#arma3_model

1 messages Β· Page 7 of 1

stuck oyster
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sample weapon

alpine matrix
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All there

stuck oyster
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and config for the UGL

alpine matrix
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all there

stuck oyster
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my guess is your config inheritance is not right and you dont get the defined points for the launcer firing points

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or you have renamed the points and not defined them again with the correct names

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this is where the default UGL originally inherits the point defines

alpine matrix
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i think ive got it, im gonna pack it and see.

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it was a space in the points

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i didnt think a space in points would do anything though.

stuck oyster
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they work same way as the barrel points define where bullets come out

alpine matrix
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Yeah, sounds about like what i read up on. I got it to work it was literally just the extra space

stuck oyster
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typos are modders worst enemy xD

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personally I use _ instead of space

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much clearer to read and compare

lime basin
stuck oyster
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hard to see since you got that broken UI setup

alpine matrix
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like halvi_ konec

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im just a little slow πŸ’€

stuck oyster
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everyone makes those mistakes

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main thing is to learn from them to see them faster in the future

last spindle
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Lonewolf3D is one of the gold standards of Hard Surface modelling, his stuff is very very ... Very Nice

past canopy
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^

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His understanding of topology and workflow is probably one of the best out there.

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Anyone seen his AH64d?.... hard to tell its was a 3D model

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Does anyone here use a script to switch between weapon models when magazines are applied? My MP7 has a 40rnd and 20rnd mag and since proxies arent a thing for whatever reason idk how to make it so visually there is a 20rnd other than the script with a whole new weapon model that is private

last spindle
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You sure can do that with script, but you will run into issues with making things work as they should. You will find, that you always add a weapon that is empty, you cannot pre-load a magazine into it, it will then just pick a random one from your invetory and add it in, and it is rather random, sometimes it takes from vest, clothing or backpack. The reason it hasn't been done is because of the above, and more issues that you will find when you attempt to do it, it has been tried a couple of times i know of and always fails at the same issue, but not 100% sure what that was any more

past canopy
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okay, fuck it then lol

last spindle
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yeah, it is not worth it, if we someday have a magazine proxy in the weapon model, then it will work

past canopy
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maybe in Arma 5

bright echo
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I know how to script it, toadie's augs use it for the barrel swapping

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it's a bit of a pain though, you basically remove all the magazines and readd them

past canopy
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ah

bright echo
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it 'works' with no real issues but it's dirty

past canopy
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hmmm....................... maybe I will try it then, not for alpha release but hopefully sooner than later

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how bad are my sounds?

bright echo
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one other way of doing it is you just have like, two weapon configs. one accepts the 40 rng mag the other accepts the 20 rnd mags

past canopy
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I'm not willing to do it that way due to the fact that in Norway the MP7s are issued with both styles of mags

bright echo
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and you just have an addaction or w/e similar to the in engine magazine swap, get the currently loaded mag, add it to their inventory, remove weapon, add it

past canopy
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oh hmmm

bright echo
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iron front did something similar for the PPSH-41 with switching between drum and stick magazines

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there's also modelspecial but I don't know if they fixed that it used to cause crashes and some other problems

wraith tendon
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Okay, got Q: Does anybody tested, what the cons of hidden Parts in a Model is?

last spindle
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no, but i was talking about this the other week on Skype, if we were still there i could find it and continue on

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I would assume that if a part of the model is hidden it will not be sent to the renderer. If you have 20 instances of an object in the scene all the exact same, the engine will 'instance' them and only render the object one, not 20 times, but if you have versions that have different hidden parts for each variantion it will have to send it to the renderer seperatly, which will mean sligthlty less performance

wraith tendon
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hmm, had something like that in mind

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But there will be a max. of 10 (and this will be rare), so it should be fine then.

last spindle
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but without someone that know how the engine handles the instancing, no idea. Every engine handles it differently and at different stages of the pipeline, so all just guess without an actual engine developer saying

wraith tendon
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ah, kk

charred bolt
# lime basin https://gyazo.com/8a4f54c8adba05978152920c204f53ba i think my LODs check out, an...

There are quite a number of things that need to be done right to fix this kind of problem, but we can try one thing at a time.
Firstly, remove the gear (wheels and struts) and associated ComponentX selections from your Geometry Phys LOD - the wheels are defined entirely by config values for physx.

Do yourself (and us!) a favour by reorganising your Object Builder windows - they can be dragged, resized and snapped into place although it can be fiddly to set-up initially. The screenshot shows how I like them arranged.

thin wigeon
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I think I may be having a senior moment, but I cannot seem to figure out how to change the orientation of a loft ladder inside a building. I tried rotating the top/bottom vertices by adding an extra vertex and F6, but ingame the orientation of the solider climbing the ladder is always towards the front of the house, even though I have specified the ladder object in geom as the 4th argument and the ladder is facing 90 degs to the front. Can someone point me in the direction of a workflow that correctly orients the solider to the ladder - I feel like I am missing something really obvious here. goat_sacrifice++

runic plover
runic plover
civic stratus
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can proxies have hiddenselections?

charred bolt
wraith tendon
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Nope

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I mean, yeah, they can, but you can't "control" them on the attached Model

runic plover
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Oof really? It helped me a lot to solve some rock problems for my vehicles 4days ago πŸ™ˆ
Or obsolete for planes only?

thin wigeon
# runic plover There's nothing special to add the ladder stuff. Make sure in your Memory LOD ...

Tried it with Rotate 2D, damn things are still facing the wrong way. Just tried deleting the verts and repeating the whole exercise too (as a default, facing towards front, tried rotating in top, same). I guess I need to take a step back and try and figure what's going on - I never had this problem before and def only got one vert defined for each. And they are 100% vertical ladders, so no funny stuff.

thin wigeon
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I do have 4 ladders in my building model though - 2 on the drain pipes and 2 inside for the loft. Have I exceeded some maximum?

last spindle
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You can include a proxy in a named selection, but you cannot use hiddenSelections on named selections inside a proxy, you cannot set the texture of a proxy

thin wigeon
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nvm, senior moment event over. I answered my own dilemma above, didn't I? Verts should not be completely vertical for a ladder. Nothing to do with rotation, the engine calculates it based on the direction of slope. πŸ™‚

lime basin
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Thank u guys for your input! I will try these out, my OB looks like that because I was just exploring what the other options were lol, that's not my default setup I use.

wheat ledge
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Is there some special exporting method of A3? Like I have everything weighted and parented to the Rig but when importing the .fbx into object builder the weights are completely messed up for some vertex groups :/ Like I use to do this correctly a year ago and now I do not know what the hell I am doing wrong.

stuck oyster
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fbx is messy format

wheat ledge
# stuck oyster use the arma toolbox p3d export

I don't really know how to use the A3 tools for blender and I can not find a manual anywhere. I tried just exporting as a p3d of what you see in the image but when I open it up it just shows the head and cap reference.

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I only ever used the fbx method. Just so happens that it doesnt work for me anymore..

stuck oyster
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each object you want to export need to have arma properties enabled in Blender

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(in the "arma3" toolbar tab)

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that marks object to be exported and also what lod it belongs to

wheat ledge
wheat ledge
stuck oyster
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which version of the toolbox you have? and which version of blender?

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and do you have the O2script.exe path set up in the toolbox settings

wheat ledge
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Tools - v3.0.4, Blender v3.4.1 and no.

stuck oyster
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try the more recent toolbox from the pinned messages and set up the o2script.exe path

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otherwise the p3d wont write correct

civic stratus
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thanks for the info pinga

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thats a bummer =/

past canopy
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anyone know exactly how the VA logos work?

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I have the code for them but I can't seem to nail the usage and which names should be shared

stable sparrow
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This might seem like a dumb question but do you need object builder/ arma 3 tools installed at all these days?

marsh canyon
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For what purpose? If you don't need one you just can ignore it

stable sparrow
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well, for making 3d models in arma 3

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i can see the arma toolbox for blender but im not sure if you still need object builder somewhere in the pipeline

marsh canyon
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Good to have one. But ArmaToolbox for Blender is good enough to make p3d

stable sparrow
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Sorry I dont understand. Do i need it or can i make addons and config them with just blender and the toolbox?

marsh canyon
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No, Toolbox does make a p3d (model file) nothing else. You need to write your config by your text editor, and pack it into pbo via some other software

stable sparrow
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ok that seems good enough. Im curious then why people still use object builder? (i just dont want to go through that process of setting of P: tbh)

stuck oyster
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Im gonna say you will want to be able to preview stuff in Buldozer

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and check out that animations work

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and paths are right

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unless you want to waste time packing and loading up the game just to see errors pop up and such

stable sparrow
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ah ok that makes total sense

stuck oyster
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and P drive is quite essential for getting properly set up mods

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there are very very verrry messy mods out there

stable sparrow
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sometimes a good thing the bar is so low

stuck oyster
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eh

dire snow
stuck oyster
dire snow
stuck oyster
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It's not if you are doing what I described

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When you do those things what you see is expected behavior

dire snow
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are you talking about these animations?

        class lift
        {
            type="rotation";
            source="lift";
            selection="lift";
            axis="lift_axis";//*probably*
            sourceAddress="clamp";
            minPhase=0;
            maxPhase=8;//10
            minValue=0;
            maxValue=8;
            memory=0;
            angle0=0;
            angle1=-1;
        };
        class slide
        {
            type="translationz";
            source="slide";
            selection="slide";
            sourceAddress="clamp";
            minPhase=-8;
            maxPhase=8;//8
            minValue=-8;
            maxValue=8;
            memory=0;
            offset0=0;
            offset1=0;
        };
stuck oyster
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Probably if they are the ones you show in the pics. blobdoggoshruggoogly

alpine matrix
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im currently having an issue with my weapons, it appears as i have a model/model.cfg issue but my sights dont fold down when i put on a scope and my bolt doesnt move when i shoot muzzle flash works fine though?

hollow fulcrum
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β˜•

main sequoia
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Where can I find models of the arma 's body to be able to model on top?

stuck oyster
runic plover
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\Arma 3 Samples\Addons\Test_Character_01

main sequoia
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in mine it doesn't appear

runic plover
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normaly its in common \ Arma 3 Samples instead of common \ Arma 3

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dont know if others have it on the same path, but mine is there

stuck oyster
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Arma 3 Samples is different thing

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use google or steam store search

main sequoia
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How strange is the problem that I really need to find these files, but in mine there is no such folder as samples

stuck oyster
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NOT THE GAME

main sequoia
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ok

stuck oyster
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the samples are different Steam store entry

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they are not in the game files

main sequoia
stuck oyster
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type in google search: Arma 3 samples steam

main sequoia
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aaaa

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ok ok

stuck oyster
main sequoia
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thanks

stable sparrow
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if just making models do i need to do "extract game data" when setting up P: ?

stuck oyster
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are you referencing on existing data from A3 in them?

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do you intend to preview your work in Buldozer to make sure you actually made things right?

stable sparrow
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yes to at least some of those

stuck oyster
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then yes you need proper P drive setup

stable sparrow
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ok dokes

main sequoia
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how can i reshape a binarized addon template?

stuck oyster
main sequoia
stuck oyster
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binarized objects can not be edited

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you can not edit the actual models from the game or from someone elses mod

slate epoch
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β˜•

wraith tendon
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how to do dis stpd signs (β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

thorn spire
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@wraith tendon is that trailer mp comp

hollow fulcrum
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I'm not Dscha, but I happen to know that it is :)

wraith tendon
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Yerp @white jay

plucky pecan
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/ + tableflip

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Unlike Hatchet im nice.

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<3

wraith tendon
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β˜• <-- i meant that for example

plucky pecan
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LOL

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Awkward

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BetterDiscordApp I believe mate.

wraith tendon
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ah, kk

hollow fulcrum
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i dont actually use the BetterDiscordApp, I just threw it out there day one as a distraction piece. haha. but yeah, just typing ":letters" does open the autoselect tray thingie.

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:godmode: is still fail though.. gonna have to write them about that..

thin wigeon
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is it allowed to use preprocessor statements (e.g. #define, #include ) in a model.cfg ? or is it only good for sqf / cpp? does binarise ignore it for model.cfg?

slate epoch
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πŸ‘

wraith tendon
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oh

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slaps Kllrt with a large trout

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thats for playing CS:GO!

slate epoch
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me? CS:GO?

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never!

hollow fulcrum
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ahahaha, he lies.

slate epoch
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✊

wraith tendon
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.!..

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Lets move to general Chat^^

slate epoch
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😠

bold flare
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Yes, no, no.

thin wigeon
# bold flare Yes, no, no.

ok, thanks - just wanted to rule out the blindingly obvious before I get lost in the debugging 😦

last spindle
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γŠ—

civic stratus
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If I'm not seeing the wheel animations in my buldozer, but am seeing them in my animations list in my model.cfg, what would be the cause of that?

woeful viper
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check your bones if they are proper

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first glance: nope they are not

civic stratus
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I tried to follow the sample model.cfg's inheritance structure

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what did I miss?

woeful viper
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wheel_1_1 where is it defined?

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nowhere is the answer

civic stratus
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is it not inherited?

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"My_Car_Bones : Car"

woeful viper
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no you cant have externs

civic stratus
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then whats the point of having bones in the parent class?

woeful viper
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not in model.cfg

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there is no point in it

civic stratus
woeful viper
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does it work?

civic stratus
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It seems I was just missing the skeletonInherit=

last spindle
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you can have bones in a parent class in the same model.cfg, but not from a external model.cfg was my understanding

woeful viper
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yes

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ask mikero if you need confirmation

last spindle
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yeah, im sure if he was here, he would of copied and pasted his typical response :p

civic stratus
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if I had to answer the same question 20 times a day id have an auto response system

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yeah, i was missing the skeletoninherit line haha

last spindle
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why can i not deploy bipods in a window, there is no geometry existing there in any of the LODS, it shows up as resting, but cannot deploy???

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but looking at it, it shows up as resting when ever you are next to a wall, so that is no indicator

hollow fulcrum
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hrmmm... yeah i still haven't gotten around to looking at that stuff. curious to know what the underlying function is though.

last spindle
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i don't think BI ever said anything other than, it will work seamlessly with user made content............ lol

hollow fulcrum
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one of those.. that's kinda scary.

last spindle
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I'm wondering if the geometry has to be cut a specific way to create the window, surely not though

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im wondering lots of things atm actually :s

hollow fulcrum
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should not be, at least from what i've seen of current models, nothing special. curious if there might be roadway interaction.. that i could maybe see..

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actually haven't looked at the buildings in a while. i doubt seriously they changed all of them for the bipods though.

last spindle
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yeah, i somewhat remember from a live stream that it was supposed to be calculated from the geometry lod that there was a surface in range

hollow fulcrum
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that would make sense to me. it's all there anyway and no need to change other assets. might be a minimum surface area or something like that playing into things.

last spindle
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im copying lods from the samples_f building now into the A2 buildings which im trying to do some updates on to see the results

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but the windows are roughly the size of A3 buildings windows

civic stratus
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can AnimationSources be inherited by an external class?

hollow fulcrum
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@last spindle i would not be suprised if some of the math involved is not overly robust..

last spindle
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it works on BI windows though ffs

hollow fulcrum
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hmm.. thats interesting. gotta be something there if it works without fail. πŸ˜•

crystal crest
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hey so , i've got a building i ant into arma, but i'm confused bout the geo and the 1.00 2.00 and 3.00 stuff in object builder, any help ?

hollow fulcrum
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if you have questions beyond that, fire away.

crystal crest
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so how do you go about applying the geo, do you just simply, select the whole model and do the insert geo thing?

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I'm not making this very clear about what i'm trying to say sorry XD

hollow fulcrum
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https://community.bistudio.com/wiki/Oxygen_2_-_Manual will also help you. in effect the base geometryLod is simple geometry that defines collision for many things. within the links i shared you'll find the details as to which LOD requires what. Whether closed/convex geometry is required and so forth. it is also very helpful to look at the sample models that come with the tools.

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that is the easiest way to sort what goes where and in general what it should look like.

crystal crest
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so to make the geo for a object i would select it all then click inset and geo ?

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I'm sorry for being an idiot btw

thorn spire
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Try to make simpler object

crystal crest
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atm i'm just trying to make a object , that i just can't walk through

thorn spire
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Meanin geo defines were walls.etc are

crystal crest
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yeah

thorn spire
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Lets say u have cube

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Vety detailed

crystal crest
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would all of that be geo?

thorn spire
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You.wanna.make same shape than the cube but with.simpler mesh

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Thats too detailed

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If you can.open the sample.building on oxy

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Look at its geo lod.and u.know what.I.mean

crystal crest
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oxy 2?

thorn spire
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Yep

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O2

hollow fulcrum
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or OB does not matter.

thorn spire
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Well.I mean ob

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Always mixing

crystal crest
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yeah it's in ob

civic stratus
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whats the appropriate channel for asking questions in regards to model.cfg/config.cpp?

crystal crest
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yeah got the geo selected yellow / black lines, assuming the black ones are applied geo ?

hollow fulcrum
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@civic stratus here is fine..

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@crystal crest the yellow lines are trace of other LODs, so you can see if things line up etc.. black foo would be the actual geometry in that LOD. in all honesty you should spend some time looking through the sample models and reading the links i posted. while it's not really hard to do things, there is a learning curve.

crystal crest
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yeah , alright man thanks for the help

hollow fulcrum
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one thing i tell guys to learn to do first is validate geometry. once you know how to do that, and you know the requirements of each LOD, you're in pretty good shape.

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as a side note, one must apply mass to the geometryLOD for it to function. ie.. Ctrl-A, add 10000kg to it.

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need components also..

civic stratus
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I'm just trying to experiment with including/inheriting external classes to make my configs as small as possible, lol.

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having 400 lines of code copied multiple times just seems wasteful and unintuitave

last spindle
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you can have externals in configs, but no externals will work in a model.cfg

civic stratus
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I'm only talking about config.cpp now, I've got the model.cfg sorted

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seeing "EventHandlers: EventHandlers" is sort of confusing for me as well, Wouldn't "class EventHandlers" in the child class inherit the parent's "class EventHandlers" automatically?

last spindle
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yes, but if you want to add extra stuff in the child class you need to first inherit from the parents class, unless you want to overwrite it

civic stratus
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I think I understand

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just sucks that the parent class I'm inheriting from has to be in the same config

last spindle
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not really, you can have a pretty neat config, 400 lines is not that bad, 10,000 would be bad, if you really need to seperate it, use " #include 'x/path/to/extra.hpp' "

runic plover
stuck oyster
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But I can also be that Zmas Tree points up xD

civic stratus
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I tried that, it said it couldnt include it

silver zenith
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having different z axis between separate softwares is one of the most petty and annoying thing of the 3d modeling scene

old gulch
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But what about a Umas Tree?

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Or a Vmas tree?

last spindle
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probably got the path wrong, if it is in the same folder, just need the filename, not the whole path

civic stratus
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its a diff folder

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same pbo though

last spindle
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@hollow fulcrum
http://i.imgur.com/cZOfi0Q.jpg
The smaller windows on the left wall don't work, the windows on the right wall work, but the smallest window on both walls wont work, so this leads me to believe that it has a maximum height from standing surface, and minimum width of apperature

hollow fulcrum
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ooo.. yeah you know what. i recall a conversation with an unnamed person. who i think indicated such a 'variable'. did you try switching stances?

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at least the height bit..

last spindle
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yeah, you can't use the raised stances for deployment anyway

hollow fulcrum
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ok, then that makes sense.

last spindle
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it is abit restrictive, those windows on the left are not even that high, just means im going to have to add little ramps at the windows of the A2 buildings so you can deploy out the windows, easier than going through all the LODS and making the windows lower or bigger

stuck oyster
old gulch
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That's a good point.

pallid island
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but what about normal trees?

hollow fulcrum
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yeah.. that seems reasonable to me.

last spindle
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but first we need to figure out exactly what that distance is :p would be so much easier if one of the BIMinions just gave it to us :D

hollow fulcrum
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ermm... i can attempt to ask. (will do) probably quicker if you self sort it though. at least historically speaking. :D

last spindle
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yeah i know .....

errant anchor
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Picture time :P jk

thin wigeon
#
{
        simulation = "ruin";
        type = selectRandom( ["1.p3d", "2.p3d", "3.p3d" ] );
}```
Am I right in thinking this will never work, as the evaluation isn't happening at the time the building gets destroyed? It always seems to substitute the first item in the array. I'm trying to get some different variations on destroyed buildings without having lots of the same model.
woeful viper
#

configs are read at game start, so any evaluation will be done once and that's it. You can't put an Expression there and expect it to execute at runtime. With the exception of few dedicated parameters (like "actions")

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if you want variation, use a script that utilizes the kill eventhandler, and substitute the model with a particular ruin model

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although i'm not sure if and how that would work with buildings placed on a map (as opposed to placed in eden)

thin wigeon
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ooh right, good idea. I suspected it was getting read once at init and never again. I'll look into the kill event handler and see what I can find.

stuck oyster
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That would be the way pretty much

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Ruin model should be the very last completely destroyed thing and damage states can be used for partial destruction

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How much variation can there be for a single buildings ruin?

last spindle
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deploying stops working somewhere between the second last and last window.......now i just need to do the width, narrow them down to exact values +/- margin of error and Biki this

stuck oyster
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Alternatively you could have the ruin as base and then spawn in some smaller additional flavor pieces with killed event.

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But this all will be quite a lot of extra strain on performance

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Since it will increase the number of unique models in scene

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So there is that to keep in mind.

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@thin wigeon

hollow fulcrum
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@last spindle β™₯ for punching through it.

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lol we are all insane. no question about it.

last spindle
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lol, im just going to put a pile of rugs under windows that are too high ...... solved

hollow fulcrum
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brilliant!

last spindle
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if it needs even more, a wooden bench

hollow fulcrum
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it's not like the building models couldnt use something inside anyway. all pro :thumbsup:

last spindle
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im going to relax abit first and play some FIFA16, and probably get super angry and rage at it

hollow fulcrum
#

haha, have fun with that. i always wanted to play it, but never enough time to even keep up with current set of games. which is 3..

last spindle
#

yeah, as we talked about in #other_games_chat a few of us have had every Fifa game since 95......lol dedicated or plain stupid

hollow fulcrum
#

dedicated sounds better. i'd roll with that.

woeful viper
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that mount looks supremely fragile...

hollow fulcrum
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it is, not really it's mount.

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and i did that mount some months back, and can't find the f'n thing. must be mixed in with one of the files here somewhere.. πŸ˜’

woeful viper
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ah nice

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i wanna make a quadmount for my bastardized 50cal

hollow fulcrum
#

haha im a fan of 'death by overwhelming firepower'.

woeful viper
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too bad 1000rpm is kinda the usefull maximum in arma

hollow fulcrum
#

yeah, the mini-guns really are not as effective as they should be. although i can't recall what i left mine configured at ... i recall sub optimal buffoonery.

#

still though, better than a SAW.

woeful viper
#

thats why i prefer oversized calibers hehe

#

for strongly perforated heat shields, maybe an alpha map would be usefull

#

if the distance between shield and barrel is not too great

hollow fulcrum
#

but now you are making me 3rd guess myself.

#

yeah, that is the issue. it's just enough gap there that i didn't want to do it that way.

woeful viper
#

for 50cal its too much imo

hollow fulcrum
#

indeed

last spindle
#

It would be super nice if when deployed, you could use the strafe keys to move sideways along the surface, or atleast lift and put back down without undeploying, that would be sooooo goood

lunar trench
#

My M82A2 is getting a suppressor in the next update and i just wanted to say thanks to all that have helped me along the way in making my mods. Its really good to know that there is a solid community thats there to ask for advice and help. πŸ˜„

hollow fulcrum
#

suppose you could do that. be like an autodeploy script basically. or maybe more of 'toggled' deployment? (idk..)

rapid carbon
#

Hello, I just have the following problem. I can't select any animation in bulldozer with the mouse wheel click does anyone have any idea?

stuck oyster
rapid carbon
stuck oyster
#

does enter and backspace change animations?

stuck oyster
#

then somethin might have changed your keybinds blobdoggoshruggoogly

clear mason
#

What is the maximum vehicle model size I can add to arma

stuck oyster
#

some collision related things start to go wonky after 50 meters

#

so safely 50 meters

clear mason
runic plover
# clear mason Explain wonky please

you can walk / drive / shoot and fall trough even if you modeled geometries and even if you did them correct. "Bug" / Engine limitation since 2001

clear mason
#

That is a bit too small for a U-boat

old gulch
#

Anything walkable is restricted further as well to, what... 36-ish meters from origin?

#

And technically, with the geo, it's 50m from origin, so you can have up to 100m

#

But the limit can be a bit vague.

clear mason
old gulch
#

Well, even then, you can't have a walkable moving surface in vanilla.

#

So, to be clear. Geometry is limited to 50m from origin (so 100m wide/long total), with unlimited height, Roadways are limited to 36m from origin (72m total).

#

Roadways that move are very janky, and if they're on a vehicle, the vehicle will just move out from underneath the player.

clear mason
#

Guess everyone will have to remain seated

old gulch
#

That's said, nothing wrong with having a separate static model that is walkable.

runic plover
# old gulch But the limit can be a bit vague.

sometimes it depends on terrain coordinates and rotation of the object. noticed this a lot with structures, sometimes it worked and when i have placed it somewhere else it didnt work. somehow weird xD

old gulch
#

It is weird!

#

I took some time to try and fix a model that was slightly too big for both limits and fix the roadway lod, and ended up just scaling the base of the whole thing down until it was appropriately undersized

runic plover
#

if its an object you can do it like the Arma3 big ships, just do it in seperated parts and let it connect together

old gulch
#

Oh, it was, but also it was one of those where it just wasn't worth doing that because it was such a simple object and it was just slightly over

#

The collisions were totally fucked, etc, so I just redid it.

clear mason
#

How do you add a roadway lod to the inside of a boat

old gulch
#

Well to start with, lemme tell ya, not a smart idea. I've done it. Waves make it real hinky.

charred bolt
#

Just add turrets so your players stay at their stations (helm, periscope, navigator, torpedoes etc), forget about walking around a moving uboat.

old gulch
#

Yeah, basically.

last spindle
#

yeah but you shouldnt be undeployed, i think RO2, or something, not sure what game it was, but it did it pretty good, when deployed you can still move while keeping the bipod deployed, but at like a movement modifier speed of 0.25, so it was really slow like you were dragging it around

grizzled halo
#

Hello,

I have a model in .fbx format with an armature defined that when imported to object builder deform. If I import them as .obj the mesh display flawlessly but then im missing my armature.

Could there be any setting i could try to import my .fbx correctly, or to be able to import my .obj and my .fbx armature into a single file within object builder?
I managed to get all my animations working by only importing my armature and generating .rtm files with the normalized timeline, so no issue on that.

lunar trench
#

Hey y'all

I recently got a question from someone i know about LOD Resolution and explained the concept etc as well as showed him what's already written on the wiki page about it. All in all, its not the most complicated thing to understand, but it is at times something that is neglected in certain mods.

I have created a small demo mod for anyone that might be wondering about how the game handles LOD's at different distances with different resolutions. The mod adds a few simple items to the editor which you can move around to see the effect. For example, there is a cube that changes color based on which LOD Resolution the game is currently using. It also shows the differences between when the game uses a certain resolution for different object sizes etc.

I hope this helps someone out there! πŸ˜„

https://steamcommunity.com/sharedfiles/filedetails/?id=2930728434

stuck oyster
#

and better yet, what exactly are you trying to make. The more details you give the better answers can be given

runic plover
grizzled halo
hot hornet
#

You want to include your Armature in your P3D?

grizzled halo
#

im pretty much a noob at importing characters into arma. I've only done static objects until now

#

im assuming you must import the armature in the same file?
or is that what the cfgSkeleton defines (the armature and the initial pose)?

stuck oyster
#

oof you are really jumping into the deeeeep dark end of modding

#

but no the armature is not imported

grizzled halo
#

hahaha

stuck oyster
#

you will want to take a look at the Sample animal in arma3 samples for what is in the actual model/p3d.

stuck oyster
grizzled halo
#

so i heard, but such is life and im willing to learn

#

the only problem is that beside reverse engineering there is only just a handful of info here and there and not recent info that can be extrapolated

stuck oyster
#

indeed

#

this is one of the many non documented things you can make

#

and will expect you to do a lot of digging in the configs to put all the pieces together

#

Well Moonie there might be able to give you a pretty good head start πŸ˜„

grizzled halo
#

🀞

hot hornet
#

@grizzled halo

I was going to write a long post but I realized that it wouldn't be easy to explain if you don't have the basics of modding on Arma. If you are familiar with rigging and animations in other engines, some of this information may help you.

Useful links:
BI Wiki:https://community.bistudio.com/wiki/Arma_3:_Animations
Arma 3 Samples (on Steam - you need the game to download them): https://store.steampowered.com/app/390500/Arma_3_Samples/
mondkalb'scustom character: https://forums.bohemia.net/forums/topic/201941-operation-blockhead/

- You don't need to include your Armature directly into your P3D
- The engine/game uses a combination of things to make your model move (RTMs, Configs, P3Ds)
- Position/rotation of bones are actually controlled by your RTMs
- RTMs are linked to your model and actions by configs
- The Armature (Skeleton) is defined in a specific file
- Your P3D is composed of multiple LODs, named properties and *Selections*
- The Selections are like Vertex Groups in Blender

Here is a link to the sources of a custom unit made for Arma 3 (a crocodile). This archive contains the configs and the non-binarized P3Ds of the character. It may help you but understanding how all this works takes time, a lot of time (because you actually have to understand how the game works in general).
https://drive.google.com/file/d/1a-yOre2ZNXuVYjxC39hAnql5mlfDo7U5/view?usp=share_link

lean furnace
#

I want to create new content for Arma3 such as uniforms, but I'm still wet behind the ears, what do I need besides the Arma 3 Samples?? Do I need to Crate everything in marvelous designer. and then Import them into blender? or marvelous designer is optional? How do people Start when they create their first uniforms for Arma 3?

stuck oyster
#

marvelous designer is definitely optional tool

#

it is quite expensive professional design tool and not something you want to invest into as beginner

stuck oyster
#

do you know how to do modeling and texturing and such basic parts of making models?

grizzled halo
# hot hornet <@381655357551804426> I was going to write a long post but I realized that it ...

I completely forgot to ask about this, Moonie @stuck oyster Have any of you guys tried this tool?

https://github.com/Talyataya/skelExport

This might also help with custom armatures, as told by Talya

GitHub

skelExport is a Blender Addon for exporting skeleton into a format usable in Arma 3 model.cfg files. - GitHub - Talyataya/skelExport: skelExport is a Blender Addon for exporting skeleton into a for...

stuck oyster
#

Id recommend learning to write the stuff manually first so you understand how it works

#

and what building blocks you are using

#

it makes it more easier to connect the dots through different config classes and models

lean furnace
stuck oyster
#

why are you retopoing it?

#

but yes, it is very possible to do something wrong if the result is not what you intend πŸ˜…

lean furnace
# stuck oyster why are you retopoing it?

Creating the Gloves for the uniform, maybe by retopology of the Hands of the model maybe I can Create the Gloves, but everything just turns into a sheet show at the end.

#

Here is my attempt at creating.

clear mason
#

Any extensions you recommend for clothing?

stuck oyster
#

well there are couple of simple ways to just expand the hand to be a glove you can further work on

#

you can select the hand part as far as you need and duplicate the mesh

#

and use inset face tool to expand it

#

near perfect fit with some minor tweaks in some tight spaces needed

#

and then you can work on thisas you like

#

it will also be weighted perfectly on the hand

#

with skin it looks a little bit weird of course. 🀏

#

@lean furnace

lean furnace
stuck oyster
#

if you turn it back to quads by "tris to quads" and subdive smartly you can even sculpt it pretty easily

#

jusy cant use dynatopo or youll lose weighting

stuck oyster
lean furnace
stuck oyster
#

main thing is to not look for "how to model for arma"

#

or even "how to model X specific thing"

#

what will best help learning is the type of stuff that explains how some tool or technique works

lean furnace
stuck oyster
#

and then by practice you learn to implement those tools and techniques on your work

#

keep making stuff and it keeps getting easier

lean furnace
stuck oyster
#

there are as many ways to make gloves as there are modelers I suppose πŸ˜…

#

and then there are different kinds of gloves too

lean furnace
lean furnace
stuck oyster
#

πŸ‘ its not wasted time if you enjoy it as a hobby. Making stuff is fun

lean furnace
#

Based

pine acorn
stuck oyster
#

by assigning it a texture that has alpha transparency

pine acorn
#

ah yes got it to work

hollow fulcrum
#

yeah RO has some really excellent weapons in general. think the bipods work that in there also. that would be ideal.

jade flare
#

anyone got a guide on custom aircraft? I'm making a Valkyrie Sky Talon (SciFi, Vehicle Carrier) just need something to understand how the flight system works in A3 and how to configure for it.

jade flare
#

Thought that may be the case is the Test_Plane_01 a VTOL?

stuck oyster
jade flare
#

Arma 3 Samples\Addons\Test_Plane_01

stuck oyster
#

no its normal jet

#

there is no actual vtol sample

jade flare
#

ah dang

charred bolt
#

Are there any VTOL? Don't think so

stuck oyster
#

yes

#

Blackfish

#

since you are doing similar system using blackfish as base is probably going to get you in right direction

jade flare
#

but the p3d will be encypted, so wont be able to view it in blender was hoping there was a sample out for it

stuck oyster
#

there isnt really much anything model wise that is special

charred bolt
#

ha!

stuck oyster
#

special regarding the vtol

charred bolt
#

ok, true πŸ˜‰

stuck oyster
#

all systems adhere to the same principles

#

animations etc

#

you can use A2 samples and the vtols there for reference

jade flare
#

is it using the same flight sim system?

stuck oyster
#

yes

#

well its not as that simple but basically yes

charred bolt
#

Is it a twin rotor aircraft? Might be ideal to put your centre of mass (geometry LOD) midway between them

stuck oyster
#

its a rocket thruster kind of a deal πŸ˜„ but basically should behave like blackfish or Osprey

jade flare
charred bolt
#

awesome looking

jade flare
#

tbh, this is just a model that was under creative coms and I'm editing to be more like another vehicle that is based on the same template (in lore)

#

so another question because the unit I'm making this for they don't like VTOL's how would i make this act like a Helo? is it just change the flight config?

charred bolt
#

simulation = "airplanex";
simulation = "helicopterRTD";

jade flare
#

do I need to define rotos for helos?

charred bolt
#

yeah

grizzled halo
stuck oyster
rustic field
#

So, i have spent a good amount of time on this model and im trying to import it into the game but i cant find any updated guides or youtube videos. can anybody help me out?

woeful viper
#

barely anything has changed the past 5 years...

rustic field
#

I found a PDF Guide but the tools it uses are outdated

woeful viper
rustic field
#

My model is made up multiple meshes instead of one being the whole firearm. do i have to make it into a single mesh?

woeful viper
#

no you dont have to

rustic field
#

I made my textures in substance painter and use node wrangler to apply them to the model in blender. do i have to convert the textures to TGA and RVMAT or will they be exported when i export the model?. if i have to convert them. how can i do that?

#

all my textures are in PNG

#

and i have multiple per part (base color, height, metallic, AO, normal, roughness)

stuck oyster
#

Arma 3 does not use PBR shading but older Specular Gloss shading

#

but png as file format will work

#

the setup you have in node wrangler will not transfer to Arma

#

but you can use Arma Toolbox Blender plugin to apply texture and rvmat material paths to each Blender material you have

rustic field
#

Interesting

stuck oyster
#

and export directly to P3D

rustic field
#

The thing is, i have multiple PNG per part, do i have to merge them?

stuck oyster
#

RVMAT you will have to write yourself

stuck oyster
rustic field
#

those are all the png for one mesh

rustic field
stuck oyster
#

by lot of model/uvmapping/texture rebaking work perhaps

#

honestly your setup does not sound like a gameready model

#

you may want to take another pass at it with game usability in mind

rustic field
#

Im very new to all of this. do you have any videos i can watch or guides so i can develop this better?

stuck oyster
#

a launcher would probably have max 2 texture sets

#

I dont really know current tutorials that well, you will need to browse youtube and the web

rustic field
#

Ok thanks

stuck oyster
#

and there are not much Arma specifc

#

so you will need to find some more generic tutorials that explain the theory and concept

rustic field
#

Got it

lean furnace
#

How can I get better sculpting? I don't see that much of a significant Change. How can Improve?

stuck oyster
#

subdivide it more, use knife tool to make cuts where you want edges

#

by practicing πŸ˜…

fleet nacelle
woeful viper
#

which uniform model did you modify?

gilded flume
#

Hey guys, do you know if there are any samples of UAV's anywhere, because I can't find one from the Arma 3 Samples...?

last spindle
#

Well is it a plane or helcopter based flight model, start from there, a sample of each different type of vehicle possible is not included

gilded flume
#

Alright, do you think it would work if I just used the components of a plane sample for the p3d and then used the configs from unpacked Arma 3 addons?

last spindle
#

of course you could make something work, but it would probably require some amount of hacking things to fit and work together as you want

gilded flume
#

Hmm.. I have no idea how to go about this then

jade flare
#

Unless your using a different soft which case may be freeze transforms

gilded flume
#

Seems like I can go fairly deep into the binarised uav model with Eliteness even if I can't unbinarise it

white jay
#

looking for a model maker for a mod im working on

stuck oyster
white jay
stuck oyster
#

hmm sometimes Blender just fries itself πŸ˜…

pallid island
#

cya 12 seconds ago when it got rendered 🀣

pine acorn
stuck oyster
#

you have transparency in the solid texture

#

which is a nono

#

only the transparent parts must have transparent texture with _CA suffix and solid parts need texture with no alpha at all and _CO suffix

pine acorn
#

ah, pain. So would it work to create a hidden selection and change the non transparent parts to a "co" texture" through that or to just hop back into blender and create 2 separate materials?

stuck oyster
#

no

#

it has to be done on the model itself

#

the model gets flagged by tranparency by what kind of texture it has

pine acorn
#

phrased what I wrote weirdly, meant to say "or do I need to hop into blender and create 2 separate materials, one for the transparent pieces and the other for the non transparent parts"?

pine acorn
#

ok gotcha, thanks πŸ‘

gilded flume
#

I finished messing around with the configs and the model and makepbo crashed on me without any errors :D I'll just give up and let others make uavs

vast tulip
#

something i did

desert notch
hot hornet
vast tulip
#

Yup!

#

Only just starting with the map assets though

woeful viper
vast tulip
#

lmao

#

im not gonna lie, making props and map assets has relit my fire for A3

woeful viper
#

it can do that yeah... provided you dont try to deviate too much from the "standard"

#

i was trying to make realistic defense fortifications, and after an initial motivation boost it ended in total frustration, because AI and other things just dont play along with it

abstract mirage
#

anyone know why when I try to add a turn signal texture to an existing model and go to save it in Object Builder, it only saves that parameter and doesn't save anything else in that LOD?

grizzled halo
#

I've been having a lot of issues trying to get the arma toolbox addon to work properly, from every 2 times I open Blender (3.4) 1 of it fails to actually activate the addon and I get a trace callback error or my O2Script.exe get removed and my exports fails. Im using the latest version of the toolbox, any help could be appreciated. Author mentions it works with that version of blender 😦

stuck oyster
#

@grizzled halo do you have o2script exe path set up in the addon options?

#

and do you have the version from pinned messages or from github?

grizzled halo
#

the one from github, and yes, the path is set up but everytime i get the trace callback I actually have to unistall and reset again

#

trying the toolbox version pinned doesn't let me even activate it

stuck oyster
#

what does "does not let me activate it mean?"

grizzled halo
#

constant traceback call error

south badge
#

I had this issue as well, but unfortunately I don't even remember how I ended up fixing it. I think I reinstalled the Toolbox. It might have had something to do with improper placement of some files within Blender

grizzled halo
#

I tried reinstalling multiple times too to no avail

stuck oyster
grizzled halo
#

in the 3.1.1 version nothing, i cannot even activate the addon.
In the latest release that works for me, im using the o2Script.exe file in addonBuilder folder

stuck oyster
#

also uninstall the old one first

grizzled halo
#

yeah, that version I couldnt end up using it. Couldnt for the love of god make it work.

Ended up using the latest stable release from the git, got it to work after a couple more of attempts

#

However, and now speaking on the model itself, from blender to .p3d, the model is x100 bigger (literally) as the scale has to be set in O.B to 0.01 once opening the p3d that blender gives me.

Even when resetting all the transformations. And then even when re-setting my scale from blender to 0.01.

Units are metric, the unit itself is meters.

When comparing my model to the arma 3 sample men it looks just fine.

Any info on that? From the read in multiple post on the forums, they said that applying transformations should be enough but i cant get it to show correctly natively notlikemeowcry

stuck oyster
#

if you use object parenting that can also affect scale through parent - child scale inheritance I suppose

#

1 unit in blender should equal 1 unit in OB

grizzled halo
#

yes, tried adjusting armature, pose and then mesh itself. Still the same result

stuck oyster
#

are they all in 1 , 1 ,1 scale?

grizzled halo
#

if I apply the tranformations to the whole collection though, it deforms really bad

stuck oyster
#

ah

#

then you got some bad scale inheritance happening

#

This probably is not a model/rig you made yourself fully?

grizzled halo
#

one thing i noticed is that if I apply the transformations to the whole collection, the deformation for the model its exactly the same as in o.b when importing it straight from .fbx, so I guess there is some sort of automation trying to be done in o.b

grizzled halo
stuck oyster
#

basically you will need to figure out how to normalize the scaling

#

you can try turning armature modifier off or even deleting it and removing object parentings

#

it is likely going to be a bit difficult to sort out

grizzled halo
#

yeah, if I remove the armature from the static mesh pose and apply the transformation the model goes in as desired to .p3d

#

Im just trying to learn how to do it properly since im assuming im missing steps.

Now, about animations in mocap format. How do I make that my mesh stays visible through all the frames in O.B?
If I move to another frame that is not the static pose my mesh dissapears. Im trying to align the mocap data to generate the rtms according to this video.

https://www.youtube.com/watch?v=Q0ACIBZrNIA

This is a simple tutorial to get animations from Blender 3D into Arma 3.

5 Steps :

  1. Make the animation you desire.
  2. Export the Character and Weapon bones with animation to two separate .bvh files.
  3. Import said .bvh files into Arma 3's Oxygen for placement correction and export the .rtm
  4. Write the appropriate configuration files in orde...
β–Ά Play video
stuck oyster
#

you using mocap format??? blobcatsweats

grizzled halo
#

yeah, exporting the rtm straight from blender leads to the enormous deformation previously mentioned because of the transformations haha, whem importing from the mocap format i can set my scale and orientation correctly, I just cant really correct my position if i cant see the mesh

stuck oyster
#

nightmare stuff.

grizzled halo
#

you tell me

#

hahaha

#

so I should figure out the problem with the transformations and export the rtms from blender instead then?

stuck oyster
#

that would be my suggestion

grizzled halo
#

go it, whatever is ideal to stop wasting our time.

Ill fiddle with it a couple of days and see if I can get something going

tranquil spire
#

can you have 2 muzzleflash proxies, 1 for main muzzle, 1 for UGL?

stuck oyster
#

kinda but got to do some magica with animations to hide/unhide the second one

tranquil spire
#

ah so probably having it placed in the model but not as a proxy?

stuck oyster
#

it can be a proxy

#

proxy is better for it I think

tranquil spire
#

I've tried it, but the 2nd proxy never shows up

#

so I imported the model

stuck oyster
#

well if it works it works

tranquil spire
#

agreed kekw

#

for future reference, I ended up doing

class hide_muzzleflash_two {
    type = "hide";
    source = "trigger.1";
    selection = "muzzleflash_2";
    sourceAddress = clamp;  // (default)
    minValue = 0.0;         // rad 0.0
    maxValue = 1.0;         // rad 57.29578
    hideValue = 0.0;
    unHideValue = 0.7;
    animPeriod = 0.0;
    initPhase = 0.0;
};
umbral shuttle
#

has anyone ever tried having a turret be a proxy? so for example having a tank chassis in 1 p3d, then tank + turret proxy in another and then idk some 3rd variation with a different turret proxy

stuck oyster
#

It can work but not really useful imo

#

Only benefit could maybe be if you use same turret in a lot of models, but even that is uncertain to be useful

umbral shuttle
#

what about the other way, the same body used

charred bolt
# umbral shuttle what about the other way, the same body used

The problem with proxies is that nothing INSIDE the proxy can be animated.
So in your first case, a turret as a proxy, the whole turret could turn, but the gun could not fire or the hatches open.
In your second case with the body as a proxy, the wheels and tracks could not animate etc.
It's therefore common to use proxies for shared objects, when they are static items.

umbral shuttle
#

is that cause its a mag proxy and so that has something special?

charred bolt
umbral shuttle
#

of not having to copy paste

stuck oyster
#

Main thing is to make the base thing work fully first

#

Then make the variants

#

An you can create selections for copied parts and unique parts you can more easily move around if necessary

umbral shuttle
#

Yeah I only recently discovered that theres an edit lod so I can use that

#

and another thing, is there an easy way to preview what the mag proxy will look like? same with scope hate having to restart game for minor adjustments

#

preview with bulldozer

sudden sonnet
#

I am modeling some houses, but I can't get them into Arma3. I am having problems with the config file, where can I find a very basic one to take as an example?

pallid island
#

Arma 3 Samples in steam have a sample building with model and all necessary configs

sudden sonnet
#

I have been working with CGI for a long time, but totally nb in programming

#

thanks

stuck oyster
#

but also it can be previewed easily in blender

#

magazine objects origin point is where the proxy triangles 90d angle positions it

jade harness
#

im trying to import a oil rig type thing i made which is rather large and complex is there anything i should be aware of in my attempt?

stuck oyster
#

AI will need path lod to be able to walk on it

#

and path lod may need a contact to water or ground surface in order to work right

#

and large sructures should use multimaterials for better performance

jade harness
#

thanks for the help

umbral shuttle
hollow fulcrum
#

β˜•

hazy epoch
#

Made an ammo box, but the box is invisible in game. We had it visible at one point, but after updating the model it’s invisible in game. I can’t tell if I’m missing something in the config or if it’s the model itself

fluid copper
#

Does it give an error when you place it? @hazy epoch

hazy epoch
fluid copper
#

You didnt change the model path in the config or anything?

hazy epoch
#

I double checked the file paths

fluid copper
#

Are the normals facing the right way?

#

Also what was it you changed between it working and it not?

woeful viper
#

🍸

#

makes me want to animate the whole loading process... but without character animation during reload this would propably look kinda stupid

hollow fulcrum
#

thats stellar there buddy. really wish they would give us the current animation set. would make doing things like that sooooo much easier. 😦

grizzled halo
#

Whats B.I stance of outsourcing the preparation of the models to be accepted in O.B but not worked in O.B itself?

stuck oyster
#

anything done without BI tools can be paid for

#

Unfortunately this kind of stuff is pretty common in bought assets. πŸ˜…

grizzled halo
#

yeah, I was willing to give it a shot but at this point having 2 weeks without any progress at all is disencouraging to say the least

I will just try for another week and if not, I guess i will post on creators recruiting

woeful viper
#

can you animate characters that sit in a vehicle via scripts?

#

cause that would be required in this case

hollow fulcrum
#

hrmm... that is a good question actually.

elder fulcrum
#

working on some more structures for my pack, emulating 1940s france here - a simple farm house. just wanted some opinions on these stone edges for the doorway and edges of the house. some friends say they're too varied or too uniform but maybe some more experienced guys can tell me what they think?

vast tulip
#

quite nice

stuck oyster
#

its a bit hard to say how it ends up looking without textures

#

but were the doorways done like that in reality?

#

I would think when possible builders would prefer even sized rocks for easier construction unless the unevenness is deliberate design choise

#

or that they have just used what materials are availalble

#

what is the rest of the house made of? rock/brick and mortar?

elder fulcrum
woeful viper
#

also, how could i delay reload time between shots based on elevation? It needs to be cranked to neutral position, which is easy via script, but the reload process would start right after firing and would always be the same time.
removing ammo via script temporarily would result in AI complaining about ammo, which would be annoying

hollow fulcrum
#

yeah the first issue that comes to mind is the reload time, isn't it limited in some fashion?

stuck oyster
#

I think looking at these the sort of decorative stones would be cut evenly but the ones used in the wall could be more rough and uneven

#

Like if one goes through the trouble of cutting the corner rocks, might as well do them even. And I think typically even and symmetrical designs have been favoured

woeful viper
#

so i need to somehow prevent reload from starting before the gun is moved to neutral ... and then interrupt again for elevating up again... i dont see how that could work properly

last spindle
#

can you change the magazine which is loaded by script?

hollow fulcrum
#

yeah, the more i think about it, the more it looks like a grandmaster rigging of things scenario.. which really isn't my cup of tea.

last spindle
#

just have a magazine that as 0 ammo count, load that in when you don't want it to be fired

woeful viper
#

is a magazine with 0 ammo count even possible?

hollow fulcrum
#

AI will start bitching immediately..

woeful viper
#

i would assume it would be deleted right away

last spindle
#

i think it is, depends on the simulation i guess, in a vehicle when you empty your ammo, it still comes up saying 0, but with a player obv your empty magazines just disappear into oblivion

woeful viper
hollow fulcrum
#

:D thats quality there.

#

a mass of 'gun bunnies' (i can call them that as a prior FO)

woeful viper
#

my cannon has the same caliber

last spindle
woeful viper
#

well... i guess i'll just scale the elevation animation to be faster/slower so i can use the same reload animation. Not ideal but before i break my head over this and use lot of hacks...

slate epoch
#

@last spindle Oh maaaaan!

hollow fulcrum
#

aye, that sounds reasonable. and that M198 is very cool. i have a triple 7 you can do that to if you want. hahaha

slate epoch
#

@hollow fulcrum I need to make some progress on D30 :D

hollow fulcrum
#

@slate epoch it's on the todo list next. waiting for the children to depart.

slate epoch
#

no stress!

last spindle
#

We plan for the M777 after we get the Indirect Fire working on the much simpler M198......very keen to see your 777

hollow fulcrum
#

@slate epoch have 3 kids.. near impossible to avoid. :D

woeful viper
#

very nice detail. i wish i had some kind of good reference to get more detail and faster. Not going to happen though, have to make up every detail on my own. The "original" doesnt have any way to reload it properly, and no traverse either...

slate epoch
#

hehe

hollow fulcrum
#

the M777 i have was done by Randy, but honestly it's a little out of proportion. but it wouldn't take much to fix it.

woeful viper
#

what do you mean by getting indirect fire working pinga?

hazy epoch
fluid copper
#

Is it white? Or a pink checkerboard

last spindle
#

The whole mechanics behind setting up collimators, aiming posts, gun optics, deploying the howitzers from stowed positions, air lifting ammunition and properlling charges, getting propelling charges from containers, getting ammunition from pallets, installing fuses in shells, setting fuses with the inductive fuse setter

hazy epoch
hollow fulcrum
#

:D better you than me.

fluid copper
#

How are you assigning textures?

hazy epoch
fluid copper
hazy epoch
woeful viper
#

ok cool, sounds awesome. I think i'll keep it simpler though for the sake of my sanity

fluid copper
#

Try applying the texture to the model through object builder

woeful viper
#

do you have all the optics and equipment modelled on your HP yet? I could use some reference for making up my own optics/stuff.

last spindle
#

no, the optics are going to be seperate, so i left them off the Highpoly, they will be attached via proxy to the weapons, i have some low poly stuff, and lots of resources with some decent pics

jagged tusk
#

That M198 stuff is kinda pushing it, but I love proper artillery stuff

last spindle
woeful viper
#

thanks

hollow fulcrum
#

@slate epoch alrighty.. lets see whats going on with this D-30

slate epoch
#

❀

stuck oyster
#

Model always needs default texture and material set up in the P3d. Hiddenselections in config are meant for creating variants

slate epoch
#

Ok guys, yet again I ask

#

I have model in p3d

#

I need to edit it in 3ds Max and I to do as little as possible polish between getting in in 3ds and back

#

What file format should I use?

#

I don't really want to loose selections

#

and smoothing groups

hollow fulcrum
#

.fbx?

#

although, i think it's kinda broken at the moment. or import was, don't recall.

#

ie.. you might lose one of those bits of info. maybe not though haven't looked at it in a while.

slate epoch
#

With FBX I always lost selections

woeful viper
#

OB doesnt export .fbx

slate epoch
#

does

woeful viper
#

what? ok...

#

i use 3ds always...

hollow fulcrum
#

.fbx always.

woeful viper
#

you have to redo smoothingroups however

hollow fulcrum
#

and you dont have to redo smoothing :P

woeful viper
#

could somebody explain to me why for artillery (e.g. like in ACE2) you position this "aim mirror thingy". Then you rotate your gunsight for the calculated traverse angle. Then you move the gun so that the gunsight points at the aim mirror thingy. Why is this needed?

#

i mean, why does it need to be seperate, calculating angle and then setting a reference on the gunsight itself would also work wouldnt it?

hollow fulcrum
#

no clue personally. i was not a gun bunny. i can explain annoying/redundant communication things with the FDC and the like though. :P

woeful viper
#

and i can explain what the front of a ski is ^^

jade harness
#

how can i add a non-directional light source to a model?

slate epoch
#

@honest galleon can explain

woeful viper
#

i guess its propably for greater accuracy

hollow fulcrum
#

maybe has to do with the fact the gun moves when/after firing?

stuck oyster
woeful viper
#

yes possibly... but when you think about selfpropelled artillery... i doubt they start spreading such toys all around the field before they fire

#

just to relocate again

hollow fulcrum
#

yeah i really have no clue, sounded good in me head though.

woeful viper
#

so this cant be the only reliable method of referenceing position and direction

jade harness
#

i checked the lamp and that one is just a directional light and i didn't find anything having to do with lights in the house sample

runic plover
#

use markerLights instead of Reflectors

stuck oyster
#

hmm maybe I remembered wrong that the house had markerlights then

jade harness
#

that works cheers lads

slate epoch
#

just summon @honest galleon he was head of arty :D

woeful viper
#

high explosive or armor piercing head ? :P

hazy epoch
last spindle
#

The Collimator / Mirror Thingy is just your point of refernce that never moves, you can use two sticks, which is the concept of the aiming posts which are a more low tech soloution, you could use two trees if they are lined up properly

woeful viper
#

fffs.... my arty is completely ballsed up ingame. AI cant shoot with it, artillery computer only gives weird ranges (e.g. 2.1km-2.4km close, 5.3km-6Km medium, 13.6km - 15.4Km far) -.-"

hollow fulcrum
#

😢

#

i believe SOP on things like this, is to blame the gun bunnies.

#

wish i knew that stuff well, fairly useless i am with these things.

woeful viper
#

i copied gun and ammo from the 155mm so it can only be the cfgvehicle

#

and i still havent fixed the stupid AI issue with my AA tank where the ai shoots above the target...

honest galleon
#

eh?

#

so for artillery accuracy is important because you are often shooting at things 10-30km away

#

so even being off by a few milliradians can translate to being off by dozens of meters

#

what an aiming reference is used for is to be just what the name implies

#

when your battery arrives to a firing site its already been surveyed, and a very accurate north bearing has been found

#

using the aiming circle you then lay each gun on their initial direction of fire using the surveyed north as a reference.

#

When each gun is laid they then emplace an aiming reference

#

these aiming references are the aiming stakes, the infinity reference collimator, or a distant aiming point (DAP)

#

with the aiming stakes you turn the sight of the gun (not the gun itself) till you have a clear area, and then you walk out and you place two stakes, 25-50 meters apart from each other, so the left edge of the stake lines up with the vertical line of the sight optic's symbology

#

the reason you place them 25-50 meters apart is two fold, one the guns sight unit is not placed directly on the axis that the gun rotates, and as such when the gun is traversed the sight unit will move relative to the aiming stakes in a side to side manner

#

second, the gun will displace when being fired until it is sufficiently dug in (and even then it can still move)

#

both of these situations create a situation where the aiming stakes are no longer able to be properly lined up, if you just had one stake you'd now be aiming slightly off angle to either side

#

what fixes this is the use of two stakes, which allows you to compensate via the parallax effect, in that if you place the left edge of the furthest stake half way between the left edge of the nearest stake and the vertical line of the sight units optic you have adjusted for this horizontal movement

#

this is called a compensated sight picture

#

with the collimator this process is even easier

#

the collimator simulates a point infinitely far away

#

the graphic inside the optic on the collimator will always appear to match the scale of the mil markings in the guns sight unit

#

this means that as the gun shifts left to right you can easily compensate by just lining up the numbers you see in the collimator with the numbers on the sight units optic symbology

#

if you do that the gun will have accounted for the displacement

#

this all makes explaining the last method even easier, the distant aiming point, or DAP, is just as the name implies, it is something far enough away that the parallax effect doesn't even occur. The usual distance for this is 1500 meters or more. The most common objects chosen for a DAP are well constructed objects such as large buildings, smoke stacks, prominant terrain features, etc.

#

I hope that explains. :P

woeful viper
#

yeah... should be more obvious when my brain is less clouded and rested too^^

#

and what about selfpropelled arty?

honest galleon
#

depends on the system

#

modern SPGs have intertial navigation and GPS

#

even modern towed pieces have it as well, such as the M777

#

they can "self-lay"

#

in that they know where they are and what direction they are facing

#

this means that laying can be done all automatically

woeful viper
#

ok, was gonna say... with all the hightech this stick referencing seemed a bit outdated

honest galleon
#

or at least easily (the 777 you just match the numbers for the fire mission to the numbers on the little screen)

#

well

#

electronics fail

#

in the US even with the M777 you still lay out your stakes and collimator

#

and you choose a DAP if you can

#

even the Paladin carries stakes and the collimator still

#

and if they are emplaced long enough will deploy them

woeful viper
#

ok another question - in ace 2 as observer you correct aim by guessing +xyz meter more right and +xyz m range based on the impact. with all the modern equipment, why do they not use rangefinder and "compass" to mark the impact location and transmit this information. Based on this the fire controll could find the aiming error way quicker

honest galleon
#

because again technology breaks, technology is expensive, it doesn't always work, radios suck

#

etc

past canopy
#

oh my god pinga removing the feet hahaha

honest galleon
#

they US army has been trying to get a systamatic data system fielded for like 15 years now

#

and its a total boondoggle

#

they cancelled the latest attempt like 2 years ago

past canopy
#

Honestly they make a mess out of most every endevor like that

#

IE the camoflauge selections

honest galleon
#

yah

#

so in the end, voice works wonders

#

and they do have range finders that can do that

#

the Vector 21 has a artillery adjustment mode

#

you point at the splash, then you point at your target

#

and it gives you the add/drop, left/right, up/down

#

it also gives you the OT dir

woeful viper
#

no i didnt mean via some data link whatever. I mean that the observer checks the range of impact to his position and the angle on the compass. And then radio's this. Instead of guessing how much to add

honest galleon
#

yea, but not everyone has a vector 21

#

and they need batteries

#

and they break

#

etc

past canopy
#

there is one FCS that mates the arty some uav and the uav tech hut

honest galleon
#

your eyes dont break really as easily, and normal binoculars with mil markings being used by an experienced observer is going to be just as fast

past canopy
#

it can automatically calc everything but you still need people to set up the arty

#

you wanna see some amazing shit? go look up the old school FCSs that are computers but entirely mechanical.... its amazing

woeful viper
#

yes i know, really like ww2 tech stuff because it's actually quite advanced if you look closer. IFF& radar / electronic warfare, reflex sight with auto correct, ...

past canopy
#

I just find all the mechanical shit insanely cool because of how much it can do

#

Like imagine the guys who designed all that and how clever they had to be

#

astounding

woeful viper
#

the german bombing sights where pretty cool

past canopy
#

^

woeful viper
#

i want a bombing-sight for my fighter-bomber. I have a RTT monitor and the plan is to check flight data and ground stuff, then animate the memorypoints for the RTT camera so that the bomb would fall right there.

#

not sure if it will work, havent tested it yet

hollow fulcrum
#

i still think it will work.

woeful viper
#

"just" need to learn scripting ^^

past canopy
#

gg

#

yo hatchet whatever happened to them radios?

woeful viper
#

xD

hollow fulcrum
#

i have them, assuming you mean LP assets. slated for next month. actually working on a couple russian counter parts.

woeful viper
#

i remember some incident...

past canopy
#

sweet

#

any pics?

woeful viper
#

anyway, im off. later guys

hollow fulcrum
past canopy
#

PM me some pics of the LP 152 and 148 if you can homie

#

otherwise I'll find you

woeful viper
#

top sekrit nuclear powered jetboat :)

past canopy
#

no guard for the prop?

hollow fulcrum
#

lol @past canopy my first thought..

past canopy
#

some Indiana Jones shit about to happen there

#

also Hatchet, while that photo is less revealing.... I find I can still get off to it

#

thanks

hollow fulcrum
#

lol np buddy, anytime :D

past canopy
#

anytime you say........................... ;)

#

did our DPV chat ever get restarted?

hollow fulcrum
#

better cover that with BIS tactics ... soonβ„’

#

and no, i was actually waiting on files from someone..

past canopy
#

wow Emery

hollow fulcrum
#

yeah, think he was busy for a few days or something. need to move that conversation over here.

past canopy
#

yeah

#

unsure how we do that

hollow fulcrum
#

trick Emery into it? guessing he started the skype channel.

past canopy
#

^

#

my thoughts exactly

#

tell him he has to start it, let him figure it out

hollow fulcrum
#

πŸ‘ :D

shell hedge
#

Has there ever been a changed made to proxies so that they can animate as part of the main model? If I remember correct it's still not possible?

stuck oyster
#

the proxy moves fully only

shell hedge
#

Sucks! I'm trying to explore making an armed ghosthawk with pylons

#

I had a peek in the model and there is memory points for missiles / rockets, I wish the model still had the missile proxies as I'd be able to do what I want with ease

hollow fulcrum
#

catch you guys on Monday, range day tomorrow! πŸ”«

stuck oyster
shell hedge
#

Has that been confirmed? Didn't think it would actually happen, great news if so!

stuck oyster
hollow fulcrum
#

quick question, and im sorry because i can not recall atm, but who is working on the CB-90?

umbral shuttle
#

is it possible to select a texture in all LOD's for ease of selection, or do I just have to bit the bullet and go through and select for each lod

stuck oyster
#

Might be easier to do on where the model is made in instead of OB

umbral shuttle
#

True, I'll let someone else deal with it πŸ™‚

stuck oyster
#

selections and such are best done on source level so if source needs update for some reason the selections are still there and dont need to be done again in p3d

white jay
#

Evening all, quick query, this seemed the best channel for it, I've a friend thats after a mod that adds a pair of Aviators to the NVG tab (No NVG capabilities) just so he can have a different colour bandana with it. Anyone have a good guide on how I can accomplish this?

stuck oyster
marsh canyon
#

Do we have a study that how an hiddenSelectionTextures/sections make the performance worse? I really don't know how it affects/how much it drops the FPS

#

One example is GM CDLC, it uses many hiddenSelections. Is it causing a FPS drop by any way? Of course more draw calls is bad, but how bad it is?

stuck oyster
#

I can't remember seeing any empirical study on that unfortunately ir would be interesting topics.

marsh canyon
#

Not even sure how we can make a test, do we have a good command/extension/external software we can use to check draw calls? Or, maybe simply put multiple objects and check FPS? IDK, may do after I'm back at the office

runic plover
# marsh canyon Do we have a study that how an hiddenSelectionTextures/sections make the perform...

I dont think it makes any FPS drops. I think it just loads always the whole 3D model, doesnt care if you hide something etc. But FPS drops can happen if you replace a texture and its material shader which is better / or has a better quality / or is bigger in KB/MB than the default one. Just in a logical order, but the drop should happen just once per started mission game until its registred in the memory space

slate epoch
#

Range day? Where I can sign up? :D

past canopy
#

@hollow fulcrum I am working on one, and the SAM studios guys are also working on one. Two different versions.

civic forge
stuck oyster
#

they got darker colors I suppose

south badge
#

Guys, does anyone know why does my Object become shiny once I get into the game? Everything looks fine in SP, but once I get it in game it doesnt look anything like it. Is this an rvmat issue?

stuck oyster
south badge
#

Ah, damn. I watched a tutorial from a long time ago, and it was using metal-rough when doing the texturing, while only enabling spec/glos/opacity channels before the texture export

#

so I guess that was not the right way of doing it lol

stuck oyster
#

It is somewhat more complex than that yes

wispy orchid
#

hi, any alive user interesting in testing an experimental build of the Nimitz to see if still is despawned?

lean furnace
#

Is Zbrush Arma Friendly?

thin swan
lean furnace
kind nacelle
#

arma is pretty agnostic towards software used

#

and as with any sculpts, wether you do them in b3d or zbruh, you will need to do retopology and bakes anyways

hot hornet
#

You can use zbrush for your highpoly, yes. A good retopo will be needed.

stuck oyster
civic forge
#

Hey, I've got a ladder working in the eden editor but it doesn't work when i add it into my terrain? The class of the building is beginning with Land_

stuck oyster
#

maybe wrong simulation type in geometry lod named properties

#

needs class = house

#

and the classname needs to match the p3dname

#

so houseWithLadder.p3d -> class land_houseWithLadder

wooden topaz
#

Greetings, I'm new here. And new to modding and modeling.

I have created a custom UAV model in Blender and OB but I am having trouble setting the correct pilot and gunner positions. I'd like the model to have the same cameras as the AR2 Darter, but can't quite figure out how to place them. I have tried placing Proxies on the View-Gunner and View-Pilot LOD's and giving them paths but it doesn't work either, instead it gives me a fixed camera view on the UAV.

In the UAV terminal the PIP-cameras work as intended, and I'd like to have the driver and gunner cameras be the same.

Any ideas what to try next?

(I hope this makes sense πŸ˜„ )

worldly knoll
#

I'm currently trying to make my very first mod, and since I somewhat hate the controls in Object builder, I'm trying to make my memory LODs ahead of time in Blender, and for that purpose I'm trying to export my model in .p3d with arma toolbox so it might remember them, but whenever I try to load it into Object builder to check up on it, it gives me a generic "Error, load failed". I've read about the binarized and unbinarized p3d issues but afaik arma toolbox is supposed to export an unbinarized version, but at this point I'm kinda lost. I can still open the model fine with Object builder if I export it as an OBJ file instead first but it doesn't keep the memory LODs

stuck oyster
#

unless that is set the p3d exported is empty

worldly knoll
#

Ohhh... nope I was not, thank you very much

night heath
#

Anyone willing to make custom models for my map?

wraith tendon
#

huehuehue

night heath
#

?

wraith tendon
#

I think the chance to find someone decent, who isn't involved in a group nor own projects is pretty rare.

night heath
#

Worth a try though

#

Yeah I know :/

#

I would do it myself but I've never even attempted modeling

white jay
#

what do you think about my mask model

stuck oyster
charred bolt
#

What causes Object Builder to reset z-bias from Low or Medium to High, when you click the Apply button?
I'm sure I've been able to select all 3 options in the past.

woeful viper
#

if you apply "high" to one selektion, maybe it switches the others that are high to medium?

charred bolt
still trail
#

@wispy orchid yes

past mesa
#

@night heath what kind of models are you looking for?

cursive quarry
#

@wispy orchid yes

hidden bronze
#

@still trail Real footage of the recent Russian strikes in Syria obviously.

still trail
#

We are experimenting with naval support in ALiVE

woeful viper
#

is it possible to define a default crew for a vehicle that consists of different persons? e.g. multiple crew and one seperate tank commander unit. I tried
typicalCargo[] = {"crew", "crew", "cmdr", "crew", "crew"}; but that does nothing

still trail
#

Shame about the vanilla sub :)

#

There a crew setting, separate to cargo

woeful viper
#

o rly

#

crew ="stuff" is not an array however

still trail
#

ah yeah good point crew = driver basically

#

if you have turrets, then you can set hasGunner for each turret I believe

#

hasDriver=true;
hasGunner=true;
hasCommander=true;
driverIsCommander=false;

woeful viper
#

that was not the question. I want to fill it with different units as crew.

still trail
#

assuming you want to set classname for each driver etc

woeful viper
#

you cant do hasDriver ="crewxyzclass";

still trail
#

yep

#

i've set crew = "myclassname" and then typicalCargo = ["myclassname","myclassname"] and that spawns the vehicle with driver and gunner with the custom class

woeful viper
#

yes, but i want "myclass1" and "myclass2". and it doesnt work with typical Cargo...

wispy orchid
#

@still trail , tan

#

thanks

pseudo elbow
#

I'm 0 at modelling, I wonder how difficult it would be to make these rocks properly walkable?

hot hornet
runic plover
pseudo elbow
#

Thanks, I was more wondering if its worth it requesting a fix for this, these rocks been an issue for 10 years already, maybe they should be finally fixed until its not too late

woeful viper
#

vbs...

dim mica
#

"Optics field of view at default zoom in radians" how excatly this is calculated when you want 4x zoom

woeful viper
#

only thing i could try is delete crew="xyz"

#

no doesnt work. leave crew out and it spawns empty. put it in and all crew will be the same

wraith tendon
#

+1

charred bolt
dim mica
#

Thx @charred bolt

wispy orchid
#

@still trail nice video, how to differentiate the cruise missiles from the regular air to air missiles? Maybe we get an updated sea sparrow for the Nimitz and it would be nice to radar intercept the cruise missiles

stuck oyster
pseudo elbow
woeful viper
#

i made a ticket for that... circa 2013 πŸ˜„

pseudo elbow
#

If there is anybody left at BI who's willing to touch that

#

But if you ask me, amount of gameplay improvement impact to effort ratio is huge here

#

Not THAT much work, but THAT much game improvement

woeful viper
#

nvm it was a ticket that complained about collision geometry that was far above the visual geometry... not about those particular rocks

#

what if it costs performance? πŸ˜…

pseudo elbow
stuck oyster
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it has

plucky depot
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Collision checks near rocks can kill perf if their geo is too complex.

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IIRC dedmen fixed it quite a bit but it's still and will be costly.

stuck oyster
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theres few that are hollow inside which is why tou can glitch into them and stuff like that

umbral shuttle
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if I have a selection in res lod called engineLeft, and I have a hitpoints selection with the same name, if I hide it in config with hiddenselections will the hitpoints also be hidden?

stuck oyster
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it makes it trasnparent

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which is not good for performance

umbral shuttle
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ah dang, so no way to hide hitpoints (or I guess fire geo) with config?

stuck oyster
umbral shuttle
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ah that will hide fire geo, ill see if I can use that

civic forge
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Hey, is there a way to rotate a part e.g a door on its own axis in object builder, the rotate options in transform don't seem to be working as i expected

charred bolt
south badge
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funny how I have the same issue, except that I canΒ΄t see and use the action actually attached to the object. The interaction point should be a single vert in the memory lod, right?

south badge
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perhaps if I didnt fuck up one pair of brackets in the config I wouldnΒ΄t have wasted 2 hours looking for the issue in all the other places

charred bolt
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Try using mikero's tools, as they would have found that bracket issue for you immediately on trying to build.

south badge
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yep, sounds like a plan

civic stratus
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If my landcontact points are below my wheels, but my wheels still sink into the ground, is that because of the weights in my geometry lod?

wispy orchid
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@civic stratus : not sure if it helps, but have you tried defining the wheels in the driveOnComponent array in the config?

dark shore
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Hi guys I make some models for one mode but when we try to pack this mod with hemtt builder it dont pop-up error but it lag on this model in Command line

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If you want i Can send you model

runic plover
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Pack it with pboProject / Mikero Tools and it will find your issue