#arma3_model
1 messages Β· Page 7 of 1
All there
and config for the UGL
all there
my guess is your config inheritance is not right and you dont get the defined points for the launcer firing points
or you have renamed the points and not defined them again with the correct names
this is where the default UGL originally inherits the point defines
i think ive got it, im gonna pack it and see.
it was a space in the points
i didnt think a space in points would do anything though.
they work same way as the barrel points define where bullets come out
Yeah, sounds about like what i read up on. I got it to work it was literally just the extra space
typos are modders worst enemy xD
personally I use _ instead of space
much clearer to read and compare
https://gyazo.com/8a4f54c8adba05978152920c204f53ba i think my LODs check out, and I did change the set up with the wheel but still the same result as last GIF I showed. I think my brain is melting
hard to see since you got that broken UI setup
it was genuinely just an extra space between my selection name
like halvi_ konec
im just a little slow π
everyone makes those mistakes
main thing is to learn from them to see them faster in the future
Lonewolf3D is one of the gold standards of Hard Surface modelling, his stuff is very very ... Very Nice
^
His understanding of topology and workflow is probably one of the best out there.
Anyone seen his AH64d?.... hard to tell its was a 3D model
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
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
okay, fuck it then lol
yeah, it is not worth it, if we someday have a magazine proxy in the weapon model, then it will work
maybe in Arma 5
I know how to script it, toadie's augs use it for the barrel swapping
it's a bit of a pain though, you basically remove all the magazines and readd them
ah
it 'works' with no real issues but it's dirty
hmmm....................... maybe I will try it then, not for alpha release but hopefully sooner than later
how bad are my sounds?
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
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
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
oh hmmm
iron front did something similar for the PPSH-41 with switching between drum and stick magazines
there's also modelspecial but I don't know if they fixed that it used to cause crashes and some other problems
Okay, got Q: Does anybody tested, what the cons of hidden Parts in a Model is?
no, but i was talking about this the other week on Skype, if we were still there i could find it and continue on
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
hmm, had something like that in mind
But there will be a max. of 10 (and this will be rare), so it should be fine then.
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
ah, kk
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.
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++
As addition what Apollo said, have you added in your config:
driveOnComponent?
Like this here:
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#driveOnComponent
These config defined Components have to be also defined in your 3D Model / only in the GeometryPhys LOD
There's nothing special to add the ladder stuff.
Make sure in your Memory LOD are just 2 verts added / defined. So one is start, one is end.
If thats fine, maybe select both verts and in topview rotate them just 180Β°
I had such issue once and roating them 180Β° worked for me
can proxies have hiddenselections?
driveOnComponent is actually obsolete with physx simulation, but I must admit I still add it anyway, old habits die hard.
Oof really? It helped me a lot to solve some rock problems for my vehicles 4days ago π
Or obsolete for planes only?
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.
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?
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
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. π
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.
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.
correct
use the arma toolbox p3d export
fbx is messy format
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.
I only ever used the fbx method. Just so happens that it doesnt work for me anymore..
each object you want to export need to have arma properties enabled in Blender
(in the "arma3" toolbar tab)
that marks object to be exported and also what lod it belongs to
That worked after checking off that box. Now it appears when opening the p3d. Unfortunately the weights are still screwed up.
do they work in game?
Some do, others don't.
which version of the toolbox you have? and which version of blender?
and do you have the O2script.exe path set up in the toolbox settings
Tools - v3.0.4, Blender v3.4.1 and no.
try the more recent toolbox from the pinned messages and set up the o2script.exe path
otherwise the p3d wont write correct
Still wanna see this: http://feedback.arma3.com/view.php?id=5398
thanks for the info pinga
thats a bummer =/
anyone know exactly how the VA logos work?
I have the code for them but I can't seem to nail the usage and which names should be shared
This might seem like a dumb question but do you need object builder/ arma 3 tools installed at all these days?
For what purpose? If you don't need one you just can ignore it
well, for making 3d models in arma 3
i can see the arma toolbox for blender but im not sure if you still need object builder somewhere in the pipeline
Good to have one. But ArmaToolbox for Blender is good enough to make p3d
Sorry I dont understand. Do i need it or can i make addons and config them with just blender and the toolbox?
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
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)
Im gonna say you will want to be able to preview stuff in Buldozer
and check out that animations work
and paths are right
unless you want to waste time packing and loading up the game just to see errors pop up and such
ah ok that makes total sense
and P drive is quite essential for getting properly set up mods
there are very very verrry messy mods out there
sometimes a good thing the bar is so low
eh
hello everyone anyone know pk my character crosses the ramp while the geometry is present ?http://image.noelshack.com/fichiers/2023/05/5/1675450487-20230203195212-1.jpg
Either it becomes too big for collision detection or you animate it beyond the original bounds of the model and collision detection stops.
even the roadway doesn't work, it's strange
It's not if you are doing what I described
When you do those things what you see is expected behavior
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;
};
Probably if they are the ones you show in the pics. 
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?
β
Where can I find models of the arma 's body to be able to model on top?
Arma 3 samples on Steam
\Arma 3 Samples\Addons\Test_Character_01
normaly its in common \ Arma 3 Samples instead of common \ Arma 3
dont know if others have it on the same path, but mine is there
not Arma 3 the game
Arma 3 Samples is different thing
use google or steam store search
How strange is the problem that I really need to find these files, but in mine there is no such folder as samples
NOT THE GAME
ok
and where do I find this dough other than the one in the game?
type in google search: Arma 3 samples steam

thanks
if just making models do i need to do "extract game data" when setting up P: ?
are you also making configs for those models?
are you referencing on existing data from A3 in them?
do you intend to preview your work in Buldozer to make sure you actually made things right?
yes to at least some of those
then yes you need proper P drive setup
ok dokes
how can i reshape a binarized addon template?
what is binarized addon template?
from what i've seen that when i try to import a p3d addon in the blender it throws error Wrong MDL Version and from what i've read it's because the model was binarized
you can only use the samples
binarized objects can not be edited
you can not edit the actual models from the game or from someone elses mod
β
how to do dis stpd signs (β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
@wraith tendon is that trailer mp comp
I'm not Dscha, but I happen to know that it is :)
Yerp @white jay
β <-- i meant that for example
ah, kk
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.
:godmode: is still fail though.. gonna have to write them about that..
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?
π
ahahaha, he lies.
β
π
Yes, no, no.
ok, thanks - just wanted to rule out the blindingly obvious before I get lost in the debugging π¦
γ
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?
no you cant have externs
then whats the point of having bones in the parent class?
bis inherits bones in their sample car: http://pastebin.com/pf0k1SdT
does it work?
It seems I was just missing the skeletonInherit=
you can have bones in a parent class in the same model.cfg, but not from a external model.cfg was my understanding
yeah, im sure if he was here, he would of copied and pasted his typical response :p
if I had to answer the same question 20 times a day id have an auto response system
yeah, i was missing the skeletoninherit line haha
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???
but looking at it, it shows up as resting when ever you are next to a wall, so that is no indicator
hrmmm... yeah i still haven't gotten around to looking at that stuff. curious to know what the underlying function is though.
i don't think BI ever said anything other than, it will work seamlessly with user made content............ lol
one of those.. that's kinda scary.
I'm wondering if the geometry has to be cut a specific way to create the window, surely not though
im wondering lots of things atm actually :s
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..
actually haven't looked at the buildings in a while. i doubt seriously they changed all of them for the bipods though.
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
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.
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
but the windows are roughly the size of A3 buildings windows
can AnimationSources be inherited by an external class?
@last spindle i would not be suprised if some of the math involved is not overly robust..
it works on BI windows though ffs
hmm.. thats interesting. gotta be something there if it works without fail. π
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 ?
so how do you go about applying the geo, do you just simply, select the whole model and do the insert geo thing?
I'm not making this very clear about what i'm trying to say sorry XD
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.
that is the easiest way to sort what goes where and in general what it should look like.
so to make the geo for a object i would select it all then click inset and geo ?
I'm sorry for being an idiot btw
Try to make simpler object
atm i'm just trying to make a object , that i just can't walk through
Meanin geo defines were walls.etc are
yeah
1 sec, so for the test house, https://gyazo.com/29b278bbad5e03eb22b96f1316d77cda
would all of that be geo?
You.wanna.make same shape than the cube but with.simpler mesh
Thats too detailed
If you can.open the sample.building on oxy
Look at its geo lod.and u.know what.I.mean
oxy 2?
or OB does not matter.
yeah it's in ob
whats the appropriate channel for asking questions in regards to model.cfg/config.cpp?
yeah got the geo selected yellow / black lines, assuming the black ones are applied geo ?
@civic stratus here is fine..
@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.
yeah , alright man thanks for the help
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.
as a side note, one must apply mass to the geometryLOD for it to function. ie.. Ctrl-A, add 10000kg to it.
need components also..
I'm just trying to experiment with including/inheriting external classes to make my configs as small as possible, lol.
having 400 lines of code copied multiple times just seems wasteful and unintuitave
you can have externals in configs, but no externals will work in a model.cfg
I'm only talking about config.cpp now, I've got the model.cfg sorted
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?
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
I think I understand
just sucks that the parent class I'm inheriting from has to be in the same config
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' "
But I can also be that Zmas Tree points up xD
I tried that, it said it couldnt include it
having different z axis between separate softwares is one of the most petty and annoying thing of the 3d modeling scene
probably got the path wrong, if it is in the same folder, just need the filename, not the whole path
@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
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?
at least the height bit..
yeah, you can't use the raised stances for deployment anyway
ok, then that makes sense.
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
Those are trees for #arma3_texture
That's a good point.
but what about normal trees?
yeah.. that seems reasonable to me.
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
ermm... i can attempt to ask. (will do) probably quicker if you self sort it though. at least historically speaking. :D
Picture time :P jk
{
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.
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")
if you want variation, use a script that utilizes the kill eventhandler, and substitute the model with a particular ruin model
although i'm not sure if and how that would work with buildings placed on a map (as opposed to placed in eden)
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.
That would be the way pretty much
Ruin model should be the very last completely destroyed thing and damage states can be used for partial destruction
How much variation can there be for a single buildings ruin?
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
Alternatively you could have the ruin as base and then spawn in some smaller additional flavor pieces with killed event.
But this all will be quite a lot of extra strain on performance
Since it will increase the number of unique models in scene
So there is that to keep in mind.
@thin wigeon
@last spindle β₯ for punching through it.
lol we are all insane. no question about it.
lol, im just going to put a pile of rugs under windows that are too high ...... solved
brilliant!
if it needs even more, a wooden bench
it's not like the building models couldnt use something inside anyway. all pro :thumbsup:
im going to relax abit first and play some FIFA16, and probably get super angry and rage at it
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..
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
dedicated sounds better. i'd roll with that.
OT offset: https://gyazo.com/da972c2b575247456db7710333c92a15 time to clean up things not needed, then wreck it again by cutting in the holes for the heat sheild.. normals just aren't going to cut it..
that mount looks supremely fragile...
it is, not really it's mount.
going for http://vignette3.wikia.nocookie.net/ruffles/images/2/2d/Us-m2-50-bmg-127x99mm-browning-hmg-dual-naval-mount-3.jpg/revision/latest?cb=20130618145832 just gotta fix this heat shield and drop some counts a bit. as the dual will be pushing it.
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.. π
haha im a fan of 'death by overwhelming firepower'.
too bad 1000rpm is kinda the usefull maximum in arma
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.
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
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.
for 50cal its too much imo
but for something like this http://vignette2.wikia.nocookie.net/brotherinarms/images/9/98/3cb8256f9c87d8b748ba4382c8b0143b.jpg/revision/latest?cb=20120313002656 it would propably be the best approach
indeed
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
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. π
suppose you could do that. be like an autodeploy script basically. or maybe more of 'toggled' deployment? (idk..)
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?
connection to model.cfg is lost perhaps
There are no errors in it, it does not work with any model. Not even with the arma samples. I can't select one but when I turn the mouse wheel it uses the first animation.
does enter and backspace change animations?
yes
then somethin might have changed your keybinds 
how to customize them?
What is the maximum vehicle model size I can add to arma
some collision related things start to go wonky after 50 meters
so safely 50 meters
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
That is a bit too small for a U-boat
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.
So it can be 100m long but have 36-ish meters squared of walkable area inside it and be glitchless
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.
Guess everyone will have to remain seated
That's said, nothing wrong with having a separate static model that is walkable.
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
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
if its an object you can do it like the Arma3 big ships, just do it in seperated parts and let it connect together
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.
How do you add a roadway lod to the inside of a boat
Well to start with, lemme tell ya, not a smart idea. I've done it. Waves make it real hinky.
Just add turrets so your players stay at their stations (helm, periscope, navigator, torpedoes etc), forget about walking around a moving uboat.
Yeah, basically.
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
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.
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! π
https://steamcommunity.com/sharedfiles/filedetails/?id=2930728434
what program do you use to make the fbx?
and better yet, what exactly are you trying to make. The more details you give the better answers can be given
Excellent!
If you import .obj file into OB, faces get reversed
Probably just select and press W
its a quadrupedal creature with a custom skeleton. The software I dont have info on it, as its model and animation was commissioned.
You want to include your Armature in your P3D?
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)?
oof you are really jumping into the deeeeep dark end of modding
but no the armature is not imported
not only that, also learnt fsm in 2 days and made the AI for it too
hahaha
you will want to take a look at the Sample animal in arma3 samples for what is in the actual model/p3d.
Im afraid you dont yet know the half of the trouble you have to go through π
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
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 π
π€
@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
Much appreciated Moonie
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?
marvelous designer is definitely optional tool
it is quite expensive professional design tool and not something you want to invest into as beginner
how much experience do you have with blender?
do you know how to do modeling and texturing and such basic parts of making models?
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
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
Yeah, I'm aware of the Basics like shaping Mesh on the mannequin model. I have some knowledge of Blender, but the Hardest part for me is the retopology of the Hands of the Arma 3 Model mannequin guy. I'm feeling like I am doing something wrong.
why are you retopoing it?
but yes, it is very possible to do something wrong if the result is not what you intend π
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.
Any extensions you recommend for clothing?
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. π€
@lean furnace
Ok, I can Dig it, How about for Fingerless combat Gloves?
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
you just cut off the finger tips of the glove 
I spent a year trying to figure this out. I am a newbie, Just Jumped into this Modding Arma 3 game, Not that many tutorials out there, except for facel, Search for denial
Youtube channel, it had informed me a lot.
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
lol true wish i knew that ahead of time.
and then by practice you learn to implement those tools and techniques on your work
keep making stuff and it keeps getting easier
Another question is whether their multiple was on how to create gloves or its that particular way.
there are as many ways to make gloves as there are modelers I suppose π
and then there are different kinds of gloves too
Oh ok I have to get in tune with them Hopefully they can share me some tips maybe.
Yeah Maybe it's a good thing because I'm pretty versed in the leanings of Blender, a well little bit, Because not going to lie, I was going to Spin some cash to get my project done. But Thanks man you're the best
π its not wasted time if you enjoy it as a hobby. Making stuff is fun
Based
how do you make part of a model transparent? I want the glasses to be transparent on this model
https://cdn.discordapp.com/attachments/669574822619250689/1073414435395350568/Skarmbild_2023-02-10_022527.jpg
by assigning it a texture that has alpha transparency
ah yes got it to work
yeah RO has some really excellent weapons in general. think the bipods work that in there also. that would be ideal.
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.
Probably best to copy a BIS aircraft configuration and then use this link to adjust:
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference
Thought that may be the case is the Test_Plane_01 a VTOL?
whats testplane 01?
Arma 3 Samples\Addons\Test_Plane_01
ah dang
Are there any VTOL? Don't think so
in A3?
yes
Blackfish
since you are doing similar system using blackfish as base is probably going to get you in right direction
but the p3d will be encypted, so wont be able to view it in blender was hoping there was a sample out for it
there isnt really much anything model wise that is special
ha!
special regarding the vtol
ok, true π
all systems adhere to the same principles
animations etc
you can use A2 samples and the vtols there for reference
is it using the same flight sim system?
Is it a twin rotor aircraft? Might be ideal to put your centre of mass (geometry LOD) midway between them
its a rocket thruster kind of a deal π but basically should behave like blackfish or Osprey
awesome looking
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?
simulation = "airplanex";
simulation = "helicopterRTD";
do I need to define rotos for helos?
yeah
yeah, time consuming but nowhere as hard as a lot of people make it be and what i assumed it was going to be. Thanks for the encouragement, slowly making progress
there is logic behind all of it
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?
barely anything has changed the past 5 years...
I found a PDF Guide but the tools it uses are outdated
From Blender to ArmA 3 - Complete process tutorial : https://www.youtube.com/watch?v=GxGIgurkzW4
Check the time stamps below :
WIP...
In the very end when I import the model ingame, anims are quite offset. reason for this is that I forgot to assign autocenter=0 in memory and geometry LODs named properties.
Cheers.
My model is made up multiple meshes instead of one being the whole firearm. do i have to make it into a single mesh?
no you dont have to
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)
metallic and roughness wont work in Arma staight away
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
Interesting
and export directly to P3D
The thing is, i have multiple PNG per part, do i have to merge them?
RVMAT you will have to write yourself
for optimisation yes.
how can i do that?
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
Im very new to all of this. do you have any videos i can watch or guides so i can develop this better?
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
Ok thanks
and there are not much Arma specifc
so you will need to find some more generic tutorials that explain the theory and concept
Got it
How can I get better sculpting? I don't see that much of a significant Change. How can Improve?
subdivide it more, use knife tool to make cuts where you want edges
by practicing π
https://gyazo.com/2b4bcb14a2a7b790fdb0a305f289681c
https://gyazo.com/3407365d202f601eb695e412f92418ca
Hey does anybody know what might be causing this patch to show above the rest of the model? Its all appropriately defined in the model.cfg (i think!)
which uniform model did you modify?
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...?
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
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?
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
Hmm.. I have no idea how to go about this then
Make sure to apply all transforms in blender
Unless your using a different soft which case may be freeze transforms
Seems like I can go fairly deep into the binarised uav model with Eliteness even if I can't unbinarise it
looking for a model maker for a mod im working on
#creators_recruiting is the place to post
ohh sorry thank you
cya 12 seconds ago when it got rendered π€£
https://cdn.discordapp.com/attachments/615983518882725912/1074079544354541638/20230211222729_1.jpg
https://cdn.discordapp.com/attachments/615983518882725912/1074079544585232434/20230211222757_1.jpg
Any clue on as to why you can see the ambient occlusion through the gasmask? (images with AO turned on & off)
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
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?
no
it has to be done on the model itself
the model gets flagged by tranparency by what kind of texture it has
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"?
yes
ok gotcha, thanks π
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
something i did
OMG you have found a way to go back in time! π±
Don't touch that computer! It's our only hope 
Ooooh interesting. Are you also working on a map?
you'll need a lot of endurance for that... i can craft you some potions for this
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
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?
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 π¦
@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?
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
what does "does not let me activate it mean?"
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
I tried reinstalling multiple times too to no avail
what did you set to the o2script path?
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
the zip you get from the link in pinned messages is installed via the "install" button in addon dialog and the path should be to o2script.exe in Object Builders forlder
also uninstall the old one first
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 
applying transformation is the thing yes. It sounds like there may be some issue in the workflow somehow
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
yes, tried adjusting armature, pose and then mesh itself. Still the same result
are they all in 1 , 1 ,1 scale?
if I apply the tranformations to the whole collection though, it deforms really bad
ah
then you got some bad scale inheritance happening
This probably is not a model/rig you made yourself fully?
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
sadly no, I dont do organic modelling
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
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.
This is a simple tutorial to get animations from Blender 3D into Arma 3.
5 Steps :
- Make the animation you desire.
- Export the Character and Weapon bones with animation to two separate .bvh files.
- Import said .bvh files into Arma 3's Oxygen for placement correction and export the .rtm
- Write the appropriate configuration files in orde...
you using mocap format??? 
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
nightmare stuff.
you tell me
hahaha
so I should figure out the problem with the transformations and export the rtms from blender instead then?
that would be my suggestion
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
can you have 2 muzzleflash proxies, 1 for main muzzle, 1 for UGL?
kinda but got to do some magica with animations to hide/unhide the second one
ah so probably having it placed in the model but not as a proxy?
well if it works it works
agreed 
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;
};
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
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
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.
really? I have a weapon with a mag proxy and in model.cfg I define the animations to move the bullets along the MG belt when shooting.
is that cause its a mag proxy and so that has something special?
Yes, magazine proxies are treated differently.
my hopes and dreams are gone
of not having to copy paste
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
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
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?
Arma 3 Samples in steam have a sample building with model and all necessary configs
I have been working with CGI for a long time, but totally nb in programming
thanks
use the actual magazine model as proxy then rename it
but also it can be previewed easily in blender
magazine objects origin point is where the proxy triangles 90d angle positions it
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?
youll have to split it into 50x50 meter chucks in order for collisions to work right
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
thanks for the help
Cool that worked, time saved lol
β
Made an ammo box, but the box is invisible in game. We had it visible at one point, but after updating the model itβs invisible in game. I canβt tell if Iβm missing something in the config or if itβs the model itself
Does it give an error when you place it? @hazy epoch
No error, unfortunately
You didnt change the model path in the config or anything?
I double checked the file paths
Are the normals facing the right way?
Also what was it you changed between it working and it not?
πΈ
making a teeny bit of progress http://abload.de/img/artyd3u6b.jpg
makes me want to animate the whole loading process... but without character animation during reload this would propably look kinda stupid
thats stellar there buddy. really wish they would give us the current animation set. would make doing things like that sooooo much easier. π¦
yeah, a lot of stuff to fix...
As you said, the scaling is all over the place, I've been fiddling with it left and right but I cant really get it to work just yet, applying transformations just basically destroy the model each freaking time. Considering that it has 50+ animations this is gonna be a whole ordeal.
Whats B.I stance of outsourcing the preparation of the models to be accepted in O.B but not worked in O.B itself?
anything done without BI tools can be paid for
Unfortunately this kind of stuff is pretty common in bought assets. π
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
can you animate characters that sit in a vehicle via scripts?
cause that would be required in this case
hrmm... that is a good question actually.
epic multimat
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?
quite nice
wehn in doubt I look into real life reference for tips
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?
yes, rest of the house is a mix of rock/brick
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
yeah the first issue that comes to mind is the reload time, isn't it limited in some fashion?
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
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
can you change the magazine which is loaded by script?
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.
just have a magazine that as 0 ammo count, load that in when you don't want it to be fired
is a magazine with 0 ammo count even possible?
AI will start bitching immediately..
i would assume it would be deleted right away
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
:D thats quality there.
a mass of 'gun bunnies' (i can call them that as a prior FO)
my cannon has the same caliber
This is a real cannon **WIP
https://www.youtube.com/watch?v=-9IP4QLPl2U
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...
@last spindle Oh maaaaan!
aye, that sounds reasonable. and that M198 is very cool. i have a triple 7 you can do that to if you want. hahaha
@hollow fulcrum I need to make some progress on D30 :D
@slate epoch it's on the todo list next. waiting for the children to depart.
no stress!
We plan for the M777 after we get the Indirect Fire working on the much simpler M198......very keen to see your 777
@slate epoch have 3 kids.. near impossible to avoid. :D
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...
hehe
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.
what do you mean by getting indirect fire working pinga?
Correction: the model is showing up, but the texture isnβt. The model is just plain in game, but isnβt invisible. It had been a minute since I looked at it
Is it white? Or a pink checkerboard
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
Itβs white
:D better you than me.
How are you assigning textures?
Through hidden selection textures in the config. If thatβs what you mean
And you're sure the path is correct? Also whats the resolution of the texture
Double checked the texture file path. The resolution is 1024x1024
ok cool, sounds awesome. I think i'll keep it simpler though for the sake of my sanity
Try applying the texture to the model through object builder
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.
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
That M198 stuff is kinda pushing it, but I love proper artillery stuff
Should be able to find some suitable references for optics on some of these http://www.primeportal.net/the_battlefield_towed.htm
thanks
@slate epoch alrighty.. lets see whats going on with this D-30
β€
Model always needs default texture and material set up in the P3d. Hiddenselections in config are meant for creating variants
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
.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.
With FBX I always lost selections
OB doesnt export .fbx
does
.fbx always.
you have to redo smoothingroups however
and you dont have to redo smoothing :P
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?
no clue personally. i was not a gun bunny. i can explain annoying/redundant communication things with the FDC and the like though. :P
and i can explain what the front of a ski is ^^
how can i add a non-directional light source to a model?
@honest galleon can explain
i guess its propably for greater accuracy
maybe has to do with the fact the gun moves when/after firing?
check sample house or lightpole for lighting config example
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
yeah i really have no clue, sounded good in me head though.
so this cant be the only reliable method of referenceing position and direction
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
use markerLights instead of Reflectors
hmm maybe I remembered wrong that the house had markerlights then
that works cheers lads
just summon @honest galleon he was head of arty :D
high explosive or armor piercing head ? :P
We got it applied in OB, but now we canβt get it into Arma
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
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) -.-"
πΆ
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.
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...
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
yeah... should be more obvious when my brain is less clouded and rested too^^
and what about selfpropelled arty?
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
ok, was gonna say... with all the hightech this stick referencing seemed a bit outdated
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
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
because again technology breaks, technology is expensive, it doesn't always work, radios suck
etc
oh my god pinga removing the feet hahaha
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
Honestly they make a mess out of most every endevor like that
IE the camoflauge selections
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
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
yea, but not everyone has a vector 21
and they need batteries
and they break
etc
there is one FCS that mates the arty some uav and the uav tech hut
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
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
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, ...
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
the german bombing sights where pretty cool
^
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
i still think it will work.
"just" need to learn scripting ^^
xD
i have them, assuming you mean LP assets. slated for next month. actually working on a couple russian counter parts.
i remember some incident...
anyway, im off. later guys
nah, they are secret. later KJ, oh and i found the boat! http://wio.ru/fleet/gal/nkl5.jpg
top sekrit nuclear powered jetboat :)
no guard for the prop?
https://gyazo.com/6bf8559fa487492ec20ce3d3de3df7b4 kinda old ;)
lol @past canopy my first thought..
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
lol np buddy, anytime :D
better cover that with BIS tactics ... soonβ’
and no, i was actually waiting on files from someone..
wow Emery
yeah, think he was busy for a few days or something. need to move that conversation over here.
trick Emery into it? guessing he started the skype channel.
π :D
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?
correct, not possible
the proxy moves fully only
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
catch you guys on Monday, range day tomorrow! π«
you will just have to be patient and wait until A3 public datapacks get released
Has that been confirmed? Didn't think it would actually happen, great news if so!
its been mentioned to be close. no dates set though
quick question, and im sorry because i can not recall atm, but who is working on the CB-90?
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
Each LOD.
Might be easier to do on where the model is made in instead of OB
True, I'll let someone else deal with it π
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
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?
there isnt really any that specific guides
Better of asking in #arma3_config
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?
I can't remember seeing any empirical study on that unfortunately ir would be interesting topics.
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
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
Range day? Where I can sign up? :D
@hollow fulcrum I am working on one, and the SAM studios guys are also working on one. Two different versions.
When i crack up the fog level, some buildings models stand out https://imgur.com/BQHaKQ6 any ideas as to whats causing this?
they got darker colors I suppose
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?
Arma uses different shading techniques than SP so the SP metalness rough textures won't work with Arma shaders
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
It is somewhat more complex than that yes
hi, any alive user interesting in testing an experimental build of the Nimitz to see if still is despawned?
Is Zbrush Arma Friendly?
erm it might cause external brain damage but apart from that you should be ok
So for the most part people just use blender?
wdym
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
You can use zbrush for your highpoly, yes. A good retopo will be needed.
zbrush can be used as part of the workflow for sure but I dont think it can produce everything required
Oh, ok.
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_
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
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 π )
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
have you set the different lod objects with Arma properties
unless that is set the p3d exported is empty
Ohhh... nope I was not, thank you very much
You need memory points
Anyone willing to make custom models for my map?
huehuehue
?
I think the chance to find someone decent, who isn't involved in a group nor own projects is pretty rare.
Worth a try though
Yeah I know :/
I would do it myself but I've never even attempted modeling
what do you think about my mask model
π€Weird
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.
if you apply "high" to one selektion, maybe it switches the others that are high to medium?
Good idea, but that doesn't appear to be the case.
@wispy orchid yes
@night heath what kind of models are you looking for?
@wispy orchid yes
@wispy orchid https://youtu.be/i_JcWiTLxak
ALiVE Website: http://alivemod.com/ ALiVE Wiki: http://alivemod.com/wiki/index.php?title=Main_Page ALiVE BIF Thread: http://forums.bistudio.com/showthread.ph...
@still trail Real footage of the recent Russian strikes in Syria obviously.
We are experimenting with naval support in ALiVE
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
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;
that was not the question. I want to fill it with different units as crew.
assuming you want to set classname for each driver etc
you cant do hasDriver ="crewxyzclass";
yep
i've set crew = "myclassname" and then typicalCargo = ["myclassname","myclassname"] and that spawns the vehicle with driver and gunner with the custom class
yes, but i want "myclass1" and "myclass2". and it doesnt work with typical Cargo...
@still trail , tan
thanks
this is the experimental build: http://tetet.de/arma/arma3/nimitz/experimental/@Nimitz.7z
I'm 0 at modelling, I wonder how difficult it would be to make these rocks properly walkable?
The shape of this rock is simple, so it would not be very complicated to make a good roadway. With the right method, it's done in a few minutes.
do a good convex Geometry in the Geometry LOD and take the upper part of this Geometry and add it to the Roadway LOD and lift it maybe like 1-2cm
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
vbs...
"Optics field of view at default zoom in radians" how excatly this is calculated when you want 4x zoom
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
sigh... http://feedback.arma3.com/view.php?id=26343 maybe in this century
+1
FOV = 0.25 / Zoom
So for a Zoom of x4, FOV = 0.0625
Thx @charred bolt
@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
We redid all rocks we used in sogpf when they were retextured. There are few issues in there that could use fixing. π When Arma3 public data release we can put up a workshop to overhaul them
Wish these rocks would be fixed in the vanilla game, no idea why nobody pushed hard enough to have them fixed after all this time.
i made a ticket for that... circa 2013 π
Lets bump it up, I'm all for this to finally get fixed
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
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? π
Some other rocks work relatively fine, I don't think having them all working will have that much impact π€
it has
Collision checks near rocks can kill perf if their geo is too complex.
IIRC dedmen fixed it quite a bit but it's still and will be costly.
theres few that are hollow inside which is why tou can glitch into them and stuff like that
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?
hiddenselections only swap texture its not hiding the mesh
it makes it trasnparent
which is not good for performance
ah dang, so no way to hide hitpoints (or I guess fire geo) with config?
hide animation in model.cfg
ah that will hide fire geo, ill see if I can use that
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
Model.cfg
{
source = "door1_open";
type = "rotation";
selection = "door1";
axis = "door1_axis";
minValue = 0;
maxValue = 1;
angle0 = "rad 0";
angle1 = "rad 90";
};```
where door1_axis are two memory points about which the door rotates
and door1_open is the animation source from config.cpp
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?
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
Try using mikero's tools, as they would have found that bracket issue for you immediately on trying to build.
yep, sounds like a plan
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?
@civic stratus : not sure if it helps, but have you tried defining the wheels in the driveOnComponent array in the config?
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
If you want i Can send you model
Pack it with pboProject / Mikero Tools and it will find your issue