#arma3_model

1 messages · Page 5 of 1

stuck oyster
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once you have those down you can start to look up arma specific requirements

charred bolt
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Although he says he has already put a basic object in game... perhaps that wasn't entirely correct?

woeful crystal
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Not completely

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I’ve done file scripting before

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Is matlab an acceptable modeling software?

charred bolt
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Many artists use free Blender.

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There's a plugin called Arma Toolbox to help export files from there to Object Builder.

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For texturing, many use Substance Painter.

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If you haven't yet made an simple unanimated object and put it in game, forget about anything more complex until you've done that.

stuck oyster
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Matlab is not quite a computer game graphics program Id suppose. Would recommend the mentioned Blender

woeful crystal
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Ok do blender it is

charred bolt
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It's professional level quality and youtube is full of tutorials to teach you how to use it.

woeful crystal
rose ibex
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I'm having some shading issues with buldozer that doesn't exist in blender

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it seems to me that auto smoothing isn't exporting correctly with the blender toolbox

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However I wonder what the Veterans are thinking.

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Should I just use an edge split modifier?

stuck oyster
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is your model triangulated in blender?

stuck oyster
rose ibex
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it's one object

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and triangulated

stuck oyster
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you can manually add sharp edges too to test if that works

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and is your O2Script.exe path set up in the addon settings?

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without it, the export does not fully work

rose ibex
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yeah the script is working

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the edge split modifier seems to work

stuck oyster
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wrong exported shading is one symptom for example

rose ibex
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yeah that fixed it

night furnace
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does anyone know how to retexture a helmet

stuck oyster
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basically:
You paint a texture
put that into a modProjectFolder (of your chosen name)
you create a config (in that same folder) that uses the target helmets config as base (config inheriting)
replace hiddenselection paths to point to your new texture
pack addon

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@night furnace

night furnace
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i tried it and i couldn’t get it after watching a youtube video

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it was a 5 year old video tho

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they showed different hpaa files or something idek

stuck oyster
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basic principles should be same as 5 years ago

stuck oyster
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@night furnace you can just ask here. But there should be no difference in how to retexture any mod

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You need new file, new config and new addon

wheat ledge
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why does this happen to the ankle area when I import into oxygen?

stuck oyster
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there isnt really any answer on that without analyzing your setup

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other than something goes wrong i your workflow

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Id recommend using the p3d export in the Arma Toolbox addon though

pastel stump
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Hey I’m looking for someone that can model for my star sim group. You will be paid and rates are negotiable.

pastel stump
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Thank you bro

bright flax
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What property should I add to my model so that when it is placed it cuts the grass and does not go through the ground?

tawdry veldt
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I've unpacked the game data via arma 3 tools so I can use proxies in my models. I have 2 different models with the same problem. I'm trying to create custom heads, from my current understanding I need to have a 'bysta' proxy which I believe is the bust. It's not in the directory I see it referenced on the arma 3 templates though, it's in a different directory (should be a3\characters_f\heads\bysta but not present, but is present in a3\characters_f\templatertm\bysta - should I copy and paste it into the heads folder or should I just reference it on the templatertm folder? at a real loss why I can't get these heads in 😦

tawdry veldt
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also, one of my heads is a rescaled arma head. the other is a totally new head with new bones etc. should I create a 'bysta' proxy for each of these seperate or is it ok to just use the default one?

stuck oyster
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And the name of the proxy is what connects it with config

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And engine hardcoded features

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So if you want to use the native head/identity swap you will likely need to use the default proxy name

tawdry veldt
# stuck oyster And engine hardcoded features

This is something I'm really interested in but can't find much about, so forgive the barrage of questions about to come your way :p
So proxies are a reference point, they're pre-made models that can be loaded in on any model as like a reference? I see that with head, pistol and flag. But none of the other models load in? Are the others, i.e. equipment, backpack etc. essentially just a placeholder that tells the engine it is allowed to load in those elements on that model? As the actual models being brought in would have there own location in the environment etc?

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That being said, one of my models I'm working on has a totally seperate head that isn't based on the arma man head. Would I then need to make a seperate proxy just for that head? I've tried doing this but no luck so far but this is verging config I think (see below). Doing this, I would just load in a proxy that references the p3d below? Or am I missing some steps - because this seems almost too simple to what I've become used to
class CfgNonAIVehicles
{
class ProxyBysta;
class ProxyOgryn_Bust: ProxyBysta
{
model="\ogryn\model\Ogryn_Bust.p3d";
};
};

stuck oyster
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I think you could still use the normal bysta as a proxy as long as you model the head so that it then fits your model

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since its just the reference point

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the model of the head (or anything else) is only connected to the proxy by its model space origin [0,0,0 coordinate]

tawdry veldt
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Will give that a go - cheers!

mossy saddle
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Can someone help me understand vertex weighting?

rose ibex
# mossy saddle Can someone help me understand vertex weighting?

Think of each vertex as a range between one and zero. One means this is one hundred precent true, zero means this one hundred precent false. When you paint or assign a weight to a vertex all you are doing is changing that value. Say for instance I have a face of 4 vertices and I want to some way to distinguish that these four vertices on this face are special. Well I can assign a weight to this group for my purpose. Then I can use that weight later. An example would be I can assign a group of vertices to weight groups(vertex group) that represents a wheel or a blade on a plane.

umbral shuttle
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Will having overlapping fire geo components cause issues?

stuck oyster
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they can cause double hits

rose ibex
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On the topic of fire lods do they have a minimum thickness?

stuck oyster
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very thin parts might get ignored by very fast shots and if simulation gets laggy

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so yes, thin parts are not good

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there are multiple different plate penetration materials for thin things

rose ibex
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And length and width restrictions?

stuck oyster
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50 meters or so

rose ibex
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Because my fire lod is acting like it doesn't exist

stuck oyster
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I refer you to pinned messages

rose ibex
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Hmm I wonder if I have a hole in my mesh then

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Too complex then?

stuck oyster
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is that a convex shape?

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Id say its a bit overly detailed

woeful viper
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the nose-cockpit area isnt convex

unborn harness
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where do i post a idea for a mod

stuck oyster
charred bolt
# umbral shuttle Will having overlapping fire geo components cause issues?

It's best practise to avoid it, but in reality you probably won't notice when things go a bit wrong because the thing you are shooting at does not have visible health bars, so there is no feedback to the player. Regarding vehicles, early Arma models tended to have quite a lot of overlapping FG, but since the introduction of Tanks DLC with the new armor component method, it's now better to make hollow interior models with more accurately placed "walls", and things like interior fuel tanks and engine blocks sit in their own space.
TLDR; if you have time and want to do it "right", then avoid overlapping FG, but otherwise it'll probably still be acceptable if you don't (ie not game crashing bad)

charred bolt
rose ibex
stuck oyster
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it does not always create same convex as Object Builder/Arma

rose ibex
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no just to generate the vertex groups

stuck oyster
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are your parts convex?

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all requirements must be met for them to work

rose ibex
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yeah it wasn't convex, I tried to cheat by remeshing and applying a solidify modifier

charred bolt
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However you make it, AFTER exporting to p3d, use Object Builders tools to run checks
Structure>Topology>Find non-closed
Structure>Convexity>Find non-convexity

And I'd recommend you delete component names and refind them using Object Builder's:
Structure>Topology>Find Components

stuck oyster
rose ibex
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That isn't the fire lod

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that's the geo lod

stuck oyster
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well its still not convex

rose ibex
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how is a square not convex?

charred bolt
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It's a mute point if he follows my advice, OB will tell him if he's done it right or not.

stuck oyster
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true

charred bolt
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Of course the other thing is that each component of the FG needs to have a penetraton material (rvmat) assigned to it.

silver zenith
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has anyone encountered weird UV problems after the last blender update?

stuck oyster
stuck oyster
silver zenith
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for some reason when I unwrap a face it unwrap other faces of the model
even if the face is separated from the model
I've had this issue only in the UV editor view
if I unwrap from the modeling view it works fine

stuck oyster
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as far as I remember thats how it has worked before

silver zenith
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it never happened for me
I'm only unwrapping one face why would it unwrap other faces of the model?
its not even unwrapping all of them
and it only started happening after the update which I downloaded today

stuck oyster
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try the other UV mode

rose ibex
stuck oyster
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did you check it in OB?

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and yes I did assume it was one big blob

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dont get hung up on that

rose ibex
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yeah it was a fucking red mess

silver zenith
rose ibex
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No worries, it just hurt my feels a little bit. I'm better now.

rose ibex
silver zenith
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it affects other faces for absolutely no reason

rose ibex
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actually that's right

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blender has to join those faces because there isn't a seam

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That playlist I just sent goes over that

silver zenith
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but I'm only unwrapping that separate face
why would it even touch the rest of the model?
it never did that

rose ibex
# silver zenith but I'm only unwrapping that separate face why would it even touch the rest of t...

Alright guys, we are making our way to the good stuff. I know these explanation videos might seem a little basic for those of you who are more advanced, but I really want new users to be able to follow a streamlined playlist if they've never done this before. This next video tackles what I believe to be one of the most confusing things for new 3...

▶ Play video
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you need a seam in there to tell blender not to do that

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here even timestamped the 3 minute video where he talks about it

silver zenith
rose ibex
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what version of blender let me go test?

silver zenith
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matter of fact if I press the same button but from the model view, it does work

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3.4.0

rose ibex
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Have you checked the bug tracker to see if that is a already know bug?

silver zenith
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I asked in their discord but I seem to be the only one with that issue

rose ibex
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I would make a bug report on there bug tracker with that blender file

silver zenith
stuck oyster
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they should still be isntalled

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Blender installs ever version into their own folders

rose ibex
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yeah if you haven't removed them you can search for the version in the windows search. Like Blender 3.3.1

silver zenith
rose ibex
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as long as you haven't using an new 3.4 features you "should be " good for using 3.3.1lts

silver zenith
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oh yeah steam lets you switch to older versions through the beta properties

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ah beautiful
it works
thanks for the help
I hope they patch it soon

old gulch
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Is there any samples for the attachable lasers? I'm wanting to make my own but I'm unsure about what might be needed.

rose ibex
old gulch
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There is also a bipod sample in the test_weapon folder, so I was asking in case I had missed it

umbral shuttle
stuck oyster
umbral shuttle
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I thought a plane would only block fire from one direction?

stuck oyster
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Not out of it. But since you said it's 2 meters I assumed no one is in it since its so tiny.

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Then make a simple UV sphere and separate all faces and extrude them but don't move and the scale them

umbral shuttle
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ah yea I am trying to have them shoot out, I guess my sense of scale in arma is off. I will try that then

stuck oyster
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Then the non hollow sphere works for you

umbral shuttle
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oh I do want to block shooting form inside to out

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sorry if I made it sound confusing

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here 1 sec, I shall use the power of ms paint

stuck oyster
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Then you need the extruded wall blocks

umbral shuttle
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does this make sense

stuck oyster
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Sure.

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You may need to experiment on the thickness of the blocks and the size of the sphere

umbral shuttle
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Okay will try that

stuck oyster
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Preferably the walls would be 10cm thick to be safe but less sould work too.

woeful viper
# umbral shuttle I thought a plane would only block fire from one direction?

You are deailing with collision bodies there, not individual faces.
If a shot hits a collision body (hits on one face), it calculates if it penetrates through or not. If it does, the exit point is caculated, and the projectile teleports from the impact point to the exit point. Everything in between is ignored

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if your projectile starts within the body, then (although i have not tested this) it will likely ignore the body completely

umbral shuttle
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so I could have a plane, doesnt matter which side it gets hit on, it gets hit and the calculations happen

stuck oyster
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No

woeful viper
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a plane is not a closed body with a volume

umbral shuttle
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oh okay so has to be closed body with a volume

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I thought a plane would be considered a closed body

woeful viper
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while you could argue that 2 planes (opposite normal directions each) where all edges are welded together with the other plane, is a "closed surface", it still has no volume

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so your "2 plane body" would have 0 thickness and therefore could not have penetration stopping properties (or lead to crashes, if some formula tries to divide by thickness value)

umbral shuttle
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Oh

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I didnt think the actual thickness in model mattered, just that it was big enough

woeful viper
# charred bolt It's best practise to avoid it, but in reality you probably won't notice when th...

Overlapping FG leads to no issue, since shots just teleport to the other side of the body it impacted on. In fact you can create a "hole" in armor without cutting it. You can just put a little cube with rvmat with little penetration resistance and make that cube slightly thicker than the base plate, so that when a projectile impacts, it will hit that one first.

In fact things more often seem to go wrong if you try to precisely not have overlapping FG. Presumably because of rounding and floating point errors. To be sure that 2x 30mm thick plates ontop of eachother provide 60mm protection, they have to be moved apart by an unknown distance.

I noticed with my tanks that shots where often able to pass through the areas wherever a joint was between armor plates. And i concluded that the best (most safe way) to model corners in armor is to overlap it like the right case. Left and middle case can lead to problems for all impact directions from A, B and C due to imprecision. Only the right case is safe against all imprecision

woeful viper
charred bolt
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For the case you're highlighting, yes, that's ok.
But there are cases where overlapping FG is problematic for exactly the reason you mention. Such as a solid armour body with an engine block encased in it.

woeful viper
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ok, yeah, it is a double edged sword

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if you just model the hull as one big block, there is also no chance the crew will be able to get hit by penetrating shots

charred bolt
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There are also differences when one considers the "old" hitpoint method, and the newer armor component method.

harsh moat
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Hello anyone know how to get rid of p3d binarization so i can open arma models in blender for retexturing

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basically I need to get arma models into Substance painter

hot hornet
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hello, you can't (and it's forbidden anyway)

harsh moat
marsh canyon
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Even if.

warm spindle
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hello i would like some help please. I have the following problem. Basicly this is a cutom helmet i made and part of it has the shading issue shown. Effectively shadows cause it to lose its "3d effect". Any idea what might be causing it ?

woeful viper
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please post screens of the model in your 3d app and in the game, so we can tell you whats wrong

umbral shuttle
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how do you view center of mass in geo lod? havent done so in a hot second and forgot

stuck oyster
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need to look at geometry lod, select parts (or all) and turn off DX draw mode

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@umbral shuttle

umbral shuttle
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ahhh got it was DX draw

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ty

karmic silo
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Hey, folks could use some help..

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I am making a custom red dot for the handgun I made. However I can't get the dote to translate downward. I have tried moving the physical service it is attached too up and down, but it doesn't seem to affect it.

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and to answer the question I am sure will be asked I am using the standard textures and rvmats from the MRD already in the game.

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Only solution I have come up with so far is physically move the rest of the mode to align it, and then move the proxy on the gun way down to adjust but then it would screw it up for other sights

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any help is appreciated, I have been stuck on this for a couple days.

woeful viper
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isnt this the "red dot" shader? Have you tried to move the eye memorypoint down?

karmic silo
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Memory point hasn’t affected it so far.

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And the dot uses the material shader correct.

stuck oyster
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you got a viewpilot lod in the scope?

karmic silo
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Yup

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All moving the memory point has affected was the actual angle you look at the optic. The red dot is still stuck towards the top.

cedar coral
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Get the first message in on this channel. :-)

elder fulcrum
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Yes, I made sure the paths to my arma 3 were correct

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The second image is when I am using my p:\drive buldozer.

stuck oyster
elder fulcrum
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I used arma3p when setting up my P:Drive

stuck oyster
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if the lighting kicked in you would see the blue sky and clouds

elder fulcrum
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Yeah, I figured. I'm not entirely sure. I had to change all my texture paths to include a P:/ suffix in order for it to recognize the textures. That doesn't solve the problem though

stuck oyster
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that means your texture path suffix is not set up in Object builder settings

elder fulcrum
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It is already at P:\

stuck oyster
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file menu options

elder fulcrum
stuck oyster
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is your P drive mounted with armaTools mounting or the simplified subst P: command .bat file

elder fulcrum
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I mount it usually with arma 3 tools.

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I run my Object Builder directly from the .exe

stuck oyster
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arma3tools mount is not quite compatible with this

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it messes up the admin/normal user file access rights and buldozer P drive detection

elder fulcrum
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Alright. Is there a .bat file somewhere I could download or the cmds for it? Never done that.

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Ah, found it. It should look something like this?

subst p: "E:\A3WorkDrive"
pause```
stuck oyster
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yes

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though susbt P: /d

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so it first makes sure to remove any existing P drive mounting

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and then mount the folder you want

elder fulcrum
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Hmm, I did that and made sure to turn off auto-start P: Drive with my ArmA 3 Tools, restarted my PC and still encountering the same issue.

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Like you said, still doesn't look like the world is loading properly.

vagrant night
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I am working on a structure that will have lighting inside but I do not have the proper model config entry for it to work. Sorry if this has be asked before. I just need the proper config for my light source. Thanks for the help

stuck oyster
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And if not the lamp pole has

vagrant night
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ah thanks. I look it up

bright flax
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I have shadow lods on my model and yet the rain keeps coming through.

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what am I doing wrong?

charred bolt
bright flax
last spindle
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(╯°□°)╯︵ ┻━┻

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had to try it :p "/tableflip"

wraith tendon
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Anybody here, who had the issue with Island objects can't be targeted with CursorTarget?

last spindle
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some things cannot be targeted, or atlest return useless information.......don't know much more

wraith tendon
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When i used them on another Island, it worked. Thats the strange thing. And while i write that, i notice, that i might change to the island creator Channel

last spindle
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I think it might have something to do with, if the object does not have a config class for that p3d type, then it is just an unknown item on the terrain, if you have a config.cpp that uses the .p3d then maybe it works..........pure speculation

elder fulcrum
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totally refreshed everything in my p folders... now the assets are looking like they do in-game... this will make my MC work so much easier. Thank you, you make my MULTIMAT MADNESS ten times easier @stuck oyster

stuck oyster
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👍👍

rose ibex
hollow fulcrum
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dun dun dun duuunnn

cursive sleet
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ba dum tss

ember heart
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@hollow fulcrum whatsupppp

cursive sleet
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Sup Assain?

hollow fulcrum
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Heya SA, I'm not really sure why I'm up. :P But glad to see a honest effort to get away from skype. This thing is pretty good. See how it handles the numbers.

cursive sleet
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@last spindle How is the arty going?

hollow fulcrum
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@cursive sleet Yes you can make a bridge using physx pieces/tiles on the top layer. you'll have to play around with weighting, and i suggest limiting/encasing those 'roadway tiles'. Depending on how you want them to move, that'll determine what and how play stuff under each tile.

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It actually works surprisingly well.

cursive sleet
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Do you have any pictures or video of it?

hollow fulcrum
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Nope, showed ya what I do have. The roadway video with the loop has the tiles in it. You can see them falling out of the air, and floating in the ocean. But I don't know thats particularly useful. :\

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You could also make something like a teeter-toter effect length wise if you wanted large sections of the roadway to move.

cursive sleet
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teeter-toter?

hollow fulcrum
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note... I have no idea how the AI would negotiate that. Probably wouldn't be pretty if more than a single model. Might be completely horrible.

cursive sleet
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okay, well i think it is best to keep the bridge simple :P and add more functions to it later maybe

hollow fulcrum
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nothing wrong with that. and if incorporating into a map. it'll probably all fail also. but, would still be cool in a supply scenario or something. weight the tiles just right and they'll slide around with the big trucks. :|

cursive sleet
dusky dragon
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hello

hollow fulcrum
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not much to move there buddy

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hey Fox

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unless you mean the bridge sections from the vehicle..

cursive sleet
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when the bridge is deployed completly in the end of the video

hollow fulcrum
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yeah if i did anything crazy it would be make them flex at the joints a bit.

cursive sleet
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the animation of it sliding into position will be hidden selections or proxies. After it is in the position it is going to get hidden and a bridge from model will get spawned on that location

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was the idea atleast :P

hollow fulcrum
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i see

cursive sleet
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yea, i was thinking about flexing at the joints

dusky dragon
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oke, so everyone migrated to here then i guess

hollow fulcrum
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I will be here for now. To at least support the effort. Plus it works well so far.. so we shall see.

dusky dragon
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ehe

cursive sleet
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Hi brian

dusky dragon
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hi jonas

cursive sleet
plucky pecan
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WAIT! No more lag?

hollow fulcrum
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I have yet to see it anyway. Watching carefully though.

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much easier to navigate, the relative channels. but still have a dozen other channels on skype still. :|

cursive sleet
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do you use the desktop app?

hollow fulcrum
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yep, and have the mobile app. and for course the web based stuff works. actually all syncs very rapidly and consistently. few of us have been playing with it the last week and half or so.

cursive sleet
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okay, is the any importent stuff about modelling i missed? xD

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sucking information

dusky dragon
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i have the desktop app aswell

hollow fulcrum
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plus voice is directly integrated which is a nice feature to be explored later.

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and no you haven't missed anything. was done in private channels :)

cursive sleet
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okay

hollow fulcrum
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(i gotta sort the smilies, there is a button/code for that)

cursive sleet
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:) :(

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;) they seem ok

hollow fulcrum
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(╯°□°)╯︵ ┻━┻

ember heart
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(╯°□°)╯︵ ┻━┻

cursive sleet
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wasent that the code that crashed iphones before? :P

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or text

hollow fulcrum
dusky dragon
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:)

cursive sleet
#

dusky dragon
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how do i do all those smileys then

hollow fulcrum
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dunno, i didnt read. but the clicking path seemed logical.

cursive sleet
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:trollface:

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damn

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it isint in

hollow fulcrum
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suggest PM testing of these things. I'm just trying to make people aware of foo ;)

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or make a private channel quick. it's all, pretty easy.

cursive sleet
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btw, what is the veterans thing?

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army veterans or just veterans of this chat app?

hollow fulcrum
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no clue. i qualify as both so ... i assume Dwarden testing foo.

cursive sleet
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okay

hollow fulcrum
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i could see the use of adding a select group of 'guru' types to that list. might make finding help or qualifying things for new guys easier.

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then a group for known 'lifers' would be useful. (hahaha, sorry couldn't resist)

cursive sleet
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do the voice thing works? i cannot see when my mic get activated

hollow fulcrum
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no, these are text channels. there is a general chat voice channel for arma though.

cursive sleet
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i tested it but i cant see my mic get activated when i talk :P like in TS the blue thing light up

hollow fulcrum
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(i might make a sideline voice channel for model makers)

cursive sleet
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nice

rustic field
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Hello!, im completly new to the modding community in arma, i'been wanting to make this rpg29 mod for a while and i've been working in a 3d model for a while.
my question is, does the model need to be quats? or can it be all triangles
what texture software can i use to create textures

for reference im using blender for all the modeling. i have 0 experience in this field and im learning as i create the models

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i been thinking about using substance painter to create the textures, but id like to know if you guys have any software that is better suited for newbies

stuck oyster
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any program you know how to use can be used to make textures as long as you can export out images

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for newbie any progrma is as "bad" as one will need to learn how it works

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substance painter is good program but can be a bit expensive. but if you intend to continue modeling it can be good investment

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texturing can be done in blender too as the blender node material system is pretty powerful

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but also it can take more learning

rustic field
#

thx!

hollow fulcrum
#

who has a grappling hook gun/device type thing?

dusky dragon
#

KokaKola,

#

he is buddy of me

#

only the model though

hollow fulcrum
#

thats better than where i'm at. need something to get us from the water to the oil rig.. so 30 odd meters. well assuming i dont animate the rig.

dusky dragon
#

he has a crossbow

#

Rawner135 is going to script it for him, he said

hollow fulcrum
#

be interesting to see

dusky dragon
#

yep indeed

woeful viper
#

test

#

does this interface also exist in small? way too much space wasted...

dusky dragon
#

think so

hollow fulcrum
#

it's scalable and panels will collapse.

plucky pecan
#

The channel panel doesn't, atleast havn't found a way.

hollow fulcrum
#

yeah it's just the right panel. kinda like Skype!

plucky pecan
#

True that

#

How do you mention someone?

dusky dragon
#

@plucky pecan

#

just type @

#

and you see all the users

plucky pecan
#

Oh cool.

#

Cheers

dusky dragon
#

NP

plucky pecan
#

This really needs a ingame overlay.

dusky dragon
#

yep

#

with Overwolf or something

cursive sleet
#

Theres a ingame overlay for this app? :)

hollow fulcrum
#

dont think so, but you can run voice over a game. which is handy for those things.

plucky pecan
#

@cursive sleet Think you need to read what I said again.

cursive sleet
#

ohh okay

woeful viper
#

ok so how does the notification for mentions look?

dusky dragon
#

@woeful viper like this

hollow fulcrum
#

its nice really, auto fill pop box :P

woeful viper
#

ok then... if you need me, you know what to do :P

hollow fulcrum
#

haha, fair enough

dusky dragon
#

lol,

north sundial
#

Hmm

#

Model makers

cursive sleet
#

Yupp

north sundial
#

So you just click any channel to talk in it instead of having to join it seperately

hollow fulcrum
#

yep

terse elm
#

where do u change ur profile pic?

cursive sleet
#

Who made the mcwaiters building again?

terse elm
#

kenny and me

north sundial
#

<3

hollow fulcrum
#

user settings bottom left gear

#

on left panel (bottom right gear icon, user settings)

north sundial
#

Changed mine

cursive sleet
#

Nice

terse elm
#

gottya cheers

cursive sleet
#

what is the "playing ARMA III" thing bellow name tags?

north sundial
#

I don't see what you are on about

cursive sleet
woeful viper
#

it propably means he is playing arma 3?

#

tough guess really...

cursive sleet
#

Was just thinking if it had something to do with some overlay stuff

woeful viper
#

veteran means he plays on veteran difficulty obviously

hollow fulcrum
#

lmao

cursive sleet
#

Good one

hollow fulcrum
#

those are actually sub groups dwarden was playing with. unimportant at the moment. bar the 'moderators' (be afraid)

#

KJ is a veteran

woeful viper
#

ima troll

hollow fulcrum
#

lol @ profile pic

cursive sleet
#

why skype logo?

hollow fulcrum
#

he just told you, he's a troll.

cursive sleet
woeful viper
#

test 3

#

thank you crowd, i wanted to make something productive today and now you gave me yet another new thing to faff around with... successfully distracted yet again sigh

drowsy sail
#

Anyone else had issues with Arma3Toolbox for Blender not merging LODs on export? It's not giving me the tickbox option on the export screen, running 2.93 LTS - All other features seem to work as expected

hollow fulcrum
#

lmao, i am screaming that myself. as i feel like im now obligated to battle the trolls and assit in the transfer this morning. f'n logistics.. every f'n time..

north sundial
#

What distraction? heheh

drowsy sail
#

Potentially relevent console output:

  if len(texName) > 0 and texName not in texNames and texName[0] is not "#":
panels
lists
Register done```
stuck oyster
#

Could be your blender is too old.

hollow fulcrum
old gulch
#

I still use 2.93 LTS and it works fine

pallid island
#

syntax warning looks sound though

plucky pecan
#

Ah, minimal mode.

#

I'm putting that in my basket.

hollow fulcrum
#

figured KJ needed to be fully distracted but rewarded for participation.

#

not that it really does all that much. does address making things smaller. and also the need for proper smilie foo.

stuck oyster
#

latest likely will need also latest blender

old gulch
#

Nah, I grabbed mine from github, at least a couple of months ago.

stuck oyster
plucky pecan
#

deIlluminati smilie foo.

#

Can't wait for the API release.

hollow fulcrum
#

there is a python wrapper floating around somewhere

plucky pecan
#

I don't know python.

hollow fulcrum
#

many moons ago, i could muddle my way through it. but yeah, that way with most code today. especially .sqf, which i blame for destroying all previous knowledge.

plucky pecan
#

haha, fucken arma again.

woeful viper
#

is there no search?

plucky pecan
#

Ohh guess not/

hollow fulcrum
#

no, but that is on the current dev sheet i think

woeful viper
#

you better not type anything important until this gets fixed...

hollow fulcrum
#

meh.. how many people actually back search and find good info on skype?

woeful viper
#

i do frequently

hollow fulcrum
#

i see it as more of a flowing conversation where anyone can jump in and find some help.

#

i have searched a couple times though. usually looking for something else i posted.

#

the feature will be here though. the guys really do seem to be on top of their chit.

woeful viper
#

yes my own stuff frequently, or something the handfull of selected people who know stuff posted...

hollow fulcrum
#

valid point

woeful viper
#

or when i wanna confirm that i already explained ABC to a guy several weeks back

#

again

hollow fulcrum
#

putting an ID on those handful of people is perhaps a good idea also. or at least those willing to be ID'd as such. maybe make finding help/info easier for new guys or even those old guys who are new to the talking to people bit..

and also valid point lol.

plucky pecan
#

I like how there is a channel notif mute.

woeful viper
#

ID? lol no...

hollow fulcrum
#

i didnt think you'd fall into that boat.

#

but i also support a list for known or suspected lifers. that would be useful. and they could even work themselves off the list. haha

woeful viper
#

now if the devs of this chat thingy could raise polycount limit in a3 as well that would be the swellest

plucky pecan
#

X3...

hollow fulcrum
#

the hardcoded bit is frustrating +1

woeful viper
#

no quoting either i suppose?

plucky pecan
#

no quoting either i suppose?

#

Nope

hollow fulcrum
#

thats right there with the search function.. lemme see if i can find the current dev todo

#

i read it a few days back, was pretty motivating.

plucky pecan
#

I'm off boys, enjoy. o/

hollow fulcrum
#

screen sharing in a month or two.. stuff like that in there also.

#

have a good one Raid

#

can not find the damn thing...

boreal orbit
#

Can you confirm what the mem point should be caused pleasE?

inland pawn
boreal orbit
#

GetOutLow

inland pawn
#

Though, keep in mind, some planes, like the Black Wasp(?) require a differently named memory point

boreal orbit
#
  • the pos driver point
#

I think I've got it

#

thank you

inland pawn
boreal orbit
#

seems like the issue was my getoutaction I had the mem points

#

I would get out and just go vooom

#

changed it from helicoptercargo to GetOutLow

inland pawn
#

I usually use get out low or get out high depending on what vehicle I’m setting up

boreal orbit
#

small thing similar to cesnar

stuck oyster
#

helicoptercargo is not a valid getout animation/action, so yes that would indeed break it

foggy finch
#

Hatchet, ever had an object thats too big for OB>Model Viewer to display, but loads in A3 fine?

hollow fulcrum
#

ermm, not that i can recall speficially. that being said, i've pretty much been aware of the limitations from the beginning, so just played within what OB will handle.

foggy finch
#

well I just broke it :D

hollow fulcrum
#

which is a lot when you actually start using proxies.

foggy finch
#

50m x60m x 25m approx

hollow fulcrum
#

you lost me there

foggy finch
#

it's part of a larger structure im working on for bamburgh / 2017

#

those are the outside dimensions of the object

hollow fulcrum
#

i see

#

and the geometry breaks, right?

foggy finch
#

haha just doing the geolod now :D

#

we will see

hollow fulcrum
#

that technically should work. the limit is higher than what i always say is 50m. but i still don't understand what you broke.

foggy finch
#

well object builder > model viewer for some unknown reason wont load the model

#

but it loads fine in A3,

#

will see when I get the geo and roadway lods done

hollow fulcrum
#

well, OB should produce an error of some sorts. or you might really have something broken. not likely OB. if it's a count limit, it'll usually tell you that. what are you using to pack it with?

foggy finch
#

pbopro

hollow fulcrum
#

well if it's packing, and works properly, do it!

#

someone should make a set of these utilizing the FloatingStructures class or whatever it is, with mempoints for connecting with ropes easily or whatever, points for cargo, a roadway and little ai pathing:
http://www.maritimejournal.com/__data/assets/image/0007/676294/MJ-Newsletter-22-9-11-ASRY.jpg
http://img.nauticexpo.com/images_ne/photo-g/floating-platform-25707-7296177.jpg
http://www.boatdesign.net/forums/attachments/boat-design/78243d1359335333-retirement-houseboat-floating-home-005-2-.jpg

#

maybe skip the motor bit on the last image. simple stuff really. and would be very functional. probably not so much for moving ai, certainly not driving ai.. but yeah.. be cool.

woeful viper
#

look at rpt errors Uro

#

BD also produces rpt...

hollow fulcrum
#

^^ (is where you find errors of 'some sort' when not in yer face)

foggy finch
#

yeah just a couple of things in rpt about the geo lods, will fix them in due course, besides those it works as intended

#

thanks for the pointers though!

inland pawn
#

What would cause a model to show up in buldozer but be invisible in game?

charred bolt
inland pawn
charred bolt
#

So it's invisible in game which means you can't even see it in Eden as an object to select.

#

The more specific about your problem that you can be, the more likely the help you receive will be useful to you.

inland pawn
#

In game it's entirely invisible

stuck oyster
inland pawn
#

Hmmm, I don’t think the type of unit I’m doing has a head proxy

#

I’ll have to check but I’m pretty sure that’s it

white jay
#

Hello! Im looking to get a bathrobe imported into a mod for arma 3, i havent really found any models or anything just reaching out to see if its doable

stuck oyster
#

possible yes. you would need a properly made model for that

#

but it may not look great as there is no cloth simulation so any long clothing has to move with the body

cursive sleet
#

Anybody wanna play DCS?

hollow fulcrum
#

thats more of an OFF TOPIC channel question. but i might actually be willing to do that in about 20mins.

cursive sleet
#

nice

hollow fulcrum
#

there is an OT channel btw

cursive sleet
#

sorry :P about the wrong channel :p

quick terrace
#

did everyone actually moved over to the new toy?

hollow fulcrum
#

managed to grab quite a few, and i have assumed a propaganda role in things.. been playing with it the last couple weeks.

#

so we're trying?

cursive sleet
#

I hope everyone jumps on here :P i like this app

#

Easy to switch channel and talk on other topics too

quick terrace
#

at least it seems it is lag free

cursive sleet
#

Yes

hollow fulcrum
#

it has its shortcomings, but i think the guys working on it are on point. and yes, no lag thus far.

#

lots of good stuff coming.

quick terrace
#

what shortcomings?

hollow fulcrum
#

just limited functinality, like searching, contact building, and other things. but most of the needed foo is here.

#

like @quick terrace

#

screen sharing is in dev right now i believe, along with things like the overlay for gaming.

#

the voice layer is pretty decent also. so perhaps more suitable for some groups.

quick terrace
#

i sort of like it is browser based

#

haven't tested the "app"

hollow fulcrum
#

or app, or phone app. except windows phone. i've tested all, very seamless, very well synced.

#

(bring forth the RHS (at some point))

quick terrace
#

i meant the IOS, OSX and win app

hollow fulcrum
#

haven't done OSX actually

quick terrace
#

(bring forth the RHS (at some point)) - maybe

#

not one's person call to make

hollow fulcrum
#

see previously claimed 'propaganda role'

#

oh and quoting is on the next to ready list i think

#

should be in pretty decent shape in a couple more months i think. it's stable for now, and functional enough.

#

anywho.. away for a bit. catch you guys later.

cursive sleet
#

okay see ya

#

did mikero join?

quick terrace
#

doubt it

hollow fulcrum
#

he seems a little standoff'ish currently. but he has spies here so... thats well enough for now i guess.

inland pawn
#

@stuck oyster It does have a headgear proxy. Still invisible

marsh canyon
#

What LODs you have?

inland pawn
#

1 visual, 1 view pilot and 1 geometry

marsh canyon
#

Can you put the helmet on the ground and see it?

inland pawn
#

No

marsh canyon
#

Hmm, I assume it is a section and hiddenSelections related I kinda think

#

If it has one, double check them

inland pawn
#

It doesn't have any hiddenSelections

#

At least, it shouldn't

marsh canyon
#

Hmm. Let's say, if you make a cube and call it a helmet, can you see them?

inland pawn
#

It's there. Just invisible

#

@marsh canyon Shows up on arma man at least

#

Won't work on our unit

#

Must be something in it's model or config

marsh canyon
#

Which unit/unifom?

inland pawn
# marsh canyon Which unit/unifom?

I'm currently working on the Jackal from Halo. We have a helmet for them and they were built after the arma man and then suddenly all helmets stopped working

#

Do heads need headgear proxies?

marsh canyon
#

Yes

#

A headgear is not head, check the samples

#

Well, before I proceed, what model you try to implement right now? An uniform or a helmet?

inland pawn
#

Helmet

#

Let me get a pic

#

Our own custom kig yar targeting headpiece

#

It appears on the arma man, just not our JackalMan

north sundial
#

I know what will get him here, look mikero goats! 🐐 🐐 🐐 🐐 🐐

marsh canyon
#

Oh, then probably the uniform issue

#

Your, JackalMan, can have vanilla helms?

inland pawn
#

It's gotta be a uniform issue, but what

marsh canyon
#

Then the uniform doesn't have the headgear prox

marsh canyon
inland pawn
woeful viper
#

the more you pester him the more unlikely he will join

marsh canyon
#

Make sure your uniform model has updated

cursive sleet
#

Yea :(

marsh canyon
#

Make sure every visual LODs have the proxy, too

inland pawn
#

They all do

marsh canyon
#

Strange

#

Maaaaaybe it is a config (not model) issue

#

(but can a config issue cause shadow-only proxy?)

inland pawn
#

I honestly have no clue

median bough
#

last thing i remember bout mikero he won't join discord

woeful viper
#

he wont leave his sacred ground, just like i said

north sundial
#

Haha BIMinions

#

Sorry just noticed the member title thing

woeful viper
#

when you need wisdom spoken to you - you travel to his hideout

north sundial
#

Far in the mountains

#

Guarded by goats

stuck oyster
marsh canyon
#

Ah good idea

#

One thing unrelated to the recent topic: is it possible to let ArmaToolBox merge multiple objects in Blender with same LOD index into one LOD in OB upon exporting into a p3d? It could boost my workflow if is possible

stuck oyster
#

yes

#

it is very good system

marsh canyon
#

How would I do if I want to let them so? Maybe I'm using an outdated Toolbox?

stuck oyster
#

I personally prefer to always export with the "export selected ticked" to have control over what I export.
However exporting all works too if you have only stuff you want to export in the scene.

You would make multiple objects with arma properties enabled and same lod and lod number set and in the export dialog there should be this

#

assuming you have recent enough version

marsh canyon
#

Let me verify it once I'm back at the office

#

Well, at least I think I've never seen such option to tick. So I assume I'm outdated

marsh canyon
hollow fulcrum
#

The mountains are not guarded by goats I assure you. Mikero has killed most if not all of them on his island. This is why we must pay to have the goats shipped to him. Which is reasonable considering the power of the things that dwell on the island.

marsh canyon
#

Good to know

stuck oyster
#

Im running toolbox v 3.1.1 it seems. Have not checked very recently if there are updates

marsh canyon
#

3.1.1? I must missing something. Think 3.0.4 is the latest I can find. Where do you find your copy of latest Toolbox?

Nevermind I just checked pinned blobfacepalm

stuck oyster
#

its directly from the source

marsh canyon
#

I thought the Git is the only place to install

stuck oyster
#

Alwarren sometimes shares beta versions

woeful viper
#

to be frank - not really liking the idea of having every single arma chat under one roof, simply for the reason of spammers idiots etc... "can i haz model made by u?" " i tweeted your wip screen to everyone" ...

cursive sleet
#

True that.

terse elm
#

uggghh change

hollow fulcrum
#

i considered this, im still 50/50 on how it's organized currently. i think there are both benefits and detractions. from the admin side, this is certainly easier to manage. and for the global lurkers.

#

however it does dump everyone into a single boat.

woeful viper
#

when this thing will work as intended and alot of people join... you will come back to me and praise me for my foresight mike...

terse elm
#

:-)

errant anchor
#

Hello :)

woeful viper
#

i would prefer seperate servers - one for gaming/server /testing channel and one for general editing and the likes

cursive sleet
#

Hi Cunico :)

marsh canyon
#

Hmm somehow I can't install 3.1.1, it says this upon I try to enable it

hollow fulcrum
#

meh, i had not considered that. that would be a little easier to manage than breaking all the channels up as it is in skype.

and Hello :)

woeful viper
#

basically like its on BI forum...

hollow fulcrum
#

i get what you're saying for sure, and inclined to agree. chit drives me nuts also.

marsh canyon
#

Huh I have merge LODs option whatsoever, disregard my last

stuck oyster
#

Hmm maybe 3.1.1 is already old. thonk

woeful viper
hollow fulcrum
#

does it fly?!

woeful viper
#

no, it doesnt talk either... so it wont be a replacement for your dead parrot.

hollow fulcrum
#

/sigh

#

it does look cool though ;)

woeful viper
#

oh wait... yes it does talk

#

well not directly

hollow fulcrum
#

is that a light?

woeful viper
#

it's a field phone... light version

#

the "light" looking piece is a speaker

hollow fulcrum
#

alright, sorry. it all makes sense now.

#

you said not direct, and my brain goes -> ACRE route. so why would it be a speaker.. haha

hollow fulcrum
#

ahh hahaha, thats awesome. 👍

#

that is a horrible thumbs up icon..

errant anchor
#

Am I allowed to post pictures?

hollow fulcrum
#

i believe so

#

depending on the general reaction, we'll go from there.

#

think most of it auto formats actually.. on image links.

errant anchor
woeful viper
#

neat

errant anchor
#

Still a WIP but its a start

woeful viper
#

i cant do wrinkles properly for the life of me...

errant anchor
#

same here lol

hollow fulcrum
#

that looks really good actually, keep that going for sure. :)

errant anchor
#

I can honestly say I've redone the pants at least 5x

woeful viper
#

well that looks pretty solid to me

errant anchor
#

Thanks, I was going for the more natural look

#

vs my other models where it's just like "lets put some wrinkles on it".

#

Thanks :)

hollow fulcrum
#

only thing that jumps out at me is the pulling behind in the knees. if it were like that in RL, i'd be wearing shorts.

woeful viper
#

better then my attempts... (i gave up after 2 reworks and used marvelous designer instead)

errant anchor
#

Yeah, I was going off different pictures but thats the area im kinda working right now

#

kinda a pain in the arse

hollow fulcrum
#

looks really good though man. i can see the attention to detail.

errant anchor
#

Thanks :)

woeful viper
#

before you go into crazy detail though... remember we are talking about arma here. So half the detail will get lost :P

errant anchor
#

yeah, kinda.

#

A lot of whats on it right now I'll be able to capture prety easy.

hollow fulcrum
#

lol its not that bad.. but.. it is arma.

errant anchor
#

Im not gonig to add fabric detail and stitching to the model like previous versions.

woeful viper
#

i think if at all, it would be better to just apply that via texture painting

errant anchor
#

yeah, exactly my plan.

hollow fulcrum
#

^^ is what i would do also

#

but would for sure do it.

#

i mean if you're doing it right, do it right.

errant anchor
#

Agree.

woeful viper
#

err... i would have wanted to give you a thumbs up. but the emoticon thing only shows a gazillion of stupid faces that i have no clue what those are supposed to mean o0

errant anchor
#

lol

woeful viper
#

are those memes? must be i guess... reddit/twitch barf

hollow fulcrum
#

nah i dont think so.. there are some pretty common ones though. i miss the old doom icons.

#

and still do :godmode: !!

woeful viper
#

ThunBeast ???

hollow fulcrum
#

lol, i can not account for all of things. this is true.

woeful viper
#

<insert random face> emoticon. bravo internet

hollow fulcrum
#

you know it helps.

woeful viper
#

the icon for emoticons also happens to block the end of longer texts...

#

unless i brought this upon myself by trying to install betterDsomething and failing... a distinct possibility

hollow fulcrum
#

lol

#

i didnt notice that to be honest.

west otter
#

Hello everyone. I'm trying to get into modding for my MILSIM unit but can't find a working download for Eliteness. Is it broken? If so is there a good alternative?

marsh canyon
west otter
#

The code execution cannot proceed because DePbo64.dll was not found. Reinstalling the program may fix this problem.

#

This is the third time i'v e installed Eliteness from that website

marsh canyon
#

You need to install DePbo as well

west otter
#

Do I need to install everything from that page?

marsh canyon
#

Not everything AFAIK, but in doubt, that's a good way

west otter
#

AFAIK??

marsh canyon
#

As Far As I Know

west otter
#

Gotcha

stuck oyster
#

you dont really do anything with eliteness btw. its not the correct tool for other than viewing some data statistics

#

pboProject is the tool for pbo packing

terse elm
#

about to test drive ur mkv mr hatchet

cursive sleet
#

Do anybody know where GNAT is? havent seen him active in a long time

hollow fulcrum
#

i hope it floats 😮

terse elm
#

me too hha

#

ur in luck it floats

hollow fulcrum
#

sweet, really hope to update that this week.

slate epoch
#

Gnat? No idea

#

I liked his Oxygen tutorials, those got me into modding :D

hollow fulcrum
#

Gnat has been AFK for a bit.

terse elm
#

well hatchet hats off to you its quite impressive

hollow fulcrum
#

ah, ty sir. she needs some work, but it's been fun, mostly.

terse elm
#

handles really well too

warm trench
#

Don't suppose you could remind me what the trick is for telling Arma that something is transparent, could you?
Just trying to add a semi transparent lens to a weapon attachment and I know there's something I need to do within object builder to get this to work but can't remember what it is...
(Alpha should be set in the .paa as is the forcenotalpha on the geom LOD.)

I've been searching the channel and my notes and annoyingly can't find it!

warm trench
languid charm
#

Is it possible to prevent physical object from pitching and rolling without blocking movement.
setVectorUp for whatever reason stops movement.

stuck oyster
stuck oyster
languid charm
stuck oyster
#

Unit as I'm character?

languid charm
#

can't use players collider because ropes don't work with player model

stuck oyster
#

Yeah I'm following

#

And so when it's pulled up it goes all wonky

languid charm
#

mostly when it encounters small ledges.

stuck oyster
#

It's good to see someone exploring this concept! 👍👍

#

How much does it weight?

languid charm
#

against smooth surfaces without significant offset it is fine

stuck oyster
#

One thing that could help a bit is to make the geometry very bottom heavy

#

And other could be to make its top more pointy instead of round

#

The steeper top angle could steer it away from ledges

languid charm
stuck oyster
#

Do you have a P3d for it?

languid charm
#

yes

languid charm
#

Making top pointier helped slightly but I would hope for something with a more pronounced effect.

languid charm
#

Is it possible to make geometry slippery instead of having default high friction?

obsidian egret
#

Abit off topic, but im on the hunt for these buildings, They look arma 1 era to me, has anyone seem them before? Flashpoint arma2/1. Would be really helpful if someone knows.

inland pawn
#

Is it possible to attach rtms to a vehicle? Or does it need to be a script

languid charm
# stuck oyster

I ultimately solved the problem by going to spherical collider that can roll without issue as capsule was sliding poorly.

stuck oyster
#

and scripting would need to be used to run those rtms as I dont think there is any native way to connect actions to it

inland pawn
stuck oyster
plucky pecan
#

The problem with this right now is that only the people that know what they are doing have come across. There are no questions for me to anwser. :z

wraith tendon
#

You mean those glorious Answers like "Look in the Samples" or burner like "SAMPLES!!!111oneoneone"? :D

plucky pecan
#

hahahaha So true I won't lie.

wraith tendon
#

:D

plucky pecan
#

I mean someone has to tell them right?

wraith tendon
#

but most of the stuff is.. meh. not very helpfully

plucky pecan
#

Atleast most of the variables are commented.

warm trench
#

I don't suppose there's any way to shed multiple light sources from a single weapon accessory is there?
I've tried adding a second Flashlight(2) class, inheriting from the official Flashlight class but as expected, that doesn't work.

I was just trying to get slightly nicer overall effects than just the inner/outer cone angles.
Perhaps I'll have to investigate the flashlight volumes further?

stuck oyster
#

Don't recall seeing any with more than one light at least. blobcatgooglythink

tender hemlock
#

What is the transparency issue here?

charred bolt
#

_co texture?
Supershader rvmat?

tender hemlock
#

This is what happens when you enable HBAO+ in game settings

#

it fixes itself when i close HBAO+

stuck oyster
#

texture contains transparency

#

so game thinks its transparent

#

and then HBAO reacts to it like that

harsh wedge
#

am i doing something that's causing all the p3ds i include in a mod to take forever to open ingame?

#

nothing too bad but still a sizeable freeze of a few seconds compared to the usual near instant

#

though they arent my models if it helps, just stuff ive been given

inland pawn
harsh wedge
#

seems weird though because the mods the assets are originally from load them instantly

#

am i forgetting to binarize something?

#

should p3ds already be binarized before addon building?

inland pawn
harsh wedge
#

they've all been given with permission

stuck oyster
harsh wedge
#

vests
made by ookiejamie
given by ookiejamie
packing them again because the original was made for aegis and I'm retexturing them and putting them in an rhs related mod

#

the defender vests to be specific

stuck oyster
#

Retexturing via hidden selections not enough?

harsh wedge
#

no? like i mentioned I'm repacking them to avoid extra unrelated dependencies

cedar coral
#

I hope we can get Mikero over here? He seems pretty happy in Skype channel....... :-(

wraith tendon
#

He will, sooner or later :P

cedar coral
#

lol. a question for @woeful tartan -- Could we get a playwithsix and map builder channels? I think that would bring the community closer together?

wraith tendon
#

Or do you mean the Tool Map Builder?

cedar coral
#

yes, sorry, neo's map builder tool

velvet kite
#

im trying to write the configs for a German Flak 37 8.8cm and can not seem to find the information on the ammunition explosives used. Or the bore twist etc to use it in ACE3.

charred bolt
harsh wedge
#

alright, will do. thanks for the advice

last spindle
#

So it said i have a mention somewhere.....but it doesnt show me, and i dun wann go through the history :s

twilit depot
#

Does anyone know the cause for why buldozer isn't syncing actions with my Object Builder, e.g I edit a UV pos in O2 and it never updates in Buldozer, furthermore, if I go to alt-f4 buldozer, it basically takes 5 minutes to actually close and freezes up the application.

stuck oyster
#

is it very heavy model?

#

thise can take long time to refresh

twilit depot
stuck oyster
#

odd then. off the top of my head dont have any ideas unfortunately

ember heart
#

@errant anchor <3

cursive sleet
#

Is Cunico online?

ember heart
#

Was earlier judging by the history

cursive sleet
#

Ok. The IOS App for discord is nice :)

hollow fulcrum
#

Yeah I much prefer the dark theme also. Although you can't mute channels/notifications like you can with the desktop app.

cursive sleet
#

I agree

hollow fulcrum
#

all in good time though, all in good time.

#

speaking of time, im going back to bed.

#

(teething children, so annoying at times..)

cursive sleet
#

Okay have fun :P

woeful tartan
charred bolt
twilit depot
#

Doesn’t matter if it’s the most very basic thing in the world

#

The UV stuff was just an example

#

Textures won’t update, rvmat changes, etc

#

LODs

#

It’s like bulldozer has a bad connection to O2 lol

charred bolt
#

So if you start a new p3d and make a cube, when you open it in Buldozer you see a previous complex model?

undone pine
#

Hello guys, I'm having trouble making pbo's with the new version of PboProject. I'm having a problem when it comes to test the .rtm. It says I'm missing a skeleton bone but it's everytime a different one.

.using \HL_Veh_14\RTM\model.cfg to test Driver_Dodge_Durango.rtm
===using OFP2_ManSkeleton to binarise rtms===
skeleton is missing '┬¿;G├┐├ÿ☺'
.preprocessing files produced an error

#

I have the 3.59 version of Pboproject. I apologize if it's the wrong section to post this question !

last spindle
#

does anyone know if i can use 'time' animation source in ammunition model classes? well for the purpose of spinning fins on a long range arty shell

#

?

#

or if animations will work at all for ammunition, not that it wll ever actuall even be seen lol, but looks good in slow motion videos

twilit depot
#

I’ve tried reinstalling and validating the install files for O2 already

stuck oyster
twilit depot
#

I don’t know if there’s some stuff on my p drive I could try removing

#

Or running a compat mode on O2

undone pine
stuck oyster
undone pine
#

Do you have the link? I did'nt find it on his website. Or I'm literally blind ahaha

wraith tendon
#

hmm, good question

stuck oyster
#

It's probably linked in the all in one launcher and mikeros wiki

undone pine
#

Thanks 🙂

charred bolt
charred bolt
#

I'd recommend you set-up buldozer using mikero's tools, not the Arma3 steam tools.

twilit depot
#

? I'm using the params from the PMC wiki

#

And I've used these parameters before for like years until this suddenly started happening

#

So I dunno

#

I wasn't aware there was a buldozer setup through Mikero's stuff 😅

stuck oyster
#

Could try verifying Arma tools

twilit depot
#

Then again it's been 2+ years since I've actually setup my work stuff

twilit depot
civic forge
#

Hi All, im trying to work out the shadow lods, everything is correct in-game apart from this one area - https://imgur.com/tGcfWJC, ive set the mesh to triangulate and sharp, any other suggestions?

stuck oyster
twilit depot
#

Well, I do know that I setup my work drive with Arma3p

twilit depot
#

Suppose I'll verify again and maybe try running it in a compat mode

stuck oyster
#

Worth a shot

twilit depot
#

It's only O2 that I have this issue with

stuck oyster
#

Oh and try swapping the Arma 3 exe between 32 and 64 bit exe

#

For buldozer launch path

twilit depot
#

TB works fine

#

I've tried swapping between the 32 and 64bit exe and I found that there's a higher latency with the 64 bit version

#

for whatever reason

stuck oyster
#

The tools are not exactly known for consistency notlikemeow

twilit depot
#

I wonder actually

#

If it's because the tools themselves are on a separate drive partition

#

Than my work folder

#

Like physically I have the tools on my HDD and not my SSD 😅

#

I'll try that haha

twilit depot
#

No luck, so I guess I'll let it stay broken

wraith tendon
#

erm... Okay, something very very new for me:
Starting Arma with Addon -> Circular addon Dependency in 'AddonName'

#

Okay, now start the game with param: "No Logs" enabled in A3 Launcher -> It starts oO

#

(no error Msg)

last spindle
#

you have and addon1 the requires and addon2, and addon 2 requires addon 1, comes from the part of cfgPatches

wraith tendon
#

"" now start the game with param: "No Logs" enabled in A3 Launcher -> It starts oO ""

#

+It does not, thats the point

last spindle
#

yeah but it is something that shouldnt happen, i would bet that it would work,but it is just not good

wraith tendon
#

class CfgPatches
{
class AW_B_Houses
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
};
};

#

Thats it, so...

last spindle
#

if things are built using mikeros tools, make sure that it isnt rebuilding the requiredaddons

wraith tendon
#

hmm. good point. Ill take a look

#

aannnddd it does...

#

But still: Why doesn't it detect it, when No Logs is enabled? strange

last spindle
#

probably because no-logs is turning that part of the debug off, it doesnt generate logs, makes sense that atleast some error checks are not bothered with i guess, or is just a bug

wraith tendon
#

tbh, that should be still enabled.

white jay
#

why does my model look soggy

#

don't answer this seriously I have a lot to learn first

stuck oyster
white jay
#

I made it

unkempt token
#

Object Builder tends to display things funky with solid-fill faces in my experience. If you aren't happy with it you could try using an edge split modifier before exporting from Blender, assuming you made it in blender.

white jay
#

it's

#

work in progress

stuck oyster
#

I'd suggest marking up sharp edges and keeping the object in. Smooth shade mode so you can see the sharp/soft surfaces

#

Also the Armatoolbox P3d export should export auto smoothed sharp/soft edges

rapid tree
#

so idk where to ask this but for my mods i want to add decals to arma 2 vehicles, i know how to make decals in general etc but sometimes i have to follow the shape of the model for a decal, can anyone explain me how i can connect single points to form a plain or something like that ?

stuck oyster
#

Depends on the program used. Check manual.

rapid tree
stuck oyster
#

Id strongly recommend something else for easier modeling

white jay
#

tho I did create my first mod

#

worked with the files of a face mask and accidentally made mario kart

woeful viper
#

@last spindle yes you can use time for ammunition, i saw someone making spinning razor disks in arma2

#

however... i wonder if artillery ammo models follow the angle of flight path... because if you use a tracer on a bullet it stays in the direction is was fired into, no matter how steep it drops. From what i can remember, havent tested that stuff in a long time

unkempt token
#

Here's a new one. I've got a bunker model with 2 doors. Door01 works great... Door02 doesn't do anything. I checked the config and model, it is bulletproof from what I can tell- tried troubleshooting by removing/renaming door01 things to door02 things but no dice, and in the p3d file itself, it all looks good. But in OB + in game, only Door01 will animate, door02 just doesn't seem to exist. Am I missing anything obvious? I can post config if needed but I think it's solid after this troubleshooting.

#

P3d name matches classname matches skeleton name

unkempt token
#

Okay, I've done a ton of troubleshooting- it seems that the Named Selection in 0.000 is not being found by the config. The other door works, but Door02 doesn't, I tried renaming, redefining, etc. Nothing.

unkempt token
#

This has me so stumped. I totally cleared 0.000 and reimported the mesh, redid all the named selections for door01, door02, and the camo for hiddenselection, and STILL nothing- Door01 works fine, Door02 wont recognize at all. The memory points for Door02_axis and Door02_trigger worked when I tied them to Door01

charred bolt
umbral shuttle
#

I have a vehicle with a Buoyancy lod, and then in Geometry have the named property of Buoyancy = 1 and in game it does float but cant move/turn once in water. I am inheriting off the base arma 3 badger that does float so config wise I am 99% its okay, so is there anything else I have to do in object builder to make a vehicle moveable in water?

stuck oyster
#

they are done in pairs

#

you dont have a door2 bone at all right now

#

just door1 that has non existing parent bone door2

unkempt token
#

Oh my god facepalm that worked

#

As always, thank you so much again haha

stuck oyster
#

always good idea to look how the samples do things, they cover most if not all of the basic setups

charred bolt
umbral shuttle
charred bolt
#

Yes, sorry not at pc to be more helpful. Change that value initially before looking at other physx related values, such as engine power and drag/friction.

umbral shuttle
#

Okay will try, tho I suspect the values to be correct enough where it should move a little bit. Maybe the mass being 600 is an issue so I can try toying with that

white jay
#

is this guide outdated

woeful viper
#

4 years, that was practically yesterday... still usable

marsh canyon
#

If is a valid guide, though

#

Model wise there is no real significant change since then, not sure if there is some major config change but most unlikely

stuck oyster
#

The bleder ui has changed since but the process is same still

white jay
#

thanks

white jay
hollow fulcrum
#

:coffee:

slate epoch
#

:P

hollow fulcrum
#

oh, it actually works in the app. i was on the phone app at the time. well, that makes me feel better.

#

""however... i wonder if artillery ammo models follow the angle of flight path... ""
@woeful viper for some reason i want to say they follow the trajectory. but can't find that video.

#

be interested in knowing myself for sure.

inland pawn
#

What controls where the model makes contact with the ground?

#

Is that LandContact?

#

Or geo?

charred bolt
# inland pawn What controls where the model makes contact with the ground?

LandContact determines how it sits in Eden Editor on in-game if not physx (incl a physx vehicle set to "simple object").
Geometry LOD controls collision with non-physx objects (like people).
Geo Phys LOD controls collision with physx objects (like grenades, other vehicles, buildings)
For a physx vehicle, how it sits on the ground when live, is controlled by physx config values and p3d memory points.

stuck oyster
#

put axis memorypoints in correct place blobdoggoshruggoogly

vestal flint
#

Do you have any tutorial for this?

marsh canyon
#

Putting a memory into a right place has no tutorial I think. What model.cfg does this? Check axis, move memory where the door should rotate

marsh canyon
#

The brief look of the axis and rotation relationship. Where the X is the axis and rectangle is the door model itself

vestal flint
#

so the door axis is inverted?

marsh canyon
#

No, not in the right place

stuck oyster
vestal flint
#

i'm going to try thanks for you help.

marsh canyon
#

Brief pic: red X is where your axis, and black X is where it should be

umbral shuttle
#

What happens if there is no LandContact LOD? I assume the geo lod is used? and is there any downside to not having a landcontact lod

stuck oyster
#

some things may rely on it

umbral shuttle
#

Okay I will have it then, I didnt see anything about this but should the points be lower or higher then the wheels in geo lod?

stuck oyster
#

check sample models for reference. a bit under the wheel points is common if I remember right

umbral shuttle
#

Ah okay, yeah the landcontact is higher (like in the wheel) then the geo wheel

bold kindle
#

from my tests with bullet cam i can say that it seems to work for the mk6 and the m4 socher

woeful viper
#

could be that this is the key difference between simulation= shotshell and shotbullet

halcyon bluff
#

Are single LODS supposed to be one mesh? If i have a box, thats supposed to have like a small sign attached to it, does it make sense to make them one mesh or is it just as good to keep them seperate but within the same LOD?

#

Because merging them obviously costs time, especially to make the interfacing faces not ngons

stuck oyster
halcyon bluff
#

Is there a benefit in doing it?

stuck oyster
#

No

halcyon bluff
#

thats a straight forward Answer i can work with

hollow fulcrum
#

hrmm.. so i'm trying to decide what to do with the remote spotlight on the Mk.V ... what I would like is for that crew member to be able to operate it from his seat (which is offset from the light), and i need the gunnerView to basically be where the operators head is, and rotate with the light. ie.. you're looking out the windows to 'aim' the spotlight..

#

hooking the gunnerView point to the light would just not be realistic.. unless i add a camera to it or something..

#

nevermind.. when all else fails add mooooaaarrr animation foo! fixed.

#

now i just need to animate the twin .50s and all is well, less sound foo I think. oh and fix a couple scripts. my crafty physx anchor/ropes system seems to be farkled currently. 😒

woeful viper
#

nevermind.. when all else fails add mooooaaarrr animation foo! fixed.
there is some property "aimturret" or something like that... its used for helicopters gunners to point the turret where the gunner is looking, so that would be ideal in your case

#

@hollow fulcrum turretFollowFreeLook = 0; is the solution

stuck oyster
#

OB needs to be set on DX draw mode as win 10 does not like the old draw mode

stuck oyster
#

there is a blue yellow DX button in the toolbar

#

you need to do that on all viewports

#

and there is a setting to enable it by default in the options/settings in the "file" menu

hollow fulcrum
#

hrmm... i used the spotlight as source for a couple rotations of the gunnerView mempoint. that does seem like a better option though.

#

see if that works..

umbral shuttle
#

nvm figured it out lol

hollow fulcrum
#

the current solution is nice because when you come out of the 'gunnerView', the light stays where it was pointed and you can free look around as a normal piece of cargo.

woeful viper
#

hm ok with follow freelook it will always point

hollow fulcrum
#

yeah, that might be sub optimal. thanks for the info though, cuz i was unaware of that variable in the first place.

woeful viper
#

yeah havent seen this either before, but i occasionally config dump vehicles/weapon configs and skim through every bit there is in sub and default classes

hollow fulcrum
#

i need a current All-In-One config (DEVB). i used to generate my own, but have forgotten how/what/which means to compile it.

marsh canyon
#

Those files should have proper suffix, eg yourTexture_nohq.paa

stuck oyster
#

No, you have multitude of texture type Arma does not use

#

Arma uses older specular gloss type shading and no the more recent metal/rough pbr

#

@deep cargo

#

And yes it makes things somewhat more complicated

#

You will need to learn how to convert the files

marsh canyon
#

Most of Arma models can be decent enough, or under the limitation are stll nice

#

SOGPF models are one of the examples

stuck oyster
#

Using wrong kinds of textures can have negative impact on how things look

#

Like pbr albedo is too plain and roughness metallic can't really be used at all as they are

#

So yes I would say it will look bad in comparison to what you might expect it to look like compared to some proper pbr render

cedar coral
#

@woeful tartan fair enough on the text channels.

warm trench
#

Does anyone know what the vanilla laser.p3d looks like?
I've got some ideas I'd like to try for changing laser appearance a little and spotted @marsh canyon had made a version to play with laser effects in the blurry laser mod.
Any info available anywhere?
Not sure if Polpox would be willing to share an image or something of what the model and UV sheet needs to look like?
(Googling/searching produced nothing so far!)

marsh canyon
#

IIRC it should be the same with A2OA laser

warm trench
warm trench
# bold flare gib path to it

Not sure I know what you mean. I know where the original A3 version is but I'm 99% sure it's an encrypted pbo so can't see what it looks like.
(Will double check that's the case though.)

bold flare
#

yes i want that path

#

it won't be encrypted

warm trench
#

standby...

#

A3/data_f/laserBeam.p3d

bold flare