#arma3_model

1 messages ยท Page 6 of 1

warm trench
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Many thanks!

I think to get the full effect I'm after for all configurations, I'd need attachments that you could have 2 light sources plus the IR beam turned on at the same time but will do some experimenting.

(2 light sources as I'm doing LLMs with combined IR pointers and illuminators and I need one light source for the illuminators)

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(Most appreciate the very speedy replies!)

bold flare
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lightsource and laser at same time is possible
but two light sources isn't ._.

warm trench
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Thought so - yeah, first one I'm already doing a lot of. Thanks.
Need to think more cleverly then...

bold flare
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attachTo now supports attaching to specific bones, so you can make it follow the players hand precisely.
And you can now create directional lights via script.
So you could script that

warm trench
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I wish I could!
I can model, bake, texture, config etc. But have close to zero scripting skills.
Might have a friend that can help though...

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There's already an effect where when the laser beam hits something, you see additional scattering of light. I don't know if this is hard coded, hidden in a config somewhere or just a function of the emissivity of the laser beam itself?
But it's basically this effect that I'd like to make bigger and my crude thinking was originally to do this with an additional light but you've confirmed this isn't possible through 'normal' means if I'm already using the light for an illuminator.

So the info you've provide will already stop me spending time trying to do something that's not possible - so most appreciated

bold flare
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The laser beam has a lightpoint at the end if it hits something

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its controlled with irDotSize config entry

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look in discord search for irDotSize, you'll find more properties

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Actually its not a real light, its a 2D image that looks like a round light flare-ish

plucky depot
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Tried it for Helmet/Uniform lamps mod I was doing and it was not so great ;<

last spindle
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@woeful viper because if you use a tracer on a bullet it stays in the direction is was fired into, no matter how steep it drops.

Yes, that is true for all ammunition classes it seems, i remember it from when i tried about 6 different ways to make a water cannon, it was next to impossible to change the direction of the model, it seemed to automaticaly place it on the flat trajectory they way it wanted it

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well anyways, im sure Nou is actually planning on just spawning the projectile and controlling its flight path in some funky way to have it behave like real life, where it comes down almost vertical on the target, im talking GPS guided 155 btw

warm trench
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I've not had much luck with irDotIntensity (Doesn't seem to have any effect from the testing I've done.)
But irDotSize is very useful.
@bold flare - you mentioned that it's a 2D image that looks like a light - could you provide more details on what it uses?
Possibly increasing the emissivity of this could be very useful

stuck oyster
warm trench
blissful spire
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oddball question - is it possible to show a passengers weapon using a proxy location in a vehicle when they are inside?

stuck oyster
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some do, some dont

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the passenger sitting animation dictates where the weapon is if it is visible

stuck oyster
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mostly issues can come from different sized weapons that poke out of the vehicle

blissful spire
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thats true

stuck oyster
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so typically they are hidden

blissful spire
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wanted to make it look like they were sitting on a rack but the different size weapon issue would cramp that

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i suppose i could do a simple if/then check based on number of passengers to show/hide some parts of the model

stuck oyster
blissful spire
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damn there goes my cool weapon rack idea for my APC im working on

stuck oyster
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you could have static weapons hide/unhide that fit, but that would not necessarily match what the passengers got

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but could be decent compromise

blissful spire
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yeah thats what i was thinking about doing, but is it worth the extra stuff

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engine resource wise

dusty basalt
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I need to create an object with a very steep surface that I can walk on. Kinda reminds me of how you could easily climb steep rocks in A3. Is there a way to do it so that the player actually can get up and down?

civic forge
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Hey, im trying to setup AI to cross a bridge, is there anything in particular i need to setup in the model or lods?

stuck oyster
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for terrain placement or mission placement?

ember heart
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HP by G.Mery, retopo/uv/bake by me

plucky pecan
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Sick.

civic forge
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Terrain

stuck oyster
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if its for driving youll need it to be created in front/back direction and it will need drive way memorypoints in memorylod (A2 sample have those in case no other reference )

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and when placed down it will need to have road connected to it

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and for easier use you may want to also have ramps on both ends so its easier to align with uneven terrain

civic forge
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Perfect thank you

civic forge
stuck oyster
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the bridge ones ๐Ÿ˜… dont remember the names

civic forge
stuck oyster
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Left/Right Front/Back points

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they form the width of the drive area

civic forge
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ok great, other then that is there anything else i would need to do?

stuck oyster
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correct namedProperties

civic forge
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class = main road and map = road?

stuck oyster
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yeh

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optionally you can also use autocenter 0 if you want easier time with placement if you need to change something in the model

civic forge
# stuck oyster yeh

juts given it a test, the AI just stops before the bridge over the water - looking confused lol, have i missed anything?

stuck oyster
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does it have geometry and roadway too?

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and is it properly connected to road network?

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and big enough

civic forge
stuck oyster
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most of them are like that yes.

cursive sleet
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@hollow fulcrum How many polygons did you have in your scene when you toke that screenshot with the oil rig + boat and the nimtiz?

civic forge
lilac acorn
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Hello, I downloaded a .pbo file from the site. (ZRK 2k12 Kub aka SA-6 Gainful). Unfortunately, the mod was not finished. The model has poor behavioral physics and no missiles, as well as no ability to shoot. I would like to redo this mod, turn the current model into a static one, add my details so that the composition comes out of it. I can work with compositions, but there is one problem. How do I turn this vehicle into a static model so that I can compose it later? Or maybe there are some easier options?

stuck oyster
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I dont know what site you been at but best and easiest way is to make a new model.

lilac acorn
stuck oyster
lilac acorn
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I don't think the original author will mind, the last update was back in 2015๐Ÿ˜†

stuck oyster
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no thats not allowed

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what you think of the matter is not relevant im afraid. its just your guess in your favor

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if it was allowed for you the next guy would use same argument and next one and next one

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so it wont be

lilac acorn
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In any case, I have no experience with anything other than vanilla compositions. So i guess i will leave this idea

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Anyways, thank you for response !

stuck oyster
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๐Ÿ‘ maybe you can find something similar that works in other mods

north sundial
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Awesome job @ember heart cant believe thats only 2.2k polys :)

alpine arch
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@stuck oyster @charred bolt The change to the model I made was to re-do the wheels from simple cylinders to add tyre treads. It's crashing Object builder now on the 1.0 LOD when checking for non-convexity

charred bolt
alpine arch
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142k ๐Ÿ˜ฌ

charred bolt
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That's the issue

stuck oyster
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it is hefty ๐Ÿ˜…

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but alos why you check lod 1 for non convextiy

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geometry lod is where that matters

alpine arch
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Yeah massively, I upped it because I looked at a RHS one and the stats came out at 136k

charred bolt
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buldozer won't function with more than 130-150k 'ish

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It'll still build and go in game, just not usable with buldozer. Whether you should be making a LOD 0 model with 142k is a point that people will enjoy arguing. Most will suggest reducing it for performance reasons.

alpine arch
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Is there a guide number that you tend to go for?

stuck oyster
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what kind of a thing you are making?

charred bolt
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It depends on what kind of vehicle.

alpine arch
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8 wheeled APC/IFV

stuck oyster
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less than 90k perhaps

alpine arch
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The poly budget was decimated when I sacked off using height maps for the treads

charred bolt
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I'd aim for 85k max in LOD 0, that's been shown to be "safe".

stuck oyster
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those wheels are quite excessive

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they probably eat 50% of your polycount right now

alpine arch
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Yeah

stuck oyster
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or more

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not good

alpine arch
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They do, was seeing how far I could push it

charred bolt
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Use a high poly to bake normals into your simpler LOD 0 mesh.

alpine arch
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Alrighty, I'll get the sandpaper out and kill some polys

stuck oyster
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๐Ÿ˜…

charred bolt
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Bear in mind these vehicles are typically driven off-road and much of the tread can get filled with mud, so you can disguise some lack of resolution with nice weathering.

alpine arch
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Good idea, I was considering just doing it with textures in substance but it didn't look as nice as I wanted it to

stuck oyster
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and while the wheel details are cool, they are one of the least seen things

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passengers dont see much of them even in 3rd person

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anyone shooting at it try to shoot from distance

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only someone getting driven over by it see them xD

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basically

charred bolt
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What about the sock-sticky bomb guy? ๐Ÿ˜‰

alpine arch
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I'll maybe just add some treads around the rim and texture the rest

stuck oyster
hollow fulcrum
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@cursive sleet ermm... probably around 300k if you count all the LODs. maybe more like 350k with the Mk.V in there. RV can handle lots of polys just fine, so can modern GPU's, its the section counts that will eat you alive. Granted if you're 1100m or so offshore, it's fairly trivial in the section counts arena also.

alpine arch
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Is that how yours were done? I was having a look at the husky specifically

charred bolt
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Husky is 3k per wheel with full treads. However, we've learnt a lot since then and if I were re-working it, I'd probably optimise it a fair bit. That said, I don't think any performance issues have been reported on it.

alpine arch
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We don't tend to get any with 75ish players and 3 Husky's bobbing around

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Are the bolts just texture?

cursive sleet
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section counts? like in selections?

charred bolt
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No, bolts are mesh.

alpine arch
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Thanks, I'll report back when I'm below 70 - 90k ๐Ÿ˜„

slate epoch
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@ember heart heya ( อกยฐ อœส– อกยฐ)

woeful viper
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i dont think you know the difference...

cursive sleet
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me? well english is not my native languege :P so forgive me if i misunderstand you guys

hollow fulcrum
cursive sleet
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Thanks :)

hollow fulcrum
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thats what im here for ... i think.

cursive sleet
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Btw: What is the recommend normal map res for arma 3? is 4k a bit to high?

hearty pagoda
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take 20k 4k is for loosers

cursive sleet
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Good one

hollow fulcrum
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i use a 4k on the Mk.V's largest texture. but most things are fine with a 2k map. granted many things are 4k in ArmA.

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like buildings (multimaps), and most of the vehicles i think.

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for the sake of history and extra knowledge, there were actually hardware limitations a couple/few years back. but RV has been able to handle 4k maps for quite some time. modern GPU's can keep up for the most part.

cursive sleet
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Okay thanks :)

dusky dragon
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who can tell me what the diameter of the M61 Vulcan barrel is, not a single barrel (which is 20mm) but the entire barrel with all 6 smaller barrels

hollow fulcrum
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hrmm.. i'd have to guesstimate it myself. good ole eye ball works pretty well if you have some decent images.

dusky dragon
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i have a feeling it is 20 cm total, but not sure

cursive sleet
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didnt the FBX file i sendt help you out brian?

dusky dragon
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10 cm just seems to small

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it did, but i am not sure about the size of the entire barrel

cursive sleet
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it look like the barrel in the midle is not biger than 30-40 mm in diamenter

empty aurora
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Hi, I have read ( maybe not learned or understood) pinned messages.
But I ask (before I start my big project to get my model to p3d and work in Arma)

Is there more guides/ videos how to build (this part I almost understand) and get that to p3d and get that works in Arma.

Is there some Basic configs which I can already write or do I always have write all from 0 (for every new object).

Maybe not clear questions, it's Monday, so...

tawdry veldt
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is there a limit to how many hidden selections you can have set up on a model?

marsh canyon
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Let's say I have multiple vertexes. Each have different weight, 0.0 to 1.0, according to my decision.
I have isDiscrete = 0 on my skeleton.
However those vertexes behave like 0 or 1, regardless the actual weight when I apply a translate as an animation. What it could be?

marsh canyon
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PS. I'm using the game to preview what I have, I'm not using Buldozer

marsh canyon
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class CfgSkeletons
{
    class testSkeleton
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[]={
            "bone",""
        };
    };
};
class CfgModels
{
    class testObject
    {
        skeletonName = "testSkeleton";
        class Animations
        {
            class translation
            {
                type = "translationZ";
                source = "user";
                selection = "bone";
            };
        };
    };
};```
This kind of situation (the model.cfg doesn't represent the actual code but only pseudo to tell how it is basically). Anyone has a clue?
marsh canyon
stuck oyster
marsh canyon
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Good to know ๐Ÿ‘

stuck oyster
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Commonly there are less

stuck oyster
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And config making usually uses inheriting to get base attributes from an established common base (samples have this)

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So your new class would just add what you want to change

runic plover
marsh canyon
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Nein! I've just used Diag exe

empty aurora
tawdry veldt
stuck oyster
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๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘

tranquil spire
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IIRC stuff like chimeras or lemans from TIOW use 4+... Or maybe it was the Sentinel

charred bolt
tawdry veldt
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sweet - thanks ๐Ÿ™‚

woeful viper
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look for blueprints of planes/ tanks with it that show it. Then you can deduct the size via known measures (length of tank etc)... provided you dont find a blueprint of the weapon itself

hollow fulcrum
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for what it's worth (i happen to have a M134 model), the barrels taper down at the end. it is a bit odd until you take a good look at it.

civic stratus
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we dont need hidden selections for pip mirrors do we?

hollow fulcrum
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no

alpine arch
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142k to 86k ๐Ÿฅฒ

civic stratus
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didnt think so, i just read something that suggested it and wanted to double check

thorn spire
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Is there a way to make part.of an object reflective

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Kinda wondering the.rvmat for.it

hollow fulcrum
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like actually render the environment around it? no. best you'll get is shiny stuff. you could use a PIP to make a mirror obviously. but thats about it for those things.

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and thats kind of screwy in it's own right.

thorn spire
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Np i was thinkin like those marker poles along roads

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Wich have reflective stripes on them

hollow fulcrum
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ah, well in that case, yes there are things you can do to make that more effective via the .rvmat/maps.

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actual 'reflection' though, light bouncing back at you.. is a no go. you could make the reflective bits have some self-illumination (very little). and make those stripes stand out more with the .smdi map.

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would look pretty good with the current dynamic lights for vehicles.

thorn spire
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Have to think about it

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Ty

civic stratus
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whats a good fov for vehicle mirrors? 0.7 looks REALLY zoomed in

hollow fulcrum
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really depends on the mirror honestly. first things first, make sure you stretch out the UV for the PiP.

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if you've done that properly (it needs to remain in scale if not square, and centered*), then just do whatever looks right. and do us all a favor by taking the time to look at it several times to make sure it's useful. :P

civic stratus
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I'm seeing renderVisionMode 4 for mirror, but I'm seeing 0 used in the samples for HDR

hollow fulcrum
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i can not account for many things in the samples. or lack of things thereof.

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0 im pretty sure is HDR.

civic stratus
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it is

hollow fulcrum
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look at it, at night, and it will all make sense.

remote fulcrum
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Hi there!
I want to make a new IDF mod, focusing on the repair units. M-113 Fitter / Repair, M-88...
With this, I want to add spare parts requirement, to make the logistics a little more realistic.
Can these be done?

stuck oyster
remote fulcrum
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I can help with textures and info... I still serve in the IDF reserves...

stuck oyster
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I think you misunderstood. its going to be a lot of work for you

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its unlikely anyone will do it for you

remote fulcrum
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I don't know how to model... (yet, apparently.. ๐Ÿ™‚ )

stuck oyster
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that is the price of wanting X mod

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๐Ÿ˜…

civic stratus
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will the stars be alligned?

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jokes aside, my pip classes have all the same values besides their position/directions, and the mempoints have the same angle, so why would one be pointing in a different direction in-game?

hollow fulcrum
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can only be one of 3 things. UV, mempoints, and/or definitions of said mempoints. you have an image? be easier to tell.

civic stratus
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i do

past canopy
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I do most stuff in 4K and some in 2K.... If your PC has a lot of trouble loading 4K textures for weapons you should get a new PC

terse elm
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hatchet u got a few mins?

hollow fulcrum
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aye, about 19 as of right now.

terse elm
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cool il hop on ur ts

hollow fulcrum
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k give me a sec, be there.

terse elm
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can u pm me the address again, it dont bloody save

hollow fulcrum
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you fail to mash buttons. lol, one sec

lilac acorn
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Hello, can you please tell me what parameters will affect the size of the object in the game itself?

stuck oyster
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The actual size of the model.

lilac acorn
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The thing is, I wanted to make a drink can by just making it a little bit bigger than a vanilla can, and smoother

charred bolt
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Each grid square in Object Builder is 1m, and the same in game.

civic stratus
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so in one, you can see the horizion, and the other seems to be angled down towards the ground, yet both dir memory points are in line with their pos counterparts

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i would expect the issue to be caused by the dir point to be lower than the pos, but thats not the case

orchid spruce
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can someone clear up something regarding fire geometry and the plate materials? let's say I have a geometry shape that is just a 10x10x10cm cube and apply a 10mm plate material to it, the way I always understood is that arma will then basically treat that cube as being hollow while having 10mm thick walls, like in the image, is that correct?
https://i.imgur.com/ioUQVht.png

slate epoch
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just in case check UV map

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if it isn't somewhat disorted

halcyon hill
pallid island
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If the fire geometry is thinner than the Thickness value, the actual geometry thickness is used instead. If the fire geometry is thicker, the Thickness value overrides it and is used. The game does take into account LOS thickness by evaluating an incoming projectile's angle-of-incidence (relative to the geometry normal).
https://community.bistudio.com/wiki/Config_Properties_Megalist#Thickness ๐Ÿค”

orchid spruce
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that's where my confusion comes from

pallid island
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sounds like one 10mm penetration if the cube is a single component

orchid spruce
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if it were to then treat a 100mm thick cube as 10mm thickness, how the hell is a shot that's supposed to be able to penetrate 15mm going to behave

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will it just skip the whole inside area and come out the other end? because I don't think that's how that kind of stuff behaves in the actual game

pallid island
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but the doc does indeed sound like that from what i see. I wonder how would the acceptable testing setup look

orchid spruce
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I've done vehicles where the firegeometry was just basically a block of the whole hull with like a 15mm thickness armor material applied

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and I'm pretty sure it didn't behave like that

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because if there were units that would be inside that block, they would get hit

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which would then suggest it does behave like in my image

stuck oyster
orchid spruce
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yeah

pallid island
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well, quick and dirty test results. MX with ammo caliber of 1 and weapon initSpeed of 800. Theoretical penetration (15*1) * (800/1000) = 12 mm.
1 m cube with one geometry component and "\a3\data_f\penetration\armour_plate_7mm.rvmat" material - bullets penetrate (and they shouldn't if two walls are calculated).
Similar cube with "\a3\data_f\penetration\armour_plate_12mm.rvmat" material - no penetrations at all (i think because the bullet loses a bit of speed when traveling, making its theoretical penetration lower than 12).
MX SW with the same ammo and initSpeed of 880. Theoretical penetration of 13.2 (10% higher).
No problems penetrating the "7mm" cube.
Barely penetrates "12mm" cube.
Experiment seems to confirm both "only one penetration per component" and theoretical penetration formula ๐Ÿคทโ€โ™‚๏ธ

orchid spruce
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but what is penetration in that context? if there is something inside that cube, does it get hit? does the bullet come out the other end?

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also what is that penetration formula?

pallid island
orchid spruce
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can you try to put something in the middle of that cube and see if that gets hit in your example?

pallid island
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with the _unit setPosATL getPosATL _7mmCube bullets that pass through the cube damage the unit. With the "12mm" cube bullets don't seem to reach the unit.

orchid spruce
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but then that would contradict that bit in the wiki you linked, as it means the bullet path is calculated inside the geometry as it hit the unit

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and if the 12mm one gets penetrated but the bullet doesn't go past the penetration

pallid island
orchid spruce
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so at the end of the day, if you say that the unit inside the geometry did get hit, then it sort of does behave like in my image

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with the exception that the bullet doesn't seem to lose any power upon first penetration in that case

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if it can go in through one side of the 7mm and go out through the other

pallid island
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bullet seems to lose the power on first penetration, judging by the fact it needs 5 hits to pelvis area to kill a test dummy ๐Ÿคทโ€โ™‚๏ธ

charred bolt
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You wait until you start adding in hitpoints and try to figure that out too, it gets even more messy. Best to use armorComponent tank dlc type methods.

orchid spruce
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also back to that formula, I've seen some configs use something like this for caliber
caliber="(160/((15*780)/1000))";
which seems like slightly different from that formula in the wiki but still seems to work the same way?

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with 160 being mm of penetration and 780 being projectile speed

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I guess that formula is somehow created from the one in the wiki

pallid island
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๐Ÿคทโ€โ™‚๏ธ i choose to interpret that as "if a bullet can penetrate the component - it travels all the way to the exit point in straight line in a single frame"

orchid spruce
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well it's not a single frame if it hits something along the way

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I guess maybe it still does a trace between the entry point and the exit point to check if there is something inbetween

charred bolt
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It's why overlapping fire geo isn't generally recommended, leads to unpredictable results.

orchid spruce
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yeah but it does mean that for something simple like an APC that is only protecting against small arms, making just one big geometry shape for the hull and applying a material of like 15mm or something works well enough

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like for an m113

charred bolt
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You can, but doesn't your APC have hatches or doors that open? I use hollow geometry for such things.

orchid spruce
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it depends on the APC

pallid island
orchid spruce
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in some cases the hatches are small enough and open so rarely that it's not an issue

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for an M113 ideally it would be open since the cargo doors might be open

pallid island
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"inverse" as in "getting caliber from penetration instead of vice versa"

charred bolt
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The M113's in SOG are hollow geo if that's any interest.

orchid spruce
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oh is it, I'm bad at math so I didn't get that

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yeah cause those have the cargo doors openable

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but for something like a soviet APC that only has small hatches on the top or something, that you might as well not bother even animating, it would be fine

charred bolt
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Not if you want to avoid overlapping fire geo, and also want to place things like engine blocks, fuel tanks etc inside, and use the armorComponent method for damage. Fire Geo can be quite complex, much more so than the other Geo LOD's.

pallid island
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well, separate walls can improve the calculation of overpen ๐Ÿคฃ

orchid spruce
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but hitpoints inside of a fire geometry shape still will get hit, won't they?

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and if something from a proxy inside will get hit, wouldn't armor components then also get hit?

charred bolt
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With armorComponent, hitpoints become almost redundant, only being used for explosive damage calcs

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With using the old method, hitpoint placement, how they overlap or are contained inside fire geo, and through how many fire geo components the bullet passes becomes very important

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Your work to check what is happening is good stuff though - I guess you realise you can use dev branch diagnostic exe to change to a "Fire Geometry" view, and also enable shot tracing to visualise bullet impact and penetration.

orchid spruce
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but armorComponents being inside other firegeo components would still take hits, right?

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if the outer one is penetrated

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it's all so confusing

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I hope it's more clear in the new engine

civic stratus
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i streteched it like hatchet suggested

fierce breach
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are there shirt templates that we can use to make textured shirts

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for models

stuck oyster
fierce breach
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like free ones

stuck oyster
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no

fierce breach
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kk

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i thought i could edit some vanilla arma shirts

stuck oyster
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you can make retextures

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but you cant have the models

fierce breach
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that looks like this

fierce breach
stuck oyster
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retexturing is made by just painting textures

fierce breach
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shirt models

stuck oyster
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no

fierce breach
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are there any base player models?

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so i would know whats the perfect size

stuck oyster
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there is a sample character in the Arma3 samples on steam

fierce breach
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oh

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damn where do i get it

stuck oyster
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on steam...

fierce breach
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i have the arma tools

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kk

#

i guess i have to find in community workshops

stuck oyster
#

no

#

its in the same place the tools are

fierce breach
#

oh

#

will see

#

got it

stuck oyster
#

also if you find free models on internet make sure they are not ripped from other games. Using such will result in ban

fierce breach
#

got the model

#

but how do i add the material and texture from the sample files

stuck oyster
fierce breach
stuck oyster
#

I mean what do you try to do there

fierce breach
#

just to see how to import all assets

#

of a model

stuck oyster
#

its not universal

#

depends what kind of model and other files you got

fierce breach
#

i want to import a cap

#

with its color

#

and material

stuck oyster
#

this cap?

fierce breach
#

yes this cap

stuck oyster
#

well for general "how to use blender" you should be able to find all kinds of tutorials on how blender works

fierce breach
#

but the files are different in here

#

thats why i am confused

stuck oyster
#

that usually means a file needs to be converted to another file type

fierce breach
#
.P3D - model
.FBX - animation
.max -??
stuck oyster
#

those are different model formats

fierce breach
#

ohh

#

so fbx can be a model format

stuck oyster
#

usually it is a model format

fierce breach
#

ic

#

then where do i get texture of the cap

stuck oyster
#

you probably need to get it from the game files

fierce breach
#

kk

#

that means arma samples tools wont give the texture

#

only model

stuck oyster
#

the models are just examples

#

not especially meant to be actually used

#

well they can be used but they are not that great

#

they should be compatible with textures for same models in game though

fierce breach
#

is there a entire guide for importing models in arma

#

like a documentation

stuck oyster
#

there are couple of tutorial series but nothing 100% complete

fierce breach
#

kk

thorn spire
#

Any idea.how much would be good polycount for LOD 0 on helmet

#

Got it under 5k

hollow fulcrum
#

@civic stratus try rotating the UV 180.

#

@white jay Helmets can be higher than most objects because of all the curvature. but i'd say somewhere around 2.5k should be plenty in most cases.

thorn spire
#

@hollow fulcrum k ty

hollow fulcrum
#

and i really shouldn't say they can be higher. it really just depends on what you're modelling, and how much detail you really want there. beyond that though, is the legitimate concern of 'performance', and to that extent, as few as possible to maintain the desired amount of detail, is the general rule.

#

we sometimes battle 50-60 AI in a pretty tight area. if they are all wearing 5k helmets.. it adds up. especially with everything else in the scene. so small, repeating, used often things, really should be 'optimized'. and equally important, is having the additional resolution LODs for performance. Amazes me how many guys don't invest the time to get past a single resolution LOD.. ๐Ÿ˜–

civic stratus
#

should I do something for the faces of my mirrors in the lighting & shadows category?

hollow fulcrum
#

nah, pip is pretty straightforward.

civic stratus
#

having to resize uv's doesnt really seem too straight forward to me, lol

hollow fulcrum
#

well, it's actually pretty common stuff. is a DX function :P

#

they really do need to stay centered also. although you can do some interesting things if purposely mucking about with these things.

thorn spire
#

@hollow fulcrum thats the thing, saw game read helmet model for A3 lod0 was 20k

#

But what about having 100 guys havin those

hollow fulcrum
#

and you guys think i use to many polys on occasion. that seems somewhat retarded to me.

#

but, that LOD only fires when within a certain distance.

thorn spire
#

Yea

#

Well cant bash the moddee

#

R

#

Hes quality is amazing

hollow fulcrum
#

i made a really terrible YT video using a testing thing I made some time ago. regarding LOD's. im really suprised there is a 20k LOD zero honestly. but if it looks good and works. so be it. which model is that?

thorn spire
#

The NOraf mod

#

Atleast I got the impression on forum it was rdy

#

As for lod0

hollow fulcrum
#

oh, i thought for some reason we were talking about A3 assets.

thorn spire
#

L ok

#

"l

#

My baf

#

"d

hollow fulcrum
#

if BIS did that, i'd be really suprised. ;)

thorn spire
#

What about vehicles, tanks

#

We got ifv rdy

#

Its round 9k

#

Dont see point adding more details

hollow fulcrum
#

thats great. vehicles can be in the 20k-60k range. some higher when adding all the proxies and things in place.

thorn spire
#

But was suprised if BIS uses 4k tex

#

Ppl always talking that engine will downgrqde to 2k

woeful viper
#

@hollow fulcrum >>> "Amazes me how many guys don't invest the time to get past a single resolution LOD.."
yeah... 20k res lod, 40k shadow lod0, no shadow lod1 ... classics

hollow fulcrum
#

i'm guilty of somewhat absurd boundary pushing. but to not have full LODs, especially the one's that literally and completely affect performance is just ... poorly played. not to be rude, just being real.

woeful viper
#

@white jay >>> "Well cant bash the moddee"
good quality models is no excuse for bad optimization. You shouldnt bash, but critisism shouldn't be dissallowed...

hollow fulcrum
#

yes, and for those unaware. it is generally constructive criticism coming from us. much โค for those that do.

woeful viper
#

firefly's F-15 is such a candidate (iirc, was a while back) ... i wondered why my fps tanked, had a look at the model stats via eliteness. well only res lod 0 , only shadow lod 0, 40k tris on shadow.

#

this is ok maybe for singleplayer or coop where only you use it, but for large operation with combined arms and multiple mods?

#

haha... well i guess i have a suggestion for the tool makers (or THE toolmaker) then

hollow fulcrum
#

40k shadow lod is pretty painful. think mkv with all proxies is around 8k.. (4 weapons on back deck..)

#

i lied 5k.

thorn spire
#

@woeful viper true

#

But since yet havent published anything myself

#

Who am I to judge

#

Even tho I know the somehow "correct" way to approach these problems

#

But agree 100%

#

I think it is the time thing, you wanna get it out.. Put at what cost

woeful viper
#

there are optimization tools that can do it in a couple of seconds for you. Not as ideal as spending some time on it, but it works at least

#

e.g. max has proOptimize modifier and it works ok. If you do some little finetuning (cutting up model and seperately optimize individual pieces based on detail level) you get pretty good results

last spindle
#

Shadow LOD with more than 5k verts will kill performance, this was tested using the perfm testing framework from reddit I'm improving on......

hollow fulcrum
#

well that 5k is actually across 4 models. main model is 1200 :)

#

sry 6 models..

#

and sry, but i'm unaware of the aforementioned framework. i dont reddit, that is for sure. but if you have a link to something useful, i have tons of things i can run through.

civic stratus
#

question regarding the texture path for render targets, what are the first two numbers after argb supposed to be for?

hollow fulcrum
#

and the smaller shadowLod on the MkV is only 130 verts (just in case my sanity is really in question).

thorn spire
#

How many shadow lods there should be?

hollow fulcrum
#

@civic stratus i believe that is the relative texture size of the render target. which is restricted.

#

@white jay generally 2.

thorn spire
#

@hollow fulcrum ok ty 0 for 1k?

#

How bout the 1

hollow fulcrum
#

here is how it works, generally you should have 2 shadowLods. 0/10 as punched into OB. 0 is your distance LOD, or what will be shown beyond X'meters. 10 would be your detailed shadowLod. if for some reason you do not have a shadowLod present, the engine will attempt to use the geoLod for shadows.

in the case of very simple geometry, sometimes all you really need is the distance LOD for shadows.

#

there is also a difference between volume/stencil shadows but thats for a later date. as im hungry.

thorn spire
#

Ahh that explains it perfect

#

Thanks

hollow fulcrum
#

as a tack on bit of information. you can proxy shadow lods like most things. so say you have a really badass Apache model, and want the hyper awesomeness of shadows for switches and things, you can manage that via proxies without super uber performance hits. it's all relative to the 'entire scene' though.

lime basin
#

do you have to define proxies in the skeleton? I cannot get my pilot view to show up

stuck oyster
lime basin
#

pilot proxy, I defined it in my memory LOD but still no luck

#

I feel like I'm missing a step

stuck oyster
#

thats not how its defined

#

you need pilot view lod

#

where you put the proxy

lime basin
#

OH YEAH

stuck oyster
#

assuming you are doing a vehicle

lime basin
#

thank you goat

#

๐Ÿ™‚

stuck oyster
#

you can check out the A3 samples on steam for reference

civic stratus
#

Did they take width right out of the phsyx wheel definitions?

wraith tendon
#

afaik Width is taken from boundary + Center of Wheel Axis

woeful viper
#

"you can manage that via proxies without super uber performance hits. it's all relative to the 'entire scene' though."
-> thats what view pilot shadow lod is for. That can be as high as you want, cause it only is ever displayed for the pilot

#

no dscha... by boundary + center you can only determine radius

#

width is determined by "stoppa" or however they where named

wraith tendon
#

Ah! yeah!

plucky pecan
#

With the radius you can determine circumference. :)

#

Which is a PhysX variable.

#

Handy hints with Raid. :D

woeful viper
#

the circumference you input in the config - i think - is only used for wheel animation speed

#

because having it + the boundary + center would be redundant

wraith tendon
#

Wasn't it for destruct Wheels also?

woeful viper
#

circumference? idk

wraith tendon
#

Config -> Mostly overcomplicated.

#

Simple: Width = #; Radius = # | Done.

plucky pecan
#

Hmm, BI put wheelCircumference in their PhysX config.

past canopy
#

so how does one open RTM files in 3ds or blender?

#

I can export but not import

plucky pecan
#

Ask in animation?

thorn spire
hollow fulcrum
#

does viewPilotShadowLOD still work? i thought it was all either res0 or cargo now

plucky pecan
#

I believe all LOD's still work.

hollow fulcrum
#

somebody should fix the bottom note if thats the case.

plucky pecan
#

Don't take my word, I haven't tested it.

hollow fulcrum
#

i dont actually have a model i've been playing with to care or look. the mkv and buildings don't have this need. but i remember conversation about it and some testing.. thats about it.

plucky pecan
#

It would be pretty simple to test tbh. Have a square for normal shadowLOD and have a sphere for Pilot, and have no Geo for either Res0 or PilotView.

#

Which will show you which shadow shows.

hollow fulcrum
#

ya think?

#

lol, im on the laptop or i'd just check one of my models.

plucky pecan
#

You being cheeky Hatchet?

hollow fulcrum
#

nevar!

plucky pecan
#

I would test it but playing csgo.

hollow fulcrum
#

you are as useless as i.

plucky pecan
#

xD

wraith tendon
#

HE SAID THE CURSED WORDS!!!!

hollow fulcrum
#

im still trying to pretend he didnt say it

plucky pecan
#

I think he is angry, can't tell.

wraith tendon
#

No!

#

@hollow fulcrum Just like a dog: Stitch his nose directly in his mistakes :D

hollow fulcrum
#

๐Ÿ˜†

wraith tendon
#

bbaadd raid! very bad raid! nonono!

hollow fulcrum
#

kllrt is another one of those bad puppies..

wraith tendon
#

6:30 am... way to early for me -.

plucky pecan
#

Stitch my nose to csgo? Oh goodie, I get to play more. MUHAHAHAHA!

wraith tendon
#

Hatchet, its time to castrate him

plucky pecan
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

wraith tendon
#

nonono! You go and play CounterShit

hollow fulcrum
#

hahaha

wraith tendon
#

The adults will discuss this

woeful tartan
wraith tendon
#

^^

#

Yes Mom

hollow fulcrum
#

Hatchet runs for the hills...

#

ah in compact mode, i need not name myself..

#

runs to another set of hills..

plucky pecan
#

Run to skype :p

hollow fulcrum
#

really does hurt my eyes now..

thorn spire
#

Ahh I thought LIFE/mod are the.curved soldiers

#

Damn autocorrect

#

Cursed words

last spindle
#

I got viewpilot shadow working, but it had other crazy issues, probably only relevant to my spec vehicle, it can work but you need extra values in config and p3d

wraith tendon
#

Okay, i need 1-2 slaves/tester :) Need to see, if "Standalone" Trailer is working as intendend

#

Anyone has 10-15min?

umbral shuttle
#

if I dont have a view cargo LOD, will the visual res lod be used as default? Have the view cargo lod more or less doubles the size of my p3d since its for passengers that sit outside

past canopy
wraith tendon
#

:D

#

New kind of "silencer"?

stuck oyster
#

not by default

#

but you should be able to assign that in the config of the vehicle

past canopy
#

no

#

my asshole oxygen guy thought it was really funny to change the "zasleh" name in the model.cfg to "zasIeh"... with an i instead of an l but capitolized

wraith tendon
#

:D

past canopy
#

he showed me pics of it working on his PC and then kept telling me I needed to go back to windows 7 for it to work

#

:P

wraith tendon
#

I like him :D

past canopy
#

it was good... I

#

'll admit that

hollow fulcrum
#

hahaha, thats quality there.

umbral shuttle
#

Oh okay, I feel like I saw something I'll go peep

copper trout
#

Hi, I've been trying to make my own mod from an existing one, replacing textures etc. but I don't know how to make my mod work together with the existing one, I can only replace it and I would like to know how I could create my own mod from the original one and make them work together. I need help!!!!

stuck oyster
#

you can do retexture mod IF a existing mod is has models set up for hiddenselections

copper trout
#

I know that you have to add the classes in config.cfg but I don't know how

stuck oyster
#

retexturing mod does not replace anything from the original

#

it only contains your config and the new texture files

#

if you are replacing original files you are doing it wrong

#

first of all make sure the mod you try to make a additional mod out of supports retexturing via hiddenselections

copper trout
#

I created my own pbo from the textures of the original and I created my own file, then I loaded it with original but mine overwrites the original mod

copper trout
stuck oyster
#

your mod will need a config file and your new texture file

#

and in config you need cfgPatches class that is the header of your config that connects it to the game
and then config for the helmet so that your new helmet class inherit config from the original one and you only need to add config paramters for things you change

#

like the name and what hiddenselection texture you use

stuck oyster
#

and nothing of the original mod is packed with your mod

#

its just used as a dependency

copper trout
copper trout
stuck oyster
#

that is not correct way to do stuff

#

and not allowed in most cases

#

most of the time doing such would get your mod removed

copper trout
#

I only intend to try to learn how to do it. It is a mod exclusively for personal use, I do not intend to share it in the whorkshop

stuck oyster
#

well best to learn the right way to do stuff

#

that way you can actually ask for help too

#

nobody can help you if you dont do mods in the way they are supposed to be done and everyone else does

copper trout
#

I just pretend to want to add my name and stuff to the helmet of the existing mod, but separating the different models, only that

stuck oyster
#

I'll pretend you did not just say you gonna go around stealing mods and keep you in the server for one more chance to make stuff correct way.

copper trout
#

I'm really just trying to make my own helmet from the mod model to play with my friends, not trying to steal anything just trying to learn. I could give you my steamID so that you stay calmer and see that I have no objects or anything uploaded to the whorkshop. XDD.

stuck oyster
#

well do the mod in correct way and its alright

#

since you are sharing it with friends its not even private use

#

not a biggie to do it right either, just delete the other files your mod does not need and make the configs and youre done

copper trout
#

The idea is to have each of us the helmet with our name, nothing more just for us

stuck oyster
#

and in any cays the way you have done it your mod can not work with the original one or the other ones you want to have since it replaces the original files

copper trout
#

Yes I think the problem is in the configs

stuck oyster
#

no

#

its the way you make your mod

#

make it correctly and its good to go

slate epoch
stuck oyster
#

๐Ÿค”

#

@elder fulcrum?

past canopy
#

thought of that pic

#

RIP me trying to reposition the hands... can't even get the RTM into blender or anything

radiant bridge
#

anyone does have a idea of what I'm missing?

stuck oyster
#

correct memorypoints for wheels? correct physX config?

radiant bridge
#

I double checked the memory points and they look perfect

stuck oyster
#

ugh thats a big config to look at

#

so cant really say anything about it

#

but looking at your video its most likely either or both of the options I gave

radiant bridge
#

thanks anyways

#

I will try some things

stuck oyster
#

you can get the dev branch diagnostic exe and try the physX visualisation tools

#

that could help

radiant bridge
#

just fixed it ;)

radiant bridge
#

it turns like a rock lol

stuck oyster
#

I think its multiple

#

check if the Car sample has any info in its comments for the physx config

#

also what was the fix for the previous problem?

radiant bridge
#

arma does calculates the distance between the boundary point and the center of the wheel using the wheel axis memory point (or just my config is like that, lol)

#

so I did that

#

not sure if that's a good way to fix it but it's working now

stuck oyster
#

thats just your config I believe

#

I think vanilla has separate point for the wheels center and boundary

#

if a calculation selection contains 2 or more points, their median center should be used

#

but with physX it might do different things too blobdoggoshruggoogly

last spindle
#

RTM is nothing more than a BI format it wont work in anything that is not a BI game / tool

past canopy
#

yeah but if we can encode into RTM.................

#

or can I edit the RTMs in OB?

civic stratus
#

why am I unable to reset the mass of my geometry lod =/

last spindle
#

you can edit some RTM's in OB, for weapons, everything else but the hands is ignored, so if you need to move the hands, just drag the hands around and re-export them, ignore everything else

past canopy
#

k

last spindle
#

you could try and do more complex stuff in OB, but it would be soooo damn tedious, crazy..........................

past canopy
#

how is everyone does handanims then?

wheat shoal
past canopy
#

^ literally exactly what I'm fucking trying to do

#

what does it look like in blender cole?

last spindle
#

I do hand animations by asking others too do them ..... literaly

wheat shoal
last spindle
#

well the hands look like that because something went wrong in the bones of the hands/fingers, most probably it looks like a scale issue, they are similar position, but they are dislocated :s

candid fog
#

If I wanted to merge a face item with another face item, how would I do that?

boreal jolt
#

If you have access to the unbinarised models, then just merge them together in either Object Builder or the modelling program that you're using.

#

If they're binarised, then it's not possible. Though you can simulate it via config by having one of the two facewear items be a hat.

stuck oyster
candid fog
#

Just wanted to essentially merge peltor goggles with a lower face half mask

stuck oyster
charred bolt
# radiant bridge https://prnt.sc/X_3dW1Y5pTVb

This is exactly the correct way to make it work.
The axis points should be very close together (or you can just use one point) and the boundary point should be directly below it in the vertical direction on the tyre edge.

wheat shoal
#

awesome, forgot to tick "root transform only" now I shall proceed to get cancer trying to centre my reference model on the bone

dim mica
#

I have this problem that character in car looks up and not straight to forward. What has been done for the problem to be fixed is replacing proxys and making new animation. But still the character continues to look wrong way. Is there someplace else where this is defined?

dim mica
#

driver

stuck oyster
dim mica
#

should be i have even tilted it to see if there is any change in result but no luck

stuck oyster
#

what action do you give the driver in config?

#

the proxy only puts the character in that spot, but the config action is what defines the actual RTM used

#

have you tried using some vanilla RTM/driver action?

#

and do you have the driver proxy in all necessary lods

#

viewpilot, firegeometry

dim mica
#

proxys should be on those lods yes

#

ill try arma action to see what happens

#

hmm driver_low01 used that one and same result on the direction of eyes

stuck oyster
#

try deleting the proxy triangle and selection and make new one

dim mica
#

deleted all and made new ones still same issue

past canopy
#

It is nice having a chat that doesn't lag like shit

dim mica
#

in this case the looking up might be though optical illusion

#

since the previous actions dont move the sight anywhere i can only adjust the height by moving the proxy up or down

vast tulip
#

heyo again

#

got a question regarding custom foliage, is there any "preferred" program for doing that in a3?

stuck oyster
#

there are some plant generator programs too that can work but the real pro ones cost quite a bit of money

vast tulip
#

i see i see

stuck oyster
#

depends what kind of stuff you are after

vast tulip
#

i dont wana be that guy, but do you have any useful resources or tips to get started on foliage modelling? trying to make my map but it requires a few custom trees and bushes

#

ah

stuck oyster
#

well not really. There are tutorials on how to make game trees around for different 3d programs

vast tulip
#

been searching youtube for a bit now, can only really find stylized workflows

stuck oyster
#

and the Arma2 samples contain A2 plants that can be used for reference and study material

vast tulip
#

oh do they? huh

#

i'll give them a look

stuck oyster
#

also BI wiki has a tree material page that can give some reference as to what kind of textures and materials the trees use

vast tulip
#

alrighty, i'll give it a look

#

hopefully it works out

stuck oyster
#

optimization is the key with plants and it can take time to get it right

#

badly made tree can have big effect on fps

vast tulip
#

yeah, thats the bit that worries me is that i may not get optimization correct

#

about how many tris should a tree be for A3 standards?

#

same as a2?

stuck oyster
#

it varies a lot

#

depending on the size of the tree

vast tulip
#

right right

stuck oyster
#

and how lush it needs to be

#

Id say best to try to stay under 10k for first lod unless its very big tree

#

but the line is drawn on water really

vast tulip
#

alrighty, well for this one i'll try stay under 10k for good practice

stuck oyster
#

the rule of thumb is always "the less you can make it with the better it performs"

#

and if there are something similar in size and look in A2 or A3 check the tris count on the model for reference

#

optimization is not only just tris though

#

its also managing the transparency and sometimes few more tris is better if you cut out a huge chunk of "empty space"

#

as overlaying transparency is taxing for rendering

vast tulip
#

i see, i didnt know that

#

so more stuff you can fit on a single uv is the better?

stuck oyster
#

yes

#

usually trees got 1 material for the leaves/crown and 1 for the trunk

vast tulip
#

alrighty, got it

shell flare
#

it's nice having a chat that works

vast tulip
#

got another question uh, this one is more a skill issue on my half but

#

how do you apply leave textures to a tree? i added them to flat planes but i cant seem to work out how to spam them on the trees and get them looking nice

elder fulcrum
#

I am using the same method as the ArmA 3 Malden DLC sandbags to make my own sandbags, though its a lot of fun getting hte right canvas material and coloration down... before I had issues with applying the texture but it was just myRVMAT being weird. Thank u though

left root
#

I'm trying to find out how to import models to blender and I just can't find anything useful

#

I just want a basic head to work from, man

#

If anyone could help me, I'd be grateful

hybrid frigate
#

I feel like an idiot asking this because I cant recall what you call it.

What is the key command in Object Builder so you can assign texture and material paths?

stuck oyster
left root
#

Yes

stuck oyster
#

any other model is binarized and can not be opened

left root
#

That's all I want, the sample head

stuck oyster
#

and to import and export p3d you need the blender arma toolbox.

#

link can be found in the pinned messages (newer version than on github)

left root
#

I've downloaded the toolbox already from github

#

Do I need to mount the P drive or something?

stuck oyster
#

for blender work, no

#

you will want the newer version of the toolbox though

#

after you install it you also need to set the o2script.exe path in its settings

#

its in object builders install folder

#

and then you can use the file menu import and export p3d tools

left root
#

Yeah, Objectbuilder.exe, right?

stuck oyster
#

no

#

I just wrote it

#

o2script.exe blobcatsweats

left root
#

I've gone and did a dumb

#

I went looking for the o2 stuff and found a page that said it'd been replaced by object builder, so I made an assumption

hybrid frigate
left root
stuck oyster
stuck oyster
#

we recommend it ๐Ÿ˜…

left root
#

At the very least I know what I'm doing now

left root
#

My descent into madness, yes

stuck oyster
#

that will be the next 5-10 years of your life now.

umbral shuttle
#

is there a way to select all parts in object builder that use a certain texture?

#

I guess ther is no dedicated obj builder channel ๐Ÿ˜ฆ

stuck oyster
#

and yes there is a resource manager

umbral shuttle
stuck oyster
umbral shuttle
#

oh fantastic, thanks

#

means I dont have to look in blender KEK

stuck oyster
#

well it is always better to make such stuff in source file so if you have to do p3d again for some reason you got them ready

slate epoch
#

@past canopy haha yeah

civic forge
#

hey ive got a building, thats doors work if it is placed in the editor but if it is an actual map object the don't. Any Ideas? No Errors in rpt

stuck oyster
#

look up land_ class wiki page @civic forge

mellow birch
#

I'm trying to learn blender

#

Got myself a nice scale SVG to follow, just ported into blender, got the arma 3 blender add on too

blissful spire
#

issues with the geo would cause custom vehicles to go flying into the air when placed in eden correct? When placed it looks like the tire is placed into the ground

#

my model is set so the bottom of the tires matches 0

blissful spire
#

Solved my issue. Needed to 0 out my boundary mem points

kind nacelle
mellow birch
#

Thanks, I don't quite know how to do that but I'll try to do so

#

Also I ended up just flopping around trying to get a model hammered out. I started with basic shapes, deleted it all, tried to make a 2d mesh to extrude, deleted it all, tried again, nope, and I found a video on how to do what I want that I have to watch b4 I try again

grim trail
#

If I have weapon proxies(dynamic Loadout) and I hide some of them via model.cfg are those proxies still used when I set up my pylons or are they totally skipped? Or would I need to make a second model without the proxies I don't want

stuck oyster
#

start from smaller and just explore the tools and how 3D modeling works

#

it can take some time and few tries to get it going the way you want

mellow birch
#

thanks for the advice, but NAH

imma hammer this sucker out whether it likes it or not

#

i just needed to know what some buttons did

#

and i found out what those buttons are

#

so it shouldnt take me too long to actually get going

stuck oyster
#

ok..

shell jolt
#

Not sure which of these channels is the correct place to ask but does anyone happen to know whatโ€™s going on here?

#

In object builder the materials appear to be fine but once used ingame the visor seems to bleed over onto the surrounded parts

stuck oyster
#

try separating the visor mesh from the halmet mesh so see if that does anything

#

also you might not have o2Script.exe path set in arma toolbox addon settings in blender

blissful spire
charred bolt
#

It looks like damage particles

#

Do you hear the damage sound at the same time?

blissful spire
#

thats what i thought as well, but it doesnt look like anything is grinding against each other.
Sound wise let me get back in game and turn my sounds up

charred bolt
#

I'm going to make a wild guess that you have tracks modelled to the ground in your Geo Phys LOD? (and you shouldn't)

blissful spire
#

I have 6 wheels on this model but no geo phys lod. just a geo lod

#

no damage sound either. but that could just be due to not having any vehicle sounds in the config though

charred bolt
#

Is it tankX simulation? If you don't have a physX LOD then it's using the Geometry LOD, which will be your problem likely

blissful spire
#

carx is the sim

charred bolt
#

Oh sorry, thought I saw tracks. Ok, for CarX, you should have a Geo Phys LOD too.

blissful spire
#

really? huh. ill go give that a go then. probably would help with my speed/engine stuff too then

charred bolt
#

Geo Phys should be a low component count (for your shape, aim for 7 or less) and NO wheels.

blissful spire
#

probably want a box for the hull then

charred bolt
#

Yes, for performance reasons, the simpler the better. Not only will it probably fix your driving issues, but it controls the interaction between physX objects, unlike Geometry LOD which is more or less used for non-physX (including player interaction) and mass distribution.

#

The wheel interaction with the environment in CarX/TankX simulation is purely config based, using class Wheels { } and other config values.

blissful spire
#

so drove/stopped the vehicle abit. seems to be generating the particle as i drive and not when im stationary

#

nor does it generate them as i utilize the turret

#

ill go do a geo physx and see what happens

charred bolt
#

There's a lot of other things that also need to be correct (p3d memory points, damper set-up etc) but Geo Phys is good starting point.

blissful spire
#

those im pretty sure are all good but i know i dont have the physx geo

blissful spire
charred bolt
#

Well done, you're welcome.

blissful spire
#

now i just need to fix my rear hatch doing goofy things lol

past canopy
#

Who has a good plastic or metal RVmat setup I can borrow for my MP7, hoping to release the WIP version and source files today so I can focus on other guns.

mellow birch
#

so when making a gun

#

how many separate parts do i need?

#

and also, can i tie the magazine part to the receiver so it moves back with the slide?

#

rn i need 1 part for the chassis. need another for the recoil bit, and another for the mag for sure, anything else?

mellow birch
#

bruhhhhh

#

random power flicker

#

killed my internet

#

random power flicker 4 mins later

#

killed my pc

#

that's all my blender work gone tonight

#

a fun 3 hrs reduced to atoms

old gulch
#

Blender makes autosaves that you can use to recover the file.

mellow birch
#

๐Ÿ‘€

#

ah heck yeah

#

๐Ÿ—ฟ

#

i just looked

#

it autosaved right after i put my reference image in...

#

so it saved about 3 seconds of work out of those 3 hrs ๐Ÿ˜ญ

#

its alr tho, ill just try again tomorrow

woeful viper
#

why not check out vanilla weapons and see which one look good in your opinion and then go to and copy diffuse, spec, gloss color values and rvmat ?

stuck oyster
#

I recommend adjusting autosave interval to more frequent if your system is unstable

mellow birch
# stuck oyster I recommend adjusting autosave interval to more frequent if your system is unsta...

thats the fun bit though, my system works fine.

My local power grid is ALSO usually fine, but im guessing low temperatures (about 10 degrees F, or -12C) might have had something to do with the random flickers.

first one just took out my crappy internet router, then the second one caused my pc to reset, which was rather unfortunate.

regardless though, it isnt actually a common occurrence, just a random "F U" from life ๐Ÿคฃ

#

but yeah ill definitely get that interval shortened, i usually like 5 min autosaves ๐Ÿ˜‰

hollow fulcrum
#

@woeful viper Silence! With your sense making statements.

woeful viper
#

green is my favorite food.

#

better?

white oak
#

Hey is there a tutorial like the ones for Terrain Making that covers all the basics?

stuck oyster
#

modeling splits into various sub categories like the actual modeling, uvmapping, texturing, animating, how to put X in game and so on

#

"the basics" is very vast concept

#

there are a lot of non arma specifc tutorial material for each popular modeling program

#

which work as the foundation on "how to use X program"

white oak
#

well long way to go I suppose
Blender tutorials here I come
(Funny tidbit, Blender is tagged as Souls-Like on steam)

stuck oyster
#

seems accurate

hollow fulcrum
#

lol

north sundial
#

Oh now you are stealing my favourite food, i fuckin' see how it is Kj

#

:P

tranquil spire
#

I'm having an issue with my model where if I have multiple resolution lods
0, 1, 2
the game loads 2 as the first one, even though I have them set correctly under arma object properties resolution

#

in OB it shows up fine, in order
bulldozer preview too, I can see it high res

stuck oyster
#

the lodding is automatic and tries to keep scene complexity reasonable. if your model is super highpoly it might show high lods only at super close

#

or if your machine cant handle the scene then never

tranquil spire
#

9.6k but it has a bunch of hiddenSelections so it wouldn't load that much at once.
the model itself is ~4k without selections

stuck oyster
#

the hiddenselections may cause it to be too heavy then

#

section count going through the roof

#

hiddenselections should not be used to hide parts of object

#

it adds a huge amount of transparency

#

which is expensive for GPU

tranquil spire
#

ooh so its loading the selections but just making them transparent then?

stuck oyster
#

yes, hiddenselection is always present

#

model.cfg animated hide is different

#

variation things should have their own models though

tranquil spire
#

the funny thing is

#

I have done another model like this, it has 18k with everything included

#

and it loads fine kekw

#

so I'm baffled that half of that is causing issues, but hey its arma being arma

stuck oyster
#

this is not the way

tranquil spire
#

I know that now

stuck oyster
#

and adding a lot of stuff like that is likely to tank performance

#

and cause issues like this with the later objects

ember heart
#

finished ao cleanup

hollow fulcrum
#

you guys are really terrible at this stuff..

ember heart
#

:P

frank hatch
#

What happened to the M-ATV doors animations?
Only mirrors are working for me.

thorn spire
#

@ember heart how much polys :)?

marsh canyon
#

Which M-ATV?

thorn spire
#

@ember heart 2k?

ember heart
#

2.200

frank hatch
marsh canyon
#

Vanilla Hunter you mean?

frank hatch
marsh canyon
#

Then it is intentional, not something you can fix

frank hatch
#

Weren't doors fully opening before? I saw screenshots of this.
It was referring to them as Hunters by that time.
A change in 3D model?

marsh canyon
#

It never is fully openable. Or, I'm misunderstandig what โ€œmirrorsโ€ you mean

frank hatch
boreal jolt
#

Only the unarmed Hunter's model supports door open/closing animations. The armed Hunters with their RCWS turrets don't have the animations since there's no selections for door_1, door_2, etc.

#

Even on the unarmed versions the animation isn't perfect. If you look closely, you can still see the AO on the window panes (they don't rotate with the doors).

civic forge
#

Hi All, what do I need todo for AI to recognise doors currently they walk through them

woeful viper
stuck oyster
stuck oyster
#

then you need to create action points on the path so AI can interact with the useractions related to the door opening

stuck oyster
#

fix weighting of the model

thick flint
#

Hey, just wondering if anyone could help me with my custom sight it works but im unable to aim down sights even though i have a memory point setup

pine acorn
#

is there an efficient way to generate item icons rather than manually taking screenshots and cropping them?

silver zenith
#

there is a function for the eden editor object preview
not sure if there is one for weapon and gear icons

charred bolt
pine acorn
#

ait ๐Ÿ‘
I'll check that out

hollow fulcrum
#

Everybody must be making all kinds of cool stuff. Quiet in here.

#

that or SA hurt everyones feelings with the camelback. :D

sick flume
#

busy in o2 ^_^

hollow fulcrum
#

^^ is the O2/OB Master of the Armaverse.

sick flume
#

never master only competent there many better over time than me, i am just still here where they move to 3ds/maya ^_^

hollow fulcrum
#

yeah well, good enough for me. we'll go with 'Remaining O2 Master of the Armaverse' :P

sick flume
#

make sound like he-man >_<!

hollow fulcrum
#

haha, you should link one or two of your previous modelling sessions if they are stored somewhere. that would teach some of the new guys a thing or 12.

sick flume
#

twitch didnt save them only archive think for month and were then lost

hollow fulcrum
#

booo... we'll have to fix that. that or i'll just record your next session on one of the other boxes. really would be helpful i think.

sick flume
#

have think about try to make guide to modeling in 02 few time over year but never get time

#

have lot of trick in thing like optimization that people often miss probab more often now than in ofp era

hollow fulcrum
#

i agree.

hollow fulcrum
#

yeah, exactly like that. ๐Ÿ‘

woeful viper
#

still, 500 per tank wheel is a lot xD

sick flume
#

that is no final i make high then optimize down

#

it easier than go oposite way ^_^

hollow fulcrum
#

:D

woeful viper
#

that is true

#

point count in O2 for my tanks wheels in total - 1880. 24 wheels :D

hollow fulcrum
#

well now you have to show us what that looks like for it to count. :P

woeful viper
#

48 cylinders :P

hollow fulcrum
#

hahaha

woeful viper
#

1 wheel, 2 cylinders next to each other with slight gap

#

to be fair however... the wheels are mostly covered so you wont see them really

sick flume
#

i think my t-10 wheels are probab highest have make but they never go optimization as it just be boredom model i work on

hollow fulcrum
#

i watched Kenji model that drive wheel in O2 ... as humble as he is, he is a mad scientist type in O2. been a while since i watched someone model at such a fundemental level, and the speed at which he did it, was notable.

#

๐Ÿ™‡

sick flume
#

what you no see was further 2 hour of optimization i do later ^_^

hollow fulcrum
#

see what i mean by humble? :D

woeful viper
#

lel

slow grail
#

Watching Kenji hurts my head and makes me run back to my lowly crayons and go back to colouring in.

hollow fulcrum
#

lol pretty much where he left me that day.

woeful viper
#

currently making a logistics vehicle and constantly thinking about how awesome it be if we had inventory for vehicle ammo... and proper distinction between item mass and volume...

hollow fulcrum
#

yeah the item mass/volume stuff kinda annoyed me last time i looked at it.

#

not sure that i understand the current implementation to this day.

woeful viper
#

completely arbitrary. just like the ammo reloading system and fuel consumption

hollow fulcrum
#

well that in part makes me feel better. also does not.

woeful viper
#

ammo reloading is done by cost. which would be fine if it wouldnt also be used by ai as a measure how valuable something is

#

0330 am ... again. well fuck guess thats a "later" then

hollow fulcrum
#

later man

echo violet
#

I export the model via blender, but the file size is always 0.00 kb. I want to create a p3d file.

stuck oyster
hollow fulcrum
#

lmao, that is quality on a couple different levels there.

sick flume
#

^_^ look great

hollow fulcrum
#

yeah that is a very nice model. that IR laser ... gonna have to fix mine. for shame.

alpine matrix
#

Does anyone know how to get the Under barrel GL to work?

#

my eye positioning is broken it appears.

stuck oyster
alpine matrix
#

a little, all of the eye positioning is in the memory LOD for the model, ingame it doesnt put me in the right location though.

stuck oyster
#

typo in memorypoints or config perhaps

alpine matrix
#

my GL shot comes from the side of the mag aswell

stuck oyster
#

your memorypoints are not all correct or you config is lacking stuff

cedar coral
#

lol, easy for you to fix @hollow fulcrum

past canopy
#

you aren't lonewolf are you?

alpine matrix
blissful spire
#

Using Edge Split before export in blender is no longer needed correct?

stuck oyster
#

should not be

blissful spire
#

having some wonky texture issues from where i put my seams so figured id ask

stuck oyster
#

model triangulated before texturing/p3d export?

#

and sharp edges set where need be

blissful spire
#

believe so. i tend to get my model in game/working before texturing

#

which ends up having them be triangulated prior to texture

stuck oyster
#

what kind of wonky textures you got?

blissful spire
#

let me get in game. testing different settings for padding rn

stuck oyster
#

one thing to check is that all uvmapping is on same UVset

#

if multiple objects are combined and they have different named uvsets in blender those all export separately to P3D

blissful spire
#

yeah i checked that. think i just needed to increase the padding to help

#

padding was what i needed to fix my seam issue

stuck oyster
#

๐Ÿ‘

blissful spire
#

cranked it to 10 from 0 and it sorted it right out. now to go tweak the colors

lime basin
#

Hello, I have a bug in my nighthawk that I cannot figure out, it's something to do with one of the LODs, but I'm not sure. I thought it would be land contact at first, but doesn't seem to be the issue. I'm a bit lost ๐Ÿ˜›

https://gyazo.com/18c69947c8839625a9cb16c2b84e3e12

stuck oyster
#

Or not corresponding with the config

white jay
#

@cedar coral THat's fucking awesome

junior ibex
#

Does anyone know where exactly the Arma 3 Suitcase model originates from? I know it's a port from a previous game since CUP have their own version, but I can't find the p3d

#

I want to make an open version of it using the original model and texture sheet, as well as a nuclear control console version

stuck oyster
junior ibex
#

Ah, of course, here, Land_Suitcase_F

#

CUP's texture is a tad darker and more blue, and has the rather imaginative classname of "Suitcase", but the model and texture details are identical

charred bolt
#

Ah, I remember them well! An early 3CB public mission had us searching for them all over Takistan, fun times.

junior ibex
#

Yeah, they're a great little Macguffin for missions

#

Especially when you wire them up to one of these

#

Or one of these

#

US B61-12 variable yield nuke and True Lies "SS-22 MIRV-6" re-entry vehicle

#

But yeah, if someone can help me track down that P3D it'd be a real help

stuck oyster
#

process = translate suitcase to czech = kufr -> Search kufr in the arma2 datapack files -> Find kufr.rvmat -> go to parent folder and find briefcase.p3d praise_the_sun

junior ibex
#

Oh awesome, Thanks Goat!

past canopy
#

@woeful viper because then it would be so easy ;)

gritty charm
#

Hey im having trouble trying to figure out how to make a door for my model and was hoping if someone could help me

stuck oyster
gritty charm
#

So rn I have the Open door action appear but when I use the action. the doors model doesnt move

#

im fairly new to the modding game and just figured ladders

stuck oyster
#

so you will need to set up a model.cfg config file for your model and create the skeleton definition and animation configs in it

#

you can find model.cfg and "how to animate a model" pages on the wiki

gritty charm
#

I have the model.cfg but I suspect my code is wrong

stuck oyster
#

and sample house in the Arma 3 samples

#

what connects a model.cfg to a p3d

#

is the class name in cfgModels

#

which has to match with the p3d name

#

you can preview if animations work in the Object Builders buldozer previewer

gritty charm
#

yea their the same

#

and still not moved

stuck oyster
#

well compare it with the sample house for example to see if your class structure is right

#

and try it out in the buldozer

#

you can see how it works with the sample house

gritty charm
#

yea bulldozer doesn't work for me

#

to me the code looks right but it aint

stuck oyster
gritty charm
#

I just test my stuff in game

stuck oyster
#

this is not good

#

it will take forever to test anything

#

fix your setup and you will have 10x easier time

pallid island
#

Diag build + reload shapes command would work alright for ingame testing i reckon

stuck oyster
#

lot of hoops to go through instead of fixing up tools

pallid island
#

I'm not the one to talk about proper setups, i've never had one :3

stuck oyster
dusty basalt
#

How does proxy work? Can I proxy any model i want into another?

#

is there any steps I need to take to do it?

#

Im currently trying to put one object into another with a proxy and arma is totally not having it

stuck oyster
dusty basalt
#

ah I think I see my problem; Im basically trying to add a proxy to a weapon attachment, which already kinda is a proxy. Is it not possible to do?
When I spawn the same model with createSimpleObject, it works

stuck oyster
#

no thats not possible

#

no proxy in a proxy

#

well except weapon

dusty basalt
#

damn, no workarounds either?

stuck oyster
#

no

#

and well the weapon model itself does not have proxies, the proxies in it just mark the positions to add the separate attachment models

dusty basalt
#

๐Ÿ˜ฉ

alpine matrix
#

Anyone got a rough idea on what i should do if my UBGL is firing from my mag and not straight?

#

i've done physically everything i can lol