
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Can i add animations to a weapon ?

inland pawn
stuck oyster
cloud zealot
stuck oyster
cloud zealot
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thanks for your answer

river kite
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What could cause Issues with the Landing Gear on Objects ? When i land the Heli on normal ground everything works without problems but when i want to touch it down on objects like Buildings or the normal Piers the Heli jumps up and down and doesnt want to touchdown really and if i touchdown a bit to hard on objects it explodes, it happens in BFM and AFM

river kite
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no one ?

wispy orchid
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hi, any idea what source= to use for a CfgAmmo bomb (not missile) for some hide/reveal animation? Currently I use two bomb models, one proxy on the pylon, and one when fired. Would be nice to use just one model and hide open parachute when on pylon, and hide folded parachute when fired.

outer condor
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is there a way to determine number of [convex] components via OB/O2script? (or other means)

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SelectionID "31" is wrong for shape "ww2\lib_assets_m\characters\germans_m\ger_wehrmacht\lib_XXX.p3d"

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also anyone knows what this is about?

feral knoll
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Good evening everyone hope your all dooing good .. if bin working on this Rooikat 120 for some time i want to ask can this interior work for arma 3 in first person ? outside is done the interior is still WIP

woeful viper
woeful viper
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what you have to consider is that the periscopes require either A) PiP rendering (therefore image quality isnt as good) or B) cutouts so you can see directly through the hull. Much better image quality. But this is extremely tricky todo, because of view angles etc, so that you dont see the hull or the fakery.

feral knoll
woeful viper
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what software is that? I dont recognize it. Looks like it's spline/nurbs based... might be a problem when it comes to polygon count on export, due to all the boolean bodies

feral knoll
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(sorry for bad english)

feral knoll
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i can exsport it to blender an then clean up the model

woeful viper
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oof, lots of work...

feral knoll
feral knoll
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This was the Rooikat 76 a very early model of mine that i imported to blender and cleand up

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What is the max vertices a vehicle can have if i remeber it right its 250K ?

stuck oyster
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this kind if thing triangles may have issues so you might need to add some extra verts to split the surface a bit

feral knoll
woeful viper
stuck oyster
woeful viper
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damn, ninjaed by HG again...

stuck oyster
feral knoll
stuck oyster
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typically tank exteriors are now at 40-60k if I remember right

woeful viper
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  1. looks like you didnt clean up the actual geometry, but just "removed" the edge. But the face is still an n-gon, so if you triangulate it the old "terrible surface" will be back
  2. the rails and the smoke launchers are small, but have an extremely high amount of faces around their radius. This is what's a problem with spline based exporters
feral knoll
stuck oyster
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game models are meant to be optimized for performance

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you "can" go higher of course

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but it will have a cost at some point

charred bolt
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85k (tri) exterior will be fine

woeful viper
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that's why "we" generally recommend not using sketchup or similar programs to build your detailed geometry... for sketches and other stuff it's ok. Or even Highpoly geometry for baking. But not for stuff you put into the game

stuck oyster
woeful viper
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250k will also be "fine" ... as long as you only have 1 vehicle on the screen, and every other mod had the courtesy of staying within poly limits

stuck oyster
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well with good lodding it would work

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the highest detail lod would just be visible quite rarely

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just very up close

charred bolt
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Polys aren't half as important as they used to be, as long as you have good lod's, sensible texture and section counts

feral knoll
woeful viper
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with the same mindset we end up with browsers that take 30% cpu load on 8core desktop CPU and 12GB ram... because they decided "not relevant to optimize" ๐Ÿ˜›

woeful viper
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also, maybe some different exporter settings can help

feral knoll
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Dame thank you guys i still have a lot to learn .... can you mabey help me with totorials or docoments ?

woeful viper
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most spline based exporters want to preserve roundness. They dont care how large an object is. So the circular rail you made might be exported with 20 faces. While the commander hatch will also be exported with 20 faces. Except the later is factor 100x bigger, so in games it needs more polygons than the rail to look round

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and the rail can just be 3 or 4 sides and still look ok, from normal viewing distance

feral knoll
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Thank you all for the time in helping me hope you have a nice day il see what i can do to help me learn a bit more ๐Ÿค ๐Ÿป

stuck oyster
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there are a lot of "how to use blender" tutorials out there. You probably can pick it up fairly easily since you know how 3d modeling happens already

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there are also Blender community Discords where you can likely find up to date info on what are latest good tutorials

feral knoll
stuck oyster
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for starters at least ๐Ÿ˜„

feral knoll
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๐Ÿ˜ ๐Ÿซก

woeful viper
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you need to understand triangles, quads and n-gons -> this is the same for every tool, not just blender
here's a tut i found on the quick
https://www.youtube.com/watch?v=jzzX0uth0qE
you can skip the index buffer section, only interesting for programmers.
After that you need to understand how shading works in games. Hard edges / smooth shading (has different names in different tools)
Ingame everything is converted to triangles, because thats how GPU's work. So in the end your model must work with triangles. Your job is to make sure this will happen correctly, or you will get visual artefacts

feral knoll
woeful viper
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that said... you dont need to learn all that to put something ingame to check how it looks. It can be a motivation boost to put the WIP ingame and look at it ๐Ÿ˜‰

white jay
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those loops can be a separate mesh you don't have to connect them to the turret faces

blissful spire
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howdy folks. Working on a boat model and having some issues. I read the wiki and i have the Geo, Geo Buoyancy and Geo Phys lods setup. They are closed and convex, normal geo lod has mass applied (100 total for testing). the buoyancy attribute is on the geo lod in OB. My issue is, if i have autocenter = 0 in the lod, it causes the model to just sink to the bottom of the lake, if i have it set to 1, it just sits ontop of the water regardless of how much mass i apply in OB. If does drive forward when its on the bottom of the lake though. I'm at a loss of what to do with it.

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ah nevermind.

stuck oyster
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Vehicles don't like autocenter 0. Your mass is very low too

blissful spire
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cranked it to 8k and did a test which seems like it worked.

stuck oyster
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The 1 state and having it not at all are nearly the same so it should work without defining it at all

blissful spire
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oh wait really?

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huh

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that i didnt know

stuck oyster
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And yes you need big mass to counter boyancy

blissful spire
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ive realized that lol.

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first custom boat so

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lots to learn

stuck oyster
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๐Ÿ˜…

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Lot of less documented stuff there too

blissful spire
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ill leave that there incase someone has the same issue i did

muted tapir
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Does the p drive have to be a virtual drive mounted through arma 3 tools or can i also just mount a regular hard drive under the letter p?

marsh canyon
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Latter is true, actually

muted tapir
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Neat

stuck oyster
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I have actual drive just labeled P works fine

hallow steeple
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is it possible to toggle a model's collision?

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I doubt it, but would be cool for my idea

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mid game*

boreal glade
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I had a server owner friend who told me a mod exists which allows the buildings on Tanoa to be destroyed, but I've had no such luck in finding anything like that. Does anyone know if something like that actually exists, or if I've just been misinformed?

marsh canyon
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In short: yes you've been misinformed/trolled

Because of some conditions and other issues, it is impossible to have such Mod. IIRC Bohemians ever said they've planned to expand such feature for Tanoa buildings, but never happened

boreal glade
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That's what I figured. Looks like the only way we get destructible buildings on Tanoa is if they're added in officially.

marsh canyon
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Unfortunately, yeah. I think it is because the performance issue, but nobody knows why

boreal glade
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Well, you never know. As far as I can tell, ARMA 3 still receives regular updates.

stuck oyster
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maybe when A3 data is released as public data pack for modding

boreal glade
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That's a good point. Once it's open to the public, someone will probably do it.

stuck oyster
boreal glade
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For now, we'll just have to imagine what it would look like to bombard Tanoa's skyscrapers with missiles. ๐Ÿ˜…

boreal glade
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I apologize to anyone here working in retail who is getting Mariah Carey induced PTSD from this.

hallow steeple
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I mean, you could recreate the buildings and replace them via hide terrain x3

stuck oyster
white jay
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Is it possible to transfer rigging (weights) from an existing basic character model to a new one?

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Automatically

inland pawn
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Itโ€™s a modifier

white jay
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What modifier?

inland pawn
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I believe itโ€™s called data source?

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Or something data

stuck oyster
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weight painting tool has also direct feature for it @white jay @inland pawn

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there are also tutorials on how to use it

empty aurora
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Good morning ๐ŸŒ„
I have model .p3d
Just tested add that to addon and use it on interhased object, got error
(Magic)
But now i have some time to do Config from null. So is there any other guide how to config model to Arma than model config in wiki.
So my question is , where to start and what to do?

empty aurora
inland pawn
empty aurora
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I try find out even one config of p3d, i do not find path to model configs.
Like ๐Ÿ–‹๏ธ pencil model config would be good place to start because there is no lot of animations etc in those

inland pawn
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You literally cannot legally access them

empty aurora
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Okay, I need to start learning how to properly configure there. Some mentioned arma 3 samples, I will check them

inland pawn
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Samples is always a decent place to start

plush trail
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hello. I have a question what websites have models that are actually free and not ripped

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cause I've been seeing people telling issues with some of them that say their models are free to use but the assets end up being ripped

stuck oyster
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It is always possibility. High quality free models are more likely to be ripped from somewhere than sold models and sometimes they are actually real proper models released for free. The user is the one responsible making sure they are legit.

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You can always ask around for experienced advice on such models.

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There is no site that has 100% sure models though. @plush trail

plush trail
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ok also if I find X model and make a thing and later find out someone else used X model am I safe or it is considered an ip right violation

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I'm new to model making and don't want to mess up

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sorry if the question is dumb

stuck oyster
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if you both use same source model that has a license that allows the use you are safe. Always good to document what models you use and where they are from though

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and naturally safest way is to make models from scratch

plush trail
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oh ok

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thanks

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I was thinking of making a plane or two

stuck oyster
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its a nice creative hobby for sure

plush trail
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at one point I thought about importing models from a dead game(vector thrust)..but then thought that is a big big no no

empty aurora
empty aurora
#

Hmm. well it gives, what is this error?

ruby lion
#

Any idea how to fix this ?

#

I changed the rvmat to see if it was causing this but the bug is still there

ruby lion
#

ok I found it

stuck oyster
ruby lion
#

its fog in arsenal, thats why it looks so weird XD

ruby lion
tender hemlock
#

I had a problem with the weapon animation, what is the reason?
model.cfg exists

white jay
#

The head and weapon are not displayed

stuck oyster
#

This does not happen to be a ripped model from Force Unleashed does it...

#

as we do not condone IP theft here

white jay
stuck oyster
#

this is your 1 chance before I have to ban you

white jay
#

Ok

stuck oyster
#

as in I want you to delete the model too

#

if you want to make mods, you will need to make your own models

#

is that clear @white jay ?

white jay
#

Yes. Anyway, if I'm going to make a mod for general use, all models and textures will be made by me.

stuck oyster
#

I hope so.

stuck oyster
white jay
#

But still, what's the point of creating a model for one or two missions among a closed unit, if you can take an existing one? (local mod)

stuck oyster
#

doing the right thing

white jay
#

On the one hand there are copyrights

stuck oyster
#

and advocating that ripping is somehow ok gets one banned from here

white jay
#

On the other hand, extra time is spent

stuck oyster
#

@white jay please dont waste that 1 chance of redemption you get

#

if you dont want to "waste time" then you dont need such model at all

stuck oyster
tender hemlock
stuck oyster
#

then you edit the rig and check the bone name

#

or check that the weapon bone is shouldered so its easier to position the hands around it

tender hemlock
stuck oyster
#

well at least you have to export rtm again so whatever change/fix you do applies to the file

tender hemlock
#

It worked for me when I did binarise, but my friend gets the same error when I do binarise.

unkempt token
#

I feel like I just experienced a rite of passage, my first time of one of my custom building mod PBOs got taken from our community and reuploaded. Be free, my little PBO! ๐Ÿคฃ

stuck oyster
#

fun times.

unkempt token
#

Do you have any suggested practices for watermarking? I was considering tucking away some QR codes to our group in some of the textures, and in unused UV space. That's the best non-destructive thing I can think of is simply branding it.

stuck oyster
#

that works sure

#

you can also add something like author = Bromine named property in the models

unkempt token
#

Oh smart!

#

Thanks. I'm not really miffed about it, that's just how the community does it now, but I can atleast pull some more eyes onto my content

stuck oyster
#

mainly problems may arise if you update your mod and the reupload breaks the use of the new one when used together

#

if you update remember to change the signature key so the old one cant be run over it/ with the new one

unkempt token
#

It's an unsigned PBO that got reup'd to Google Drive, I do have a key but it's deliberately not packaged with this one

stuck oyster
#

๐Ÿ˜…

unkempt token
#

Yeah woof

fathom gulch
#

hi anyone here know how to mod weapons in arma?

stuck oyster
#

yes Id believe many people do

fathom gulch
#

im looking for some one who can mod the gun that i already in arma, like length of a barrel

#

if you or anyone know can you plz dm me

stuck oyster
pine acorn
#

Anyone familiar with how you can export a mesh from blender to substance painter with mutiple materials with their own respective uv-maps? Currently my issue is that both of my materials in my model only uses one of the intended uv-maps for one of the materials

stuck oyster
#

you need just 1 uvmap

#

different materails can share the space

#

since they have different textures assigned

pine acorn
#

ah, that's more convenient too

#

nice, thx

silver zenith
wheat ledge
silver zenith
#

very cool

wheat ledge
hot hornet
#

it's for reforger right?

silver zenith
#

reforger?

#

the arms position looked too bent for the armaman

wheat ledge
silver zenith
#

did you do the outfit in md and details in zbrush? what about the retopology if you made one?

wheat ledge
#

Basic shape in MD, details in zBrush then retopo in blender using the retopoflow 3 addon.

hot hornet
#

Same workflow here

wheat ledge
#

Iโ€™m still very new. Only started taking it somewhat serious like 5 months ago.

gusty grotto
#

Does anybody have idea what might be the culprit? I modified my mod's folder structure and as a result all textures look like this ingame. They look all fine in OB, but once packed everything is like this.

#

I found culprit for above but this is still bugging me

river kite
#

im once again asking this question, this time with a video. What could cause Issues with the Landing Gear on Objects ? When i land the Heli on normal ground everything works without problems but when i want to touch it down on objects like Buildings or the normal Piers the Heli jumps up and down and doesnt want to touchdown really and if i touchdown a bit to hard on objects it explodes, it happens in BFM and AFM

stuck oyster
#

Do have you the wheels in geometry lods as components?

#

do you have land contact points in animated selections?

#

do you have physX wheel definitions?

#

do you use rotation or translation animation for the dampers?

river kite
#

Yes i have the Wheels in Geometry and Geometry Physx like it is in the Sample Heli and as Components,
Land Contacts of each wheel are named like the wheels.
The Wheels are definend in the Cfg Vehicles for driveOnComponent.
The Front Damper uses translation the backwheels are using rotation

vast tulip
#

very odd question to you guys here, is there any way to get bones on the arma 3 body in blender? i want to be able to "Bend" their arms to sort of resemble the reforger characters pose for better creasing in Marvelous designer\

stuck oyster
#

there should be a bare skeleton example in the arma3 samples. or you can use macsers armarig

vast tulip
#

hmm, might have to use armarig

#

the bare skeleton has perfectly straight arms, which makes creasing in MD funky

stuck oyster
#

it may make fitting it back to the straight arms difficult though

vast tulip
#

yeah, was thinking that

stuck oyster
#

it is possible to bake it in that pose too Id suppose

woeful viper
#

That was my thinking too, for cloth simulation you need bent elbows and knees. maybe 30-40ยฐ from straight would be good. Then you do details and retopo for LP. Then weight it to skeleton, and turn it back into T pose.
If you think about it, most of the time the arms are bent anyway in normal ingame poses, so making the "normal position" slightly bent makes sense too, so that the stretching of the mesh when doing fully bent elbow vs straight elbow isn't so extreme as with T-pose

#

with Tpose your default is (almost) 0ยฐ bending with movement range from 0 to 180ยฐ almost.
opting for 45ยฐ default and having -45ยฐ to +135ยฐ relative bending angle seems like much better choice

charred bolt
# river kite Yes i have the Wheels in Geometry and Geometry Physx like it is in the Sample He...

Looking at your heli taking off from the ground, I'm going to suggest that there's something not right with your damper animations even there. The suspension isn't reacting to the ground quite right. Unfortunately helping you trouble shoot it could be tricky as there are so many variables to getting it right. But I'd concentrate on normal ground landings first, get that right, and then you might find landing on buildings is fixed too.

river kite
#

has it more to do so with the rtd xml stuff or in the model cfg

charred bolt
#

Nothing to do with rtd unless you're using the Advanced Flight Model (AFM), and even then, more config/model.cfg/p3d related.

river kite
#

its weird tho that it doesnt do that bumping on normal terrain and only on objects

charred bolt
#

Not really - when you land on the terrain I can see your dampers reacting too early

river kite
#

yes they do that a bit early, but it doesnt push me back up like on objects. i mean i didnt really set them up different like all the other dampers that helis have what could be the problem if it isnt in the rtd xml where also the ground contact stuff is assigned in

ruby lion
#

Is there a tutorial out there explaining how to make shadow lod in object builder ? cheers

stuck oyster
ruby lion
#

Ok I see

ruby lion
#

I have diffrent Stages of a wall, is there a way I can center the object inside object builder ?

#

cant find a function for it

stuck oyster
#

Don't remember the exact procedure but I'd really recommend modeling in better program

ruby lion
#

I just want to autocenter the object

#

because I want to have the exact same position when you upgrade the object ingame

stuck oyster
#

My recommendation still stands.

#

Autocenter = 0 named property also does that

ruby lion
#

thanks

stuck oyster
#

It is kinda a object design thing that should be decided on at the beginning and gets a bit difficult to rectify once model is already done and in use.

ruby lion
#

yea I see

#

I got it to work

#

was not easy XD

stuck oyster
#

๐Ÿ‘๐Ÿ‘๐Ÿ‘

lapis spoke
#

How difficult is it to get into A3 modding? The only experience I got in modding is downloading other peopleโ€™s mods, so basically none.

#

On a scale of 1-10, 1 being a marine PFC can understand, and 10 being only Jeff bezos could understand

silver zenith
#

you're giving jeff bezos too much credit

#

modding has layers
it gets harder the deeper you want to go
stuff like retexturing is much easier than making an helicopter

lapis spoke
#

Ok, model making (letโ€™s say uniforms, for example)

silver zenith
#

in the middle between them I guess
you'd have to learn rigging and I guess to a degree sculpting depending on how detailed you want the uniform

stuck oyster
#

It's difficult but learn able if one invests time into it.

#

For starting point you would just need to get some basic tutorials to follow for whatever program you want to learn (like blender)

#

Arma specifics come way later

soft kernel
#

hi, i want to mod a willow tree for arma.
the problem is that creating the geometry lod is very time consuming if you try to create manually with boxes or cylinder. I keep running into the problem that the tree is not closed or that the convexhull deforms everything.(https://imgur.com/a/XcJLjJN)
The tree was created in treeit and blender.
Does anyone know a more effective way to create the model closed with boxes or cilynder than creating it manually in object builder?

stuck oyster
#

Also check out the sample tree on how the geometries typically are

#

There is no automation for geometries though

soft kernel
stuck oyster
#

The geometries for plants are typically not that accurate

soft kernel
stuck oyster
#

It won't work very well.

#

I've tried it.

#

The tree geometries must be far more optimized

soft kernel
#

ok i also tried it. thanks for your help

stuck oyster
#

Don't worry, you're not the first one who would like to skip the tedious step of geometry making

#

But honestly there is no automation that would satisfy Arma specifics

silver zenith
#

select all faces
split
extrude along normal

ez

#

(I'm joking please don't do that)

inland pawn
half vector
#

bit of a random question but does anybody here know how to make an invisible item that would have the goggle effect in the nvg slot, preferably like some ww1 pilot goggle effect thingy

stuck oyster
#

It would not necessarily need an item. It would likely be done with scripting a screen overlay on the view

cloud zealot
#

How do i define how a weapon is held ? I heard with an RTM, but how do i define it in the config ?

pallid island
#

handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"}; in weapon's config seems to be it ๐Ÿค”

stuck oyster
#

Correct

cloud zealot
#

thanks !

cloud zealot
#

Can anyone tell me hat am i doing wrong to get this result ?

#

I'm using armarig to make the RTM. I linked my weapon model with the weapon bone and made the animation

stuck oyster
#

You need the weapon bone at the shoulder where rifle would be in the default pose

#

The weapon bone wont move from there

#

So if you don't want the weapon shouldered you need to offset it in the weapon p3d

#

Then have that model as reference on the weapon bone and then place the arms accordingly.

#

And weapon bone in the rig must be named "weapon" not "Weapon"

#

And you need likely to use mikeros pboproject to pack the pbo with the rtm

cloud zealot
#

I've done everything you said but it's still not working

marsh canyon
#

What software you use to pack into a PBO?

cloud zealot
marsh canyon
#

smh

#

This can break any part of it, and even HG said

And you need likely to use mikeros pboproject to pack the pbo with the rtm

#

I would recommend to use Arma 3 Tools' Addon Builder if you're new to this, though

#

Since pboProject could take a while to setup

#

(Addon Builder is not a perfect tool for it though, since this could break any part of it, sometimes. pboProject is the perfect tool)

stuck oyster
#

Yeah pbo manager can't handle rtms I believe.

cloud zealot
#

I'll try pboproject

covert osprey
#

I know this is probably a dumb question, but is there tutorial anywhere which walks through the complete process of taking a model with all its maps and getting it into Arma, using modern tools?

#

I want to make an attachment, and I have the model and maps, but I don't know what to do with it.

wispy orchid
covert osprey
#

Which is why I'm looking for a tutorial for someone completely new to Arma modding

wispy orchid
#

not aware of any such tutorials, back in 2013 I learned the basic steps following a tutorial by Mondkalb, but it was aged back then already ๐Ÿ˜‰

covert osprey
#

Ughhh

wispy orchid
#

the basics are not that hard though, you need the model in p3d format, the textures as paa and a config and for animations a model.cfg

#

first step would be to get the cube as is into a3 as pbo, then change the model to yours

covert osprey
#

I see.. Alright.

#

Okay, question

#

I have a model that uses multiple materials (in blender), all with their own texture files

#

How do I turn that into the paa/rvmat files the game needs?

#

For reference, the maps I have for each material are basecolor, metallic, specular, normal and roughness.

elder fulcrum
#

Hey guys, i'm back. I've made a ruins model for a house i've made and assigned the appropriate properties and made the proper config for the wreck in accordance to the sample House, but my house just falls under the map when it's damaged and it isn't replaced by the ruined building. Here is the config of both models, and the properties of the Geometry LOD.

class land_SN_dilapidated_barn: House_F
    {
        model = "\cf15_normandie_house\dilapidated_barn.p3d";
        armor = 550;
        scope = 2;
        vehicleClass = "Structures";
        scopeCurator = 2;
        displayName = "Dilapidated Barn";
        faction = "Empty";
        editorSubcategory = "French_Houses";
        class DestructionEffects: DestructionEffects
        {
            class Ruin
            {
                simulation = "ruin";
                type = "\cf15_normandie_house\dilapidated_barn_ruin.p3d";
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };
    };
    class land_SN_dilapidated_barn_ruins: House_F
    {
        model = "\cf15_normandie_house\dilapidated_barn_ruin.p3d";
        armor = 550;
        scope = 2;
        scopeCurator = 2;
        vehicleClass = "Structures";
        displayName = "Dilapidated Barn (Ruins)";
        faction = "Empty";
        editorSubcategory = "French_Houses";
    };

https://i.imgur.com/sKCmRjS.jpeg

#

If anyone knows why this could be happening or how to fix it, I would greatly appreciate the help.

pallid island
#

inb4 "Land_" is case-sensitive

wispy orchid
covert osprey
wispy orchid
#

do you texture in SP?

covert osprey
#

It's, uh
A model I bought

wispy orchid
#

how much Blender do you know then?

covert osprey
#

I used to use it a good amount
Less familiar now but I can figure out my way around it

wispy orchid
#

ok, it usually needs a lot of love to get a simple bought model into the game

#

are you familiar for example with the Arma 3 lod system and the texture conventions for the rvmats?

covert osprey
#

Thank you!

covert osprey
#

I have arma toolbox and a textured model.

wispy orchid
covert osprey
#

Sorry, I'm totally new to this.

wispy orchid
wispy orchid
elder fulcrum
# pallid island inb4 "Land_" is case-sensitive

Thanks, I didn't see this even with my google search. I appropriately changed my config to match the advanced config reference in the link, but the issue still persists. I even tried adding a Wreck LOD with a proxy and changed the damage property to wreck and the problem still persists. Any ideas?

pallid island
#

can you create "land_SN_dilapidated_barn_ruins" by hand? Because literally copying your config snippet into a config.bin and changing models to some vanilla ones for test works on my machine ๐Ÿค” https://sqfbin.com/mimopazeguwuzeyixicu

elder fulcrum
#

I am confused as to what you mean by hand. All of it was created by hand...?

pallid island
#

"land_SN_dilapidated_barn_ruins" createVehicle screenToWorld [0.5,0.5]

elder fulcrum
#

Oh!

#

Yeah, I got you.

#

I am indeed able to do both, and they both show up fine in my config editor and EDEN browser under empty. I double checked all the classes, tried packing with PBOProject and with Addon Builder. The results all remain the same.

#

Would you like me to pack you the raw files so you can take a look at it? I've got no idea as to what could be going wrong here

pallid island
#

huh, actually changing the ruin to model from my work drive allows me to reproduce

#

let me try this again. The current idea is to try and define the ruin before the building model ๐Ÿค”

elder fulcrum
#

ok

#

maybe its bad config or lod properties?

#

though the model itself all mats and what not do not have P: or anything else... evertthing localized to addon folder and packed accordingly think_turtle

#

nothing in RPT either

elder fulcrum
#

Tested it with a CUP ruins model, this one seems to work as well. Unsure as to why this problem persists.

pallid island
#

some dark magic. No more ideas from me

elder fulcrum
#

๐Ÿฅน

pallid island
#

although diag build actually spits Failed ruin creation: no type for <somepath> into .rpt ๐Ÿค”

#

fgs, let me try one more thing

#

friggin' got it. The ruin class should be named after the ruin model filename

#

@elder fulcrum

elder fulcrum
#

Failed ruin creation: no type for cf15_normandie_house\dilapidated_barn_ruin.p3d

pallid island
#

class should be named Land_dilapidated_barn_ruin

elder fulcrum
#

oh my fucking god

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

pallid island
#

tableflip indeed

elder fulcrum
#

praise be @pallid island

#

now back to more multimat pain...

pallid island
#

i remember multimat .rvmat lying to me about what uv maps are used where

#

vanilla one from the gyros stand

elder fulcrum
#

oh boy

#

LOL

#

I know exactly what you're talking about.

mild ledge
#

hello again guys! by an absolute miracle, the guy on Fiverr finally managed to get my big dude playable in arma.. although only as a uniform over the OpTre spartan-II, yet now my albedos seem to be unrealistically bright and the fiverr guy said my normal maps "weren't optimized to arma 3", and either that is also the reason why my model's shading is very bad, or perhaps that is an issue seperate from the fact my normal maps are invisible in arma 3. Could someone possibly help me figure out what's... what's even happening here ๐Ÿ˜…?! I'm a noob and I've been working on this for literally like a month and a half now I JUST WANNA PLAY AS MY BIG GUY IN ESCAPE FROM ARMA ALREADY ๐Ÿ’€... uh, ha.. anybody willin to help ๐Ÿ˜…?

Basically?:

what is causing my model's albedo to be super bright, and how do I fix it - (I expect no hand-outs I will do it myself.)

what is causing the normal maps on my model to be invisible? - (I am experienced modeler / texturer and they work fine in the Source, Blender, and Godot engines)

what is causing the terrible shading and UV shading artifacts on my model? - (and is it perhaps related to my nonfunctional normal maps?)

#

here's the pictures of my model in blender:

#

here's the model in arma 3, as it stands:

#

(no normal on skin or fabric)

#

any advice would be appreciated. I am not asking for a hand-out, but in my experience of modding, these things can either take 3 minutes or 3 months depending on whether someone in the know is willing to point me in the right directions or not, and i have gone down both roads before

#

also, @stuck oyster I hope this ping isn't annoying but, uh, you were right about the skeleton. The fiverr guy was wrong and you were right. I expected such but wanted to find out for sure anyway

marsh canyon
#

Also, how's your rvmat?

mild ledge
#

thank you!

mild ledge
marsh canyon
#

Posting it probably helps you

mild ledge
#

thanks

#

which mat? the ones that are supposed to have normals attached? skin and fabric?

marsh canyon
#

Every rvmats that has issue

#

I can assume that it doesn't have normals because the texture doesn't have proper suffix

mild ledge
marsh canyon
#

Oh no, no images but just upload rvmats please

mild ledge
#

the glossy flat-shading effect in blender i mean

mild ledge
#

one sec

#

would you like me to upload the normal .paas themselves too? or is that unnecessary?

marsh canyon
#

I do not think it is necessary for now

mild ledge
#

ok

#

thanks

mild ledge
#

If I do not add the proper texture type at the end of the texture name can it mess up the textures in-game? Like, is that something the game actually checks for, or is that simply developer courtesy in Arma 3 such as the nonmandatory courtesy in Gmod to structue your folders in a certain way?

#

I read your links but they didn't seem to answer my question

marsh canyon
#

The suffix will provide the way how the engine should handle the texture, so it would change how it should work

mild ledge
#

ooooh, that is likely the source of my problems then. What threw me off is that in gmod the name is entirely arbitrary

#

what fucks with me though is i keep getting this vague error when i change the names and recompile

#

lemme show you

#

(not you specifically, I don't demand anything from you and while grateful, you can leave at any moment as you don't owe me anything unless you just wanna help me)

#

you gotta be kidding me

#

ok ill replicate it and post it in a bit

marsh canyon
#

I'm suck at joking ๐Ÿ˜›

mild ledge
#

lol, huh?

#

wait so the name doesn't matter then?

#

also lol it's ok you've already done more than anyone is obligated for a random stranger ๐Ÿ˜†

#

I'm just grateful you helped me at all

#

ah!

#

I got the error

#

i changed the name of the normal both file-side and RVMAT-side, but now it won't let me launch arma

#

when i check line 11 of the config it just shows the dependencies of the mod and makes 0 sense

marsh canyon
#

Well, not sure how you've done but things I can say are:
Name itself doesn't matter. But the suffix... therefore the filename super_albedo_I_made_for_my_Mod_nohq.paa is a valid nohq (aka normal) texture ๐Ÿ˜›

#

Huh wait, which software you use to pack the pbo?

mild ledge
#

this thing?

#

'the bulldozer' ๐Ÿ˜… ?

marsh canyon
#

Hmm Addon Builder should at least checks obvious error...

mild ledge
#

lol source engine modding all over again

#

one step away from fixing my 45 days' project then i get stuck on a random error with a complete red herring explanation by the software leaving me clueless ๐Ÿ˜†

#

almost brings nostalgia of 2020

#

bizarrely, it speaks of "mod.weapons" on line 11, something that exists only on line 12 as far as i can see

marsh canyon
#

Well it might read the line 1 as 0, IDK

#

Are you sure you've updated the pbo properly?

mild ledge
#

if you're willing, perhaps you could tell me:

I delete my current pbo, edit the source files, recompile a new pbo from the edited source files, then add the new pbo where i deleted the old one, open arma 3 launcher, delete the old pbo from the list then reload it manually, then launch arma 3

#

would that work?

#

also..

#

i tried deleting the weapons thing at line 12 in the config.cpp and it allowed me to play arma, but for some reason that alone seemed to make my entire model partially nonexistent

#

like, it has it's name in the list, but just makes my character dissapear as an immobile point on the ground

marsh canyon
#

IIRC CfgPatches >> weapons is somewhat mandatory to have?

mild ledge
#

huh ok thanks

#

lol, i found that out the hard way ๐Ÿ˜†

#

oh wait

#

perhaps i need to recompile the p3d so the material names on the faces in... oh wait nevermind normals dont get slots in blender

mild ledge
marsh canyon
#

oof

mild ledge
#

all I can thikn of is the possibility that the supposed error on line 11 is that there's 2 entries for weapons[]={};, yet when i delete either 1 leaving the other, they make my model invisible and immobile in-game

#

i'm at a loss

#

any ideas?

#

sometimes GPT-3 gives good advice but this's probably too specific for it

mild ledge
#

well! I've come to a rather morbid discovery

#

the addon will solely work if i use it as it was when the fiverr guy gave it to me, for no discernible reason. If I edit simply one word from a single texture in a seemingly arbitrary way then recompile, the addon prevents me from loading arma 3 at all citing a "member already defined" error

#

if i change literally nothing but a single word in a single texture name, everything falls apart instantly

#

what could that even be?!

mild ledge
#

I tried decompiling the pbo feom the original pbo instead of using the pre-compiled files, and it seems the config.cpp in that one is slightly different in a way that doesn't repeat the weapons area, but when I tried renaming the textures in that one my character is invisible and immobile yet again

#

whelp, good news, i finally figured out the problem with the pbo was that when i compiled it, i didn't notice it was inside another folder of the exact same name and arma was reading the compiled pbo like "wtf there's no p3ds here, just a folder WITH p3ds in it but that's not on my pay-roll"

#

but renaming the normal maps with the NOHQ suffixes didn't help anyway ๐Ÿ˜‚ ๐Ÿ‘Œ

#

guys im dead

#

how do i head-lock arma into using these blessed normal maps?

stuck oyster
#

Oof. So much stuff...

#

Little bit too much to give any meaningful answer ๐Ÿ˜…

#

Mainly it sounds like you may have issues in the very fundamentals of tools/dev environment setup and project structure

#

And then second issue is trying to sledge hammer this thing through

mild ledge
#

๐Ÿ˜…

#

yeah

#

In a bit I'm gonna try converting the textures to .paas myself in-case the fiverr guy didn't convert em with the proper suffixes

#

maybe that will do something

mild ledge
#

omg no way it STILL doesnt work

#

i literally reconverted em straight from square normal maps with "_NO" suffixes

#

let the time stamps show I've literally been trying to fix these normal maps for 8 HOURS non-stop ๐Ÿ˜†

charred bolt
mild ledge
#

thanks for the help

#

lemme see...

#

this all you need?

charred bolt
#

yeah

#

Sorry not to have read the entire thread previously. What are you packing with? Has it been suggested that you use a p:\ drive and Mikero's pboProject?

mild ledge
#

also I've been using the bulldozer addon builder feature i think

#

this thing

#

I find P drive to be tedious

#

but if it's mandatory obviously i'll do it

#

obviously im not a slacker or anything this time one of my 12-hour modding fix binges is recorded here as proof

charred bolt
#

I'm suspecting that it's a file path naming issue. If you're at all serious (as in, want to do more than just a single retexture ever), then p drive and mikero's tools will be recommended to you by almost everyone. It will catch and fix all these little errors with good diagnostic messages.

mild ledge
#

hmm, thanks

#

I'll try that

charred bolt
#

There are some guides on setting up p:, extracting the a3 files, and installing mikero's tools around here - perhaps pinned to a channel somewhere

mild ledge
#

oh i have it installed i just haven't been using it

#

haven't got around to UNinstalling it yet actually

charred bolt
#

You would firstly move your project from downloads folder into a new folder on your p drive

#

then change the pathing in the p3d's and rvmats to work with p:

#

When building with pboProject, it will immediately tell you of all instances of missing files and won't let you continue until they are fixed.

mild ledge
#

thanks

#

also, quick question

#

can a model have solely a diffuse and normal map? Or will it only work if I also accompany those with specular and alpha in arma 3?

charred bolt
#

It seems like a hassle to start with, but there's a reason 99% "pro" modders use it in their work flow.

#

As you're using Super Shader, it's expecting 7 stages + a Ti, but as you have done with your newtex_albedo.rvmat, you can just use the "defaults" for those texture maps (nohq, as, smdi, ti_ca) that you haven't created.
https://community.bistudio.com/wiki/Super_shader

#

So a normal Arma 3 model, such as a uniform or car, will have a diffuse texture (_co) and material (rvmat) defined in the p3d, with the rvmat text file linking to the ambient occlusion (_as) texture, specular (_smdi) texture and normal bump map (_nohq). Also in there are other advanced stages which can be used for detailing, controlling how the light is absorbed/reflected (fresnel) and the environmental lighting.

#

If you don't create _as, _smdi, or _nohq textures, it will still "work", but won't look great as it will be using generic default values. Many artists these days use Substance Painter to create these texture maps along with the basic diffuse (_co).

mild ledge
#

oh ok cool

mild ledge
#

...on an unrelated note, if I ever wanna make a new unit with an entirely different naked body, am i right to assume i just import a new body as a uniform then add it to the new unit's config as "nakeduniform"?

#

like, "nakedUniform="U_BasicBody";"?

stuck oyster
#

Pretty much yes.

#

And looks like Apollo covered the basics throughoutly ๐Ÿ‘Œ๐Ÿ‘๐Ÿ‘Œ๐Ÿ‘

hot hornet
mild ledge
#

sadly

#

miraculously!

mild ledge
#

you have been too before goat, don't think i dont remember

#

and like i said, i believed you over the fiverr guy about the skeletons but i just wanted to make sure since i have disposable income

stuck oyster
#

I believe your setup just dont get the paths right

#

so what gets packed into pbo does not match whats in rvmat

mild ledge
#

I hope so ๐Ÿ˜…

#

I'll try that tomorrow

#

thank all of you for your immense help today btw.

#

man,

#

none of you were obligated to help me at all and thus I am thankful

stuck oyster
#

as long as people put in the effort we try to assist

silver zenith
#

is there a way to make an object be lockable by AT launchers?

olive shadow
#

How do you reset object builder interface?

jagged wren
#

Would anyone here be willing to make some US Army Chaplain stuff?pepegod

marsh canyon
mild ledge
#

I'm a pretty good modeler but I can only do up to 'semi'-realism with my current texturing skills

#

also lol don't worry I'm here to save you from the bottomless vacuum, that's creators_recruiting lol

#

@jagged wren pm me some time chief

#

If it's not too time-consuming I'll gladly do it for free I just love helping people

#

I spent an entire week straight trying to make some star wars stuff for a guy for free and I would've finished it but the file got messed up and I decided against starting all over for an entire extra week of unpayed labor for a stranger

#

mine is the more spread-out guy

#

and, in hopes this one last post won't be too off-topic, here's my current best texturing job (obviously not dr. kleiner lol I'm not gaben)

jagged wren
mild ledge
#

I won't abandon u bro hold on

#

yeah ok i think you might be able to dm me now

mild ledge
#

There IS something wrong with my model's shading right? No way I'm just crazy here:

#

is he full-bright or something? He seems to still have shadows and reflections just, why does he seem as if he's glowing without actually illuminating anything?

#

I feel like im goin crazy. Surely I'm not the only one he thinks this looks off

#

is this perhaps a flipped-normal thing? His light-occluded areas seem to shine while his light-facing side seems to be left alone entirely

#

i regret questioning the normals ๐Ÿ˜…

stuck oyster
#

At the last pic it looks like your mesh faces are upside down

mild ledge
#

I'm not worried about that im very familiar with that error from gmod, "flipped normals"

#

I was testing whether the bad shading was a result of flipped normals and clearly not as arma 3 "1-sides" it's faces to the outside normal

stuck oyster
#

ah right right

mild ledge
#

I'm getting closer.

#

Having proven it's not flipped normals, and having seen the bad shading go away when i deleted every RV. this must mean it's an RV problem

#

well, RV or .paa

#

but probably RV

mild ledge
#

"I thought sun-block would block the demon core"

charred bolt
#

Compare the header part of your rvmat's with those from the Arma 3 samples for characters.

diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,1};
specularPower=0;```
I'm not particularly familiar with character art, but your values for specular and specularPower of 0, look especially likely to be wrong.
mild ledge
#

thanks! I'll try that

#

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,1};

#

looks to be the same

stuck oyster
#

what type of shader were you using?

#

pixelShader = ?
vertexShader = ?

charred bolt
#

It was super shader last he showed

stuck oyster
#

@mild ledge can you screenshot what the normalmap texture looks like?

mild ledge
#

wait uh, raw or paa?

#

here's the raw unzoomed (the details are EXTREMELY tiny cause i hate tiling):

#

and here's zoomed

#

ah and fabric

#

(zoomed obviously)

mild ledge
#

I dunno that's just what the fiverr guy used

#

I read about it and apparently it's a "universal" shader

stuck oyster
#

oh

#

this

#

isnt really what you can use

#

this has nearly nothing in it

#

you need baked textures

#

or well drawn details if bake from highpoly to lowpoly is not possible

#

for example arma man shirt normalmap contains the extra detailing the simplified model cant have

mild ledge
#

I... omg you're right i just realized almost none of the models in arma 3 have fabric normals

#

what about the CSAT spacer-mesh though in the inner arms?

#

how would i do something like that?

#

the straps on here seem to have normals like that kinda

#

i'm not sure i understand what you're saying now. I see clear thread-lines in the normal here, it's just very small

stuck oyster
#

but yes what you have is like normalmaps for possibly highpoly texturing that would then be baked down to the lowpoly game ready textures

mild ledge
#

if a bohemia normal has these tiny thread-lines surely mine could too right?

#

while obviously I'm not certain, I doubt they baked that from a model they modeled the individual threads on

#

they likely just projection painted those threads directly onto the picture as a background or something

#

I'm just thinking, if they did it what's different about mine?

#

and i mean, yeah even if it worked the difference'd be subtle, but that's one of the pit-falls I've found with my very clean and "perfect" textures, without utilizing normals and stuff they look cartoony because theres no imperfections like dirt or unequal reflection in the fabric's varying integrity

#

but i don't want to just go 2010 mode and fake 'realism' by covering my textures in dirt and brown filters

#

i feel like i kinda "need" it

#

like to not look stupid in-game

stuck oyster
# mild ledge

no the threds are not really modeled but they are texture

#

or well

#

in some cases the high detail model can actually have modeled fabric surface tooo

#

but anyway thats not really what you have or can really have in this case since you have a game model, not a high poly detail model

#

https://www.youtube.com/watch?v=9DMaAWl_jLg @mild ledge you can look up higpoly - lowpoly workflow to understand how it works

Hi guys
In this video, we are going to learn how to bake high-poly on low-poly models.
Summary:
First, in Marvelous Designer, we import two different files, first, we import a high-poly model and the second one would be the low-poly one.
For the next step in Substance Painter, bake the high-poly on the low-poly one.
.
.
.
Chapters:
0:00 | Intro
...

โ–ถ Play video
woeful viper
#

the tiny fabric texture details like you had are just not noticeable, since the model isn't glossy. Those kind of details get lost on non glossy surfaces. And if you think about it, on normal fabric, you cant see the surface texture either. Only stitched lines nad so on

mild ledge
#

that'd definitely explain things maybe

woeful viper
#

if your material is completely non reflective, you wont be able to see tiny changes in it's surface, because you only see the difference if it reflects light

#

(IRL and ingame)

#

clothing isn't completely non-reflective, but on the "almost not reflective" end of chart. And the surface texture of the fabric threads is not noticeable to the visible eye for most fabrics, apart from extremely rough ones (cordura, thick wool, and so on).

kind nacelle
#

also try to avoid full black, it wont look great and doesnt really allow you to creat much detail in the texture

#

not exactly digital texturing, but it more or less explains why you want to use mostly greys

hot hornet
# mild ledge if a bohemia normal has these tiny thread-lines surely mine could too right?

Typical workflow for a 3D model (video game)
Create/sculpt a high poly with as much detail as possible. Usually, you add your fabric details during this process. After finishing the sculpt, you start retopologizing the model to create a low poly version. When the retopo is done, you create UVs/Materials for your low poly and you transfer the details from the High Poly to the Low Poly using a technique called "baking". Once the baking is done, you'll have the details of your High Poly model in the textures of your Low Poly model.

#

Everything is sculpted but some people only add some of the fabric details during the texturing phase

mild ledge
#

yeah lol ๐Ÿ˜…, I'm not familiar with that stuff. I taught myself 3d modelling solely to put my stuff in Gmod to play around with and so despite being able to make pretty decent humans and basically anything else, I instantly get lost on all kinds of random stuff that's second-nature to professionals taught in the mainstream way.

hot hornet
#

About texturing for Arma 3 : Arma 3 is kinda old school and doesn't handle PBR. If you're using substance, you'll never have the same result in the game so you have to find ways to make things look good at all times (because you can't see all the details when the light is directly pointed on the texture or when there is no light at all). One of the many tricks is to add the details of your normal into your color map/diffuse/albedo. You can do the same with your AO.

mild ledge
#

substance

#

๐Ÿ˜‚๐Ÿ‘Œ

#

bro I'm a neet (well ok not a 'neet' just, I don't need a job due to my wealth. I learn and self-improve immensely though)

#

I just bought materializer the other day but historically I've always used 'Material Maker"

#

it can barely compete for realism but it'll lag like hell with all the workarounds you need

#

from what I've seen Substance you can easily layer like 9 textures that can individually only be replicated by like 10 nodes each in material maker

mild ledge
#

oh btw this VERY awesome dude helped me fix it btw

#

and yes it was the file paths to the RVs, but not in the files themselves, -on the model itself in object builder

#

something I would've NEVER guessed to check

#

cause OB sucks and I avoid it as much as possible

pine acorn
inland pawn
pine acorn
subtle bison
#

did you put them all into the same layer? :p

pine acorn
pallid island
#

and each object(/layer) has the (separate) resolution LOD applied?

pine acorn
#

yes, I'm just using the character template from samples only thing I've added is my own model to it

inland pawn
#

Looks like fucked normals?

stuck oyster
#

O2 script exe path may not be set in the addon options

pine acorn
#

(ignoring the obvious legs clipping and so from the template)

pine acorn
pine acorn
pine acorn
#

I had misspelled .nohq with noqh

elder fulcrum
#

Would anyone know what could be causing this odd visual glitch?

stuck oyster
#

no sharp edges set where they should be perhaps

outer condor
#

is there an easy way to check the component size for each in a model?

white jay
#

How would I go about making the HULC for arma 3?

#

As in I guess it's a uniform?

stuck oyster
#

you would model and texture it first (around the armaman sample so it fits) and then worry about the game importing

boreal orbit
#

Not sure if this is the correct place but I am trying to import a plane 3d model I bought and whenever I exit the plane I go shooting to the sky...

white jay
#

armaman sample?

#

Stored in the directory containing the arma 3 samples?

#

Is it possible to give uniforms ridged joints? @stuck oyster

inland pawn
#

Would anyone happen to know why a rocket, when fired from a rocket launcher, instead of going where the reticle was pointed, goes slightly above where the reticle is?

stuck oyster
stuck oyster
inland pawn
stuck oyster
#

Then it could be missile fligh profile/ammo config related

#

Or missile weapon/ pilot/ camera view offset causing slight disparency in what you see

#

The Crosshair is drawn to infinity, and if weapon is far from camera/view let's say far to right for example the Crosshair would be left of the middle of the view.

white jay
stuck oyster
#

for custom character with custom animations sure

#

for Arma man, no

#

the joints turn all over the place

white jay
stuck oyster
white jay
#

Make the exoskeleton a vehicle players "get into"

stuck oyster
#

If you want it to act like man the it needs to be uniform

#

As vehicle you'd likely get it to behave like the freight loader im Alien.

dim mica
#

How do you define engine sound location on your vehicle?

empty aurora
wheat olive
#

trying to set up a belt fed machine gun and having issues with opticView

#

everytime I put an optic on the gun and try to aim down sights the view puts me in the middle of the gun

#

should there not be an "opticView" memory point on the gun model itself?

wheat olive
#

no optic puts eye at right place tho

stuck oyster
#

Your optics is probably missing some memorypoints, check the sample sight for reference

wheat olive
#

oh I'm not using my own optics

#

just the vanilla optics

#

it happens with any optic I use

wheat olive
stuck oyster
#

Then you need to make sure the memorypoint names match what you have in your config

wheat olive
#

the model.cfg?

#

I havent been able to find any reference to if the "eye" or "opticView" get referenced in model.cfg or config.cpp for the weapon itself

#

everything I can find is on the config for attachments themselves

wheat olive
#

okay I figured it out ๐Ÿ™

stuck oyster
karmic silo
#

Alright, I solved one issue with configs now I have one more question for here. I have a glock model section with vertexs the way I need them in blender. What's the easiest way to import them in Object Builder without losing those selections? https://gyazo.com/e5cc717a51886a88e120fbc37cde5bff Obviously when I export as OBJ and import into object builder I lose them. It would make my day to find a way for that to not happen lol

stuck oyster
karmic silo
#

and when I open a P3D In blender and bring it over I just get export errors

stuck oyster
#

You probably are exporting empty P3d

#

You need to enable Arma properties on the objects you want to export so the exporter knows what to export and as what lod

karmic silo
#

That's probably exactly what it is, I'm gonna ask another stupid question. Where is it located? Object Properties?

stuck oyster
#

It's a tool tab

#

Right side of 3d view

karmic silo
#

Alright, well I guess discord didn't like the picture of blender with a glock in it so it timed me out

#

I got the settings enabled, at least just the properties checked but still getting errors on export

stuck oyster
#

You need to add a material to the object too

karmic silo
#

I didn't realize I had to, does it want me to add it the regular blender way or through that arma properties?

stuck oyster
#

Normal blender material. When Arma properties are enabled the blender material tab will also have arma material properties which are used to write texture and rvmat path on the model according to assigned materials

wheat olive
#

I basically just made sure it had opticView, made sure my weaponconfig listed Opticview and made sure it had a ViewPilot

stuck oyster
#

Ah view pilot lod is required too indeed! ๐Ÿ‘Œ๐Ÿ‘

karmic silo
#

So I already have the textures and an RV mat generated.

#

I applied just the texture to the model in blender

#

I am still receiving the errors when trying to export ๐Ÿ˜ข

wheat olive
charred bolt
karmic silo
#

I think Iโ€™m just gonna manually have to do it all which sucks, I was hoping to find an easier way

stuck oyster
#

you might have some hidden faces that dont get triangulated even if you select all

charred bolt
#

It could also be degenerated faces, but I don't know Blender sufficiently well to suggest how to check for them.

stuck oyster
#

triangulation would stll take make it triangles

karmic silo
#

Iโ€™ll rip the model back apart and try to triangulate it more as a last resort

stuck oyster
#

you can add a triangulation modifier to it too

karmic silo
#

Still giving me the issues ๐Ÿ˜ข

stuck oyster
#

do you have only single object selected when you export?

#

try selecting only 1 object that has the arma properties and in the export dialog set it to "only selected"

karmic silo
#

Still Errors.

stuck oyster
#

same errors?

karmic silo
#

Yup

#

I think it's just gonna be something to do with blender at this point and the model not starting out as a P3D.

#

I think I am just gonna do it the long way and revisit it after I get it this one working because I've tried fucking with almost all the settings

stuck oyster
karmic silo
#

It worked fine... Fuck so it is something with the model.

#

Still getting the same errors after separating the model and re-triangulating...

stuck oyster
#

any other modifiers on it?

karmic silo
#

No, so I just tried exporting all the pieces individually

#

They all worked except the slide

stuck oyster
#

blobdoggoshruggoogly odd

karmic silo
#

And I'm not sure why, because if I export it as an obj then import in object builder there is no issues

#

OK

#

So I fixed the problem

#

I feel stupid I didn't think of it sooner, but it is solved now lol

charred bolt
#

So it was exactly what HG and I suggested.

karmic silo
#

Yeah, the issue was I already triangulate the model multiple time.

#

But there was a small section on the sights that the modifier wasn't affecting

mild ledge
#

it looked like the red and white racing jumpsuit in arma karts

#

perfectly clean

karmic silo
#

Alrighty folks that have helped me through these pain day from no other fault then my own. I have brought my first handgun into the game, it works and looks pretty good. In my opinion for being my first.

#

I have yet to be able to figure out how to raise it because there are no memory points that I see? Any help would be appreciated while I scan through as much of the forums as I can.

marsh canyon
#

You mean the position of the flashlight is slightly off than it should?

karmic silo
marsh canyon
#

Then adjust the entire model's position

karmic silo
#

Really? Like just move it downwards in object builder?

marsh canyon
#

Yes

karmic silo
#

huh, alright I'll give it a try in a few here

karmic silo
#

ALRIGHTY folks, the saga continues.

#

I am not attempting to make a custom red dot for said pistol. I have the model in the game unskinned, it mounts to the gun fine. I am now attempting to get the glass and red dot working however I am struggling attaching the right paa/rvmats to the right section. I have the arma optic I am copying off step by step and has been working so far.

#

No my question, is there and easy way in object build to see exactly which portion of the object the texture is attached to? So that way I can go back into blender and section it out

#

Any help will be appreciated.

#

I got the glass working just no dot...

karmic silo
#

So I found out the dot is there, however is hidden under the top part of the optic and shifting memory points or even the physical object doesn't seem to shift the dot down ๐Ÿ˜ข

tulip bear
#

Hello, I have a question about importing P3D/PAA files into Arma. Every time I import a p3d file with paa texture into arma the color of the texture is inverted. In Arma Object Builder the color is normal. Has anyone experienced this before?

stuck oyster
#

Probably not following texture resolution rules (power of 2 resolutions only)

cursive bone
#

Hey, so

#

For some reason, my Object Builder is broken

#

Whenever I try to open it, it shows up as a white box in my tabs view

#

I've validated files, fully reinstalled A3 Tools, nothing works

#

Could really use some help

charred bolt
cursive bone
#

Got it, thanks!

woeful crystal
#

Hey so Iโ€™m rather new to modding and Iโ€™ve been working as part of a mod team for a bit now as an engineering advisor and I kinda want to do more than make stuff OSHA compliant, therefore I feel like doing something a little extra either creating weapons or uniforms, what would be easier for me to initially get into?

charred bolt
#

Probably a weapon, but the usual advise is to initially learn how to get an inanimate object in game, as this will teach you the fundamentals without overwhelming.

woeful crystal
#

I know roughly how to do that but how do I get started on weapons modeling?

charred bolt
#

Download the Arma 3 samples from Steam, there is a weapon example to look at.

woeful crystal
#

Just any example?

stuck oyster
#

you need to start from the modeling basics before you can get into arma specifics

#

modeling, uvmapping, texturing, weightpainting etc