#arma3_model

1 messages Β· Page 8 of 1

civic stratus
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uhhh

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I guess not

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just read this response from gnat: "Turns out its the "balance" of points in the MEMORY LOD. (yeh, not logical right! )
Just added a bunch of unnamed points forward of the nose ..... bingo, now sits normal on the ground."

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but ill add your driveoncomponent

wispy orchid
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hmm, is that an arma3 observation? Gnat been inactive for quite a while now

civic stratus
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well he used driveOnComponent, which I'm assuming is for arma3 (havnt seen it before)

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is that for planes only?

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my car's still a little lopsided

jaunty rune
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direct, what kinda of map is it?

wispy orchid
civic stratus
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i didnt see it in there either, i dont think it makes sense either lol

pastel fern
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It 100% will cost performance, depending on the amount of rocks nearby.
I know from personal experience on maps like Esseker and one other one I can't remember right now, there were these "cave" / "mountain" sections that put you from 100 FPS to roughly 2. Later we confirmed it to be the rocks and nothing else by further testing

wispy orchid
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while it's from another airplane thread, are your wheels in the geo lod and have mass applied to them?

civic stratus
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yes

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I double checked, the mass for the wheels are all the same

woeful viper
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using thousands of individual objects for making large land features will do that, yes. That's why you are not supposed to do that πŸ˜›

pseudo elbow
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Still I wonder if these rocks are fixable without being performance killing. They're such a headache, they look walkable but they bump you away and if you step into them with V you're in a lot of trouble.

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I can make a script to find places with largest amount of these rocks around so its possible to measure FPS without them fixed and with them fixed

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Teleport player to set of predefined positions and orientations to first measure FPS there, then same with fixed rocks

stuck oyster
civic stratus
plucky patrol
runic plover
plucky patrol
stuck oyster
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Raise it up a little or make the bottom thicker.

plucky patrol
plucky patrol
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Now I i have it in Arma to πŸ™‚

stuck oyster
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πŸ‘ŒπŸ‘Œpraise_the_sun

jaunty rune
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if i am only doing a interior for a building as to hide the outside under rocks or something should i bother deleting exetior geometry?

runic plover
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As example, this was all smooth

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Made the vertices sharp of the "hole" part

south thorn
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@still trail That cruise missile video is awesome, thanks for sharing :)

errant pumice
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hey guys, please help. How do I make _as texture less saturated, so the rooms are not so dark during daylight?

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In RL rooms are very dark, but A3 shading is crap and characters can be easily spotted in them (way too bright, they dont get proper shades thrown on them):

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so I need to avoid these dark rooms because engine cant handle them

errant pumice
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slowly getting there πŸ˜‰

rose breach
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Hey yall quick question, seeming to have issue with this proxy appearing. There is no texture applied when I check under the object builder so I'm not sure how to get rid of it. Any ideas?

charred bolt
rose breach
stuck oyster
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its likely just extra tiangle

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like deleted proxy selection but not the mesh

rose breach
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I delete it, fuck it we ball

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Yep that just works. Thank you.

tacit shard
# errant pumice hey guys, please help. How do I make _as texture less saturated, so the rooms ar...

Looks like you figured it out but just in-case you want some more info.

Adjusting green channel in Photoshop using the levels tool is the easiest way, however ideally you want it to be reflected in your bake so its not a destructive work flow so that really depends on your baking tool,

I tend to bake buildings in Substance Painter and the value you're looking for in there is 'Max Occluder Distance' under the Ambient Occlusion options. You want this value to be quite low I normally go for something around the 0.1 mark but you can go higher/lower depending on how much AO you like / looks good.

If you have this value to high it will basically occlude the entire interior of the mesh making everything inside dark and thats what gives the effect of everything else being too bright as the objects / players are only as dark as they would be in the normal shadow of the building outside.

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If your baking in something else like Marmoset, Blender, or X-Normal you will need to find whatever that setting is called in that program

errant pumice
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Thanks Jack

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yeah I bake in Blender as I cant afford SP right now

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with TexTools

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i set the levels to 50-200 in TGA so that fixed too dark rooms

tacit shard
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From a quick google it looks like the parameter is called Ray Distance in TexTools and can be found under the preview texture panel but not 100% sure if thats the right one as I'm not familiar with it, I would try lowering / increasing it and seeing what it does ideally your AO should look something like this.

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Thats a lovely looking building though great work with it

errant pumice
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RL looks crappy too πŸ˜‰

old gulch
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Nice

tacit shard
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It’s a damn good recreation of it though looks brilliant.

Feel free to send me a message if you ever need anymore help with building related things I’ve got quite a lot of experience with them in ARMA

livid canyon
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Trying to see why my vehicle animations seem to work well in Model viewer, but not at all in game, with animationNames _vehicle >> []. Which possibilities should I be checking first, short of dumping model.cfg and cfgvehicles here?

tranquil spire
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can I have multiple cartridge exit points?

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nabojnicestart, nabojniceend

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unsure if its more of a model question or config

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ok I've found my answer, for posterity...

create a new effect under CfgCloudlets, with particleShape = cartridge model, assign moveVelocity[] for each axis * negative coefficient
reference that new effect on a new GunParticles, position and directionName are your memory points in the model

deep basalt
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Hey there, sorry if this is the wrong place to ask, but I am looking for someone who might be interested in doing some model comissions, specifically backpacks for an unannounced mod, would anyone here be interested in such a thing?

old gulch
deep basalt
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danke

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so many channels x-x

thin wigeon
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goat_sacrifice++... I'm going crazy, or a senior moment, what the heck forces a model to be placed vertically in ed3n, e.g. PowLines_Transformer_F? I tried adding the

class SimpleObject
{
eden = 0;
animate[] = {};
hide[] = {};
verticalOffset = 9.022;
verticalOffsetWorld = 0;
init = "''";
};```
which I thought forced it with all those verticals.. no joy 😦
woeful viper
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"vertical" is a poor description for arbitrary model shapes in 3D space , with 6 degrees of freedom...
describe what you actually want (X,Y,Z, translation, rotation)

thin wigeon
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wow, ok, let's try non-conforming to ground , and perpendicular to sea level. "vertical" being the classic definition of the word, one in which an object is not tilting in a translated kind of way relative to its original orientation when placed upon a surface, regardless of the surface's orientation. how many other definitions of vertical are there, out of interest?

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In this case, I'm making a new power pylon but unlike the stock one, mine is conforming to the terrain regardless of the overrides in eden.

woeful viper
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like this?

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that behaviour is set with a setting in your geoLOD

thin wigeon
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no, that's the behaviour I'm getting - it's always conforming to the surface regardless of the snap settings, I want the thing to be always pointing up true (like if you got a spirit level on it) so it's not doing that - like RL pylons in fact.. in my geolod I've got placement=vertical which I thought just did that - or are you saying that does what your picture shows?

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I also have a landcontact and I just realised that's (one of )my problem(s) isn't it. I just removed that LOD and now I can get it to reset back to vertical after placement by raising it above the surface after placing it. So still not quite right but better than I had. I haven't done any modelling like this before so pardon my obivous ignorance, there's still something the vanilla one is doing that I'm not though.

woeful viper
thin wigeon
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I think I might be getting confused with what "vertical" does with placement. I'm just taking it out and trying again - it's very light on the detail (added for RADAR - wtf?) in the wiki which is why I'm asking stupid questions here πŸ™‚ But it looks like all those other options are to do with conforming to the gound. So maybe vertical doesn't mean vertical.

stuck oyster
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try these

thin wigeon
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Mr Goat, I did that, but when I initially place my model it's ALWAYS tilty, if I ALT-drag it up it suddently gets the idea and goes properly vertical. But the in-game items like PowLines_Transformer_F just "work" first time. I must have dones something really stupid, just can't seem to find what it is. But I am guessing that any reference to placement=vertical doesn't do what I thought it did?

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nope, just took out placement=vertical and it's still behaving the same. In my geolod I now have:

forceNotAlpha = 1
map = power lines
damage = house
class = house

I removed the landcontact LOD and other than that I have 4 view LODs, a geom, and a roadway so far. Is it all going wrong becuase I havent made the view/fire LODs yet? I didn't think that mattered too much?

woeful viper
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you should, because if you just have a skinny power pole where nobody can hide behide, you should have an empty view Geo Lod

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but its unrelated to placement

thin wigeon
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Yes, absolutely agree, sorry, didn't phrase my question right, I meant of course to this placement issue.

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OK, I'll create an empty view geolod, I'll see if that makes the magic happen.. I just feel I must be doign something so stupid that all you guys wouldn't even think of it

woeful viper
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back "in my days" i would have checked what named properties the geoLOD of the vanilla pole had (using eliteness from mikero)

stuck oyster
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form samples test lamp

thin wigeon
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oh, ok, so placement = vertical gets a look in there, although it didn't seem to do anything for me - and the wiki helpfully says it's something to do with RADAR! ok, I'll try anything at this point - I'll make my p3d identical to a table lamp. Before I do that, one more wildcard - the model is 61m high, but vertical isn't an issue, is it?

stuck oyster
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radar bein always placed vertical for X reason

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height should not matter

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you can try packaging the sample lamp too

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and see how it behaces in comparison

thin wigeon
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makes sense.. I want one of those, so back in my placement = vertical goes. stand by.. this is going to be such an anticlimax when I find out finally what's going on
good idea on the lamp packaging - it would rule out any shenanigans, I think I'm up to date with mikero tools free but you never know.

stuck oyster
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when put in P:\sample_f,.. the samples should package fine

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well there may be some inheritances in model.cfg and such that may need correcting if memory serves

thin wigeon
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I never thought of actually compiling them, how strange.

stuck oyster
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πŸ˜„

thin wigeon
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good bit of lateral thinking - test_lamp behaves the same way as my pylon if I just drop in the p3d in place of it. So it's something weird going on in my config, not the p3d. There's not that much of it - but just to rule out some wierdness in my system I'll now package the whole arma samples... stand by...

stuck oyster
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there may be a config value for the placement too now that I think of it

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what class do you inherit form?

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/what simulation type is your pylon

thin wigeon
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I put it in my buildings class, so it's inheriting from HouseBase, I'm sure this worked for my other buildings but now I'm not so sure

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I just realised the examples use House so that's next on the list

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I'm not even sure where this HouseBase came from

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well paint me red and strike me down, I changed the inheritance from
class House_F: HouseBase
to
class House_F: House and guess what, it all works. This has just corrected something I fumbled about with back in 2014-ish when I had even less of a clue than I have now. It appears every other mod I made was using the correct inheritance. Good call with the lamp, Mr. Goat. Sometimes some basic fault finding goes a long way, but I really couldn't see the wood for the trees this time!

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goat_sacrifice++; πŸ™‚

stuck oyster
thin wigeon
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oooh, ok, I'll add it in too for good measure. Just configs and not geolod?

stuck oyster
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geolod properties are mainly for TerrainBuilder

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config parameters are for mission editor/live in game placement

thin wigeon
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aaah, never realised the difference, so if you want to cover all bases then duplicate the properties in both?

stuck oyster
cloud zealot
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How do we make a handgun holding animation ? For a rifle, i understand i attach my rifle model to the weapon bone and just place the hands on the correct position around the weapon bone. But for a handgun, there is no handgun bone, which bone am i supposed to use ?

stuck oyster
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handgun proxy

thorn spire
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Which is basically just a shaped plane, can I just create the small grid.hole texture with Alpha

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Or should I cut the.mesh

livid canyon
cloud zealot
# stuck oyster handgun proxy

Are the proxies in Blender the same as those in Object Builder ? Can i make the animation using only ArmaRig or do i have to use object builder ?

stuck oyster
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it just does not have the pistol proxy present in the rig. You can take the sample character and see the pistol proxy on it tied to the right hand bone and project your pistol object on it

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its a bit difficult process I admit but it is possible

rough idol
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@woeful viper use gunnerType in turret class

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they introduced it in 1.42 I think

still trail
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Did Mankyle ever release his LCS-2 as an MLOD?

last spindle
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@white jay You should use an alpha texture, the amount of holes in a camo net will not make for a performance friendly object if you cut holes in the mesh, you could of course, but best to stick with a alpha texture
The tactical ladder is done with segments that extend out via custom animation sources, i would think the best approach for a bangalore is to just have a single object, memory points at both ends, and then attach them together by a script

versed rune
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New to the modeling part of arma. Exporting my model from blender in scene units that fit with the height being ~18cm. But when imported into O2 and put down ingame, its like a a factor 10 bigger. I can "just" scale it down by factor 10, but I would really like to understand the relationship between units from blender to O2 first, instead of just "winging" it.

I don't know how to check the scale of it in O2.

Images from blender, O2 and Ingame. I know the texture are also fucked in some way, but thought that I would get scale correct first, then see whats going on with the textures! πŸ™‚
https://imgur.com/a/nx98nIy

tranquil spire
versed rune
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Thanks! Did not know that existed. Just enabled it in addons. Gonna google to see how to use it.

stuck oyster
tranquil spire
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I suggested it because I didn't know how they were measuring before

stuck oyster
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1 blender unit equals 1 unit in OB = 1 meter

versed rune
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I am using the arma toolbox for direct export to p3d. That part works well.

stuck oyster
versed rune
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Hmm. Can it be because I changed the unit scale under scene, instead of actually scaling the object physically. Not quite sure how the unit scale in "scene properties" applies to the export, if it does at all.

stuck oyster
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yes that would likely cause it

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such settings dont apply on export

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use edit mode to scale and edit the model

versed rune
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ahh, that could explain it. So I should keep the unit scale on 1:1, and just scale the model so it fits within that scale.

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I'll try that

stuck oyster
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keep object mode in 1.1.1 (at least at export)

versed rune
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another stupid question. Is z down when exporting models? Noticed that when my model "stand up" in O2, then it lies flat in the world in arma. But if I rotate it 90, so it "lies down" in O2, then it stands up ingame. So a tad confused about the orientation coordinate system in O2.

stuck oyster
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what type of model did you make?

versed rune
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equipment. Think of it as a radio model

stuck oyster
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and Blender UP is also OB up

stuck oyster
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so do you mean its sideways when you drop it?

versed rune
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fair point. New to the modelling part. Was unsure what info that would make sense. Its a handheld "misc" item that is about the size of a tfar radio.

So trying to figure out the relationship between the O2 orientation and how an item is placed on the ground, when dropped.

An orientation where it "stands up" like this in O2, makes it lie down ingame.
If I rotated it in O2, so it looked like the last image, then when dropped ingame, it would "stand up" instead of lie down. Feels like the ground-plane in O2, is a plane that is vertical, instead of horizontal. If that makes sense?

https://imgur.com/a/y7bFvDz

stuck oyster
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but itmes work different on ground as they are placed inside a ground holder object as proxies

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and sually things are placed sideways there

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due to well, thats how things usually lie down

versed rune
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okay. Not sure how to describe it then. xD
ohhh okay. That would explain it

stuck oyster
versed rune
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Yeah, that is fair. Was just confused if my understanding of O2 coordinate system was off, but makes sense that arma would let items lie down, as that is how they would usually work.

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Can confirm. Scaling the actual object down instead of the scene units did the trick for that. Cheers for the help!

Now I just gotta figure out why my textures are not mapped correctly onto it. πŸ˜…

stuck oyster
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arma toolbox adds a separate dialogs for the blender material where you can add texture and material paths that then get written on the model on export

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and Arma supports only 2 UVsets and mainly uses only the first one

versed rune
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I used Substance painter for the texture after UV unwrapping it in blender. The texture do show up, just not the right things on the right parts. I think something might have gone wrong in the mapping somewhere.

I did add the texture and material paths through the arma-toolbox plugin. (Very nice plugin btw!)

stuck oyster
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we can all give thanks to mr Alwarren for the boon granted to us

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likely it means you have somehow mismatching uvmapping yeah

versed rune
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yeah. Refreshed the mesh, and its also off in substaince painter now. Gonna redo it.

stuck oyster
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if you check UV editor in Object Builder how many UVsets does your model have?

versed rune
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only 1, from how I read it. With everything on object selected it just gives me one uv map on the uv-map screen. I think something might have gone wrong with my colour_map from blender.

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wait a minute. When I exported the FBX file its set to "-z forward, and Y up".... That doesn't seem right.

stuck oyster
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mesh orientation does not matter for uv export

versed rune
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ah. Because its still mapping specific parts of the uv-map to faces, so as long as that mapping is correct it doesn't matter how its oriented?

tacit shard
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IIRC Y is up axis in Object Builder while Z is up in a lot of modelling programs so it’s just converting it.

versed rune
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yeah. Used to z-up in inventor iirc

versed rune
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Seemed like an updated p3d with new uv-mapped texture did the trick. Works as a charm now! Cheers for the help to get the workflow understood!

stuck oyster
cloud zealot
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Why does an animation defined with CfgMovesMaleSdr stops at the last frame ? Why doesn't the character return to stand position ?

stuck oyster
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how is the animation played?

cloud zealot
stuck oyster
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thats the nature of switchmove I suppose

cloud zealot
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But when i use

player switchMove "AmovPercMstpSnonWnonDnon_EaseIn";

the player doesn't stay on ease position, he automatically switch back to normal position at the end of the animation. Why ?

stuck oyster
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and in there, please explain what exactly are you trying to do

cloud zealot
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Oh my bad, i thought i was on the right channel

thorn spire
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@last spindle right, I would like to have it like in irl, like u would be shoving it in

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Im not.sure what you mean by attaching the men points together

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You.mean by script

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That the mesh extends from mem point if I did understand

livid canyon
charred bolt
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As per cars, where physx interaction of wheels on ground is handled purely by physx config code, probably same with helicopter blades.

livid canyon
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mainBladeCenter = "Rotors_center";
mainBladeRadius = 13;
tailBladeCenter = "Rotors_center";
tailBladeRadius = 13;
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omg. spelling doesn't match

stuck oyster
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Ornithopter?

livid canyon
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Yeah!

woeful viper
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you have a lot of tiny components in physx... consider if they are really necessary. Not everything needs perfect representation. Normaly physx lod should only consist of 1-3 components, not 20

livid canyon
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Will cut down that stuff for sure.

charred bolt
# woeful viper you have a lot of tiny components in physx... consider if they are really necess...

True that you should keep it as simple as possible particularly in regard to small components, however, check out a lot of BI vehicles and you'll see many have more than 20 components, often 30 or more. Things have changed since early A3 days I suspect when initial models and guidance was written. The physx LOD needs detail to best represent collisions not only with other physx objects but also thrown items such as grenades, so making it too simple is also not desirable.

woeful viper
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you need holes in windows if you want grenades to go trhough, yes, but that's the only use case, and that doesnt seem to be the case for his model

jaunty rune
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what is that?

pulsar mortar
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compairsion

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objects lacking roadway lods and objects WITH roadway lods

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no roadway lods = teleports you into glitch nirvana

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roadway lods = natural colission control as it is supposed to be in fps

jaunty rune
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ok im just slightly confused why everyone is floating

tired bramble
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Because there are no roadway LODs. :P

jaunty rune
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i got that now just never seen that before

pulsar mortar
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because usually you arent even supposed to move up things

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its called realism

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in reality you cant move up things

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so BI decided not to bother with roadway lods, and the community often addapts the design standard

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ohh wait

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i double checked

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im standing on my table right now

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forget why i said, its actually possible to climb things, therefore things should have roadway lods

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ingame too

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:)

tired bramble
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I'm not sure if I'm remembering correctly, but weren't there cases where roadway LODs on vehicles caused severe performance impacts? I seem to remember @hollow fulcrum demonstrating it with one of his boats.

pulsar mortar
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they conflict with chopper rotors afaik

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but thats neglectable

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for gameplay, though it matters if you are able to climb on a table or a car

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(given you want to use a movement mod that allows you to)

tired bramble
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Yeah, I'm aware, just figured the reason was more than just neglect. :P

pulsar mortar
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hmmm

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thats a good question

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however, many mod teams do add roadway lods deliberately

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to wheeled/tracked vehicles and buildings

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if it does really have a negative impact on performance

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it would be very sad

tired bramble
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Yep. On the other hand BI specifically avoided it on their choppers.

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And if I remember correctly 2 boats with roadways coming close to eachother tanked FPS.

wraith tendon
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Yep, i remember that Video from.... insertNameHere

pulsar mortar
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imgo choppers are not really of concerne, unless someone bothers to create a proper "get chopped into slices" animation for copper climbers :)

jaunty rune
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anyone have a reccomendation for my previus question?

pulsar mortar
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ah ok, it would be nice to know exactly what causes fps drops in that department and what does not

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do you have a link to the video?

tired bramble
pulsar mortar
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AELF!

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(arma engine limitation frustration)

tired bramble
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Holy shit, the end bit.

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Reminds me of something I recently encountered.

pulsar mortar
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it has all implications

tired bramble
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Collision detection in RV was always bad. It's a shame the "hovering" anims were introduced so sloppily.

pulsar mortar
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its so shortsighted

tired bramble
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Pick a problem, I'm sure I can link a ticket. :P

pulsar mortar
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:P

jagged tusk
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my biggest annoyance is that when you rotate in place you rotate around a point slightly in front of your feet

tired bramble
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They're slowly unfucking that.

jagged tusk
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so it's possible to stand stock still and rotate yourself off of the geometry

pulsar mortar
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voted

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and put to signature

tired bramble
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Even tho most people warned against that, it's being reversed and even improved slowly @jagged tusk .

jagged tusk
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yay, I guess

pulsar mortar
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btw the status of the ship phsx this is "need more info"

tired bramble
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^_^

pulsar mortar
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funny how that status after athe most possibly detailed video

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i understand that there are mayne construction sites

tired bramble
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The QA is focused on problems caused by BI stuff, hence when no repro case can be made with default addons, QA often puts lower emphasis on it.

pulsar mortar
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but there are related problems with movement and animation and fatigue/stamina, if one get tackled it should be an all area assault and then be be checked on the to do list

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i see

tired bramble
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I had to put immense emphasis on why the damn Arsenal <empty> for launcher attachments not working should be fixed, after their reasoning that no default launchers have attachments.

pulsar mortar
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btw i wished there where a arsenal button in the eden interface finally

tired bramble
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I haven't checked the state of that on dev recently, but they plan to do that AFAIK. Anyway, it's OT here. :P

pulsar mortar
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jep

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anyway, regarding roadway lods, it shouldnt affect buildings and wheeled/tracked vehicles

fierce breach
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does anyone know why there is blue texture instead of green

pulsar mortar
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and once a vehicle is released without roadway lods, chances are generally slim that they will be added afterwards, so it should be a consideration for anybody with regarding projects

marsh canyon
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Blue? Green?

runic plover
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I think you mean purple/pink instead of blue

vast tulip
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is this a model or texture issue?

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my theory is either my double sided "flat" planes have messed up or my AS isn't working

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as its only in shadows

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if anyone knows feel free to ping me

thorn spire
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I still wonder the.idea.o having linear charge, since I think explosions in arma work differently

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Is it memory point(s)?

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Been looking for.config but cant find.any, so I got no.idea. How to create satchel for.example

ember heart
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perhaps that question is not for modeling channel

thorn spire
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silly me

fluid copper
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@vast tulip Remove the rvmat and see if it fixes it, then you'll know

quick terrace
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is there a config channel?

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@white jay - you mean all new building models or anything else

pulsar mortar
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hm?

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i just generally wanted to raise awareness that things should be walkable in prionciple

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unless it breaks the game

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like in case of choppers

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and boats apparently

plush rune
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I've been fixing it for 4 hours straight

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I'd be appreciate if someone can help me

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Btw I'm using Blender, Substance painter, Object Builder for model

stuck oyster
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HorribleTip of the Day:

HEADGEAR BASIC REQUIREMENTS

Helmet to work it needs:

#1 Weighting to "head" selection (vertex group/named selection)

#2 Autocenter 0, named property in geometry lod (and other correct lods [refer to Arma 3 samples on steam])

#3 model.cfg connection in class cfgModels in form of class nameOfP3dFile myCoolHelmet_01.pd3 -> class myCoolHelnet_01 AND correct character skeleton defined in cfgSkeletons and connected to the helmet class (again, Arma 3 Samples for reference)

pulsar mortar
#

though thats a bit uncertain to what it applies and generally it should be fixed engine side because boats need to be walkable too obviously

thorn spire
#

@quick terrace I tried on scripting channel

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Closer there is

plush rune
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It worked, thank you so much for the help

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The helmet is too shiny though, how can I reduce the glossiness?

stuck oyster
#

adjust the rvmat values

lean furnace
#

I just created this in marvelous designer, Just wonder how can i Import this into Arma 3 ?

stuck oyster
#

you would need to weight paint it

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for starters

lean furnace
#

Then Retopology?

stuck oyster
#

well get the topology right first

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I assumed thats how you wanted to put it in

hot hornet
#

Sculpt and make a detailed High poly if needed > Manually retopo everything

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Or use Zremesher (if you have zbrush) to make your topo but you need to be familiar with the software to have good results

stuck oyster
#

Id recoomend manual work to get the joints right

hot hornet
#

Remesh your garments in MD before exporting and work with quads only

stuck oyster
#

and the shoulder areas might be problematic with a lot of overlapping layers

plush rune
#

I just noticed that my helmet has no shadow, how can I make helmet cast a shadow?

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Detailed explanation would be gladly appreciated

plush rune
vast tulip
#

Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them!

Before you start, you should already have:

β–Ά Play video
plush rune
#

Thanks for all helps, its working now

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shadow strenched like spaghetti though

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I believe this non-closed is what causing the problem, however I dont know how to close it

stuck oyster
#

closed mesh means there are no holes in it

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and shadow mesh is the kind that usually needs some reworking as usually people dont model with shadow in mind

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and preferably it is as simple as possible

plush rune
white oak
#

Is there somewhere that I can read about doing multiple signs with a single texture file
like town signs, billboards etc?

stuck oyster
white oak
#

Sounds simple enough
but what happens with the case of city signs
where you'd need quite a lot of them
just busy work or is there a way to automate it

stuck oyster
#

there probably are ways to automate it but in scale like this its probably faster to make them by hand than to go deep end into the automation creation

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depends of course how much you would use such skills in the future

woeful viper
#

@civic stratus tanks have driveOnComponent and a slide component. (to prevent obstacles "falling through" the wheel gap). Cars dont really need it

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not sure if it is implemented technically for cars at all...

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@white jay go into missioneditor 2D, then look for config viewer icon. Lets you view all configs there are in the game...

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alternatively go into arma3/addons/ whatever-pbo-sounds-most-fitting and check for configs there

thorn spire
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@woeful viper thanks didnt remember the viewer

umbral shuttle
#

so I have a infantry weapon that I wanted to have two muzzle flash proxies. With one it works fine, but adding a second one (that I placed a centimeters above the working one just to try out) results in neither showing. Both are part of the zasleh selection, one is id 1 and other is id 2, just adding the 2nd proxy breaks. Are infantry weapons able to show 2 muzzle flash at the same time?

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if any of this makes sense

alpine matrix
#

someone got any idea what would do this? i believe its just land contact lod issue. (believe i found it and its just memory)

runic plover
umbral shuttle
# alpine matrix are you making a Under barrel weapon of some sort?

ah no, not a underbarrel thing, its just that I am two existing proxies to make the muzzle flash. while I dont see this mentioned really anywhere I guess its an arma thing where multiple proxies cant be used for infantry weapons. so what I did is I combined the two proxies into 1 p3d and just use that. I thought multiple proxies for a single fire anim would work since it did for vehicle weapons but I guess not

compact zenith
#

my pistol is very inaccurate. How do I change the position where the bullet is coming from?

sage stag
#

What's the purpose of all the 1a, 1c selections in a character geometry LOD?

stuck oyster
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Blending between different geometry shapes used by different animations

sage stag
#

Can you elaborate on how that works?

stuck oyster
#

No, don't really know the internal mechanics. Never heard anything more about it.

sage stag
#

I wonder if the character geometry LOD even gets used at all, since animation states specify overriding geometries... πŸ€”

stuck oyster
#

I think it's still used as a base.

sage stag
#

Alright.

white oak
#

Do I need the phys LODS for a static object ie a sign
or is the geo and fire lods enough?

stuck oyster
#

Otherwise, no buildings rarely have separated physx lod

white oak
#

so physx lods more for stuff that gets moved / tossed around got it

stuck oyster
#

It's for interaction between physx simulation

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Like vehicle collisions and grenade throwing

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But with that said sometimes it can be good to have separate physx lod for vehicle collisions

white oak
#

I see
Planning to stick to static stuff to use in terrains for the foreseeable future
So I guess its fine for the moment

stuck oyster
#

Very likely

white oak
#

Rather often find myself saying
"Wish I had x to put here"

stuck oyster
#

Unless you geometry lod for the sign is 1000 components

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πŸ˜…

stuck oyster
white oak
#

Funny enough, my first thought was to put the "Blender Donut" into arma
kind of a zero to donut experience sounded good on paper to learn both workflows
went well with the donut and all
up until the moment when OB said 27k faces

white oak
stuck oyster
#

😝

south badge
#

Is there any good resource I could read up on regarding partially transparent textures? I need to make some wire mesh objects but I am not sure how to proceed, and I couldn't find any reference among the samples

pallid island
#

inb4 "physx lod is for scaring away tank drivers"

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as for transparency - just having an alpha channel in the texture should be enough πŸ€”

south badge
#

I see, thanks

pallid island
#

"P:\a3\structures_f_exp\data\alpha\grid_02_ca.paa" for the example wire fence texture from vanilla(-ish) game, if you have the P-drive set up

south badge
#

yep, I do. Thanks a lot!

muted tapir
#

what do i do to set the origin of model space on a model?

stuck oyster
#

oor somewhere else?

muted tapir
#

i'm using blender

stuck oyster
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there is "set origin" tool in object mode

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with various different targets

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if you want some specifc point you can use the 3d cursor

pallid island
#

or you can enter Edit Mode and move all the vertices. That doesn't touch the origin.

stuck oyster
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well that too

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but i find it easier to set the actual origin to some point I want it to be πŸ˜„

muted tapir
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right now i have it so that i get different positions from getpos _object and _object modeltoworld [0,0,0], will doing that affect the latter too?

muted tapir
stuck oyster
#

well

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yes

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otherwise they wont match

muted tapir
#

makes sense

pallid island
#

"understandable, have a nice day" (c)

muted tapir
#

so that let me shift the position that the getpos command returns

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how do i change the spot on the model that modeltoworld [0,0,0] returns?

stuck oyster
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you cant?

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its always the origin

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since you are asking where this models [0,0,0] is from the game

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the 0,0,0 is always 0,0,0 in the model space

muted tapir
#

then why does it not line up with the origin of the model in blender?

stuck oyster
#

perhaps if you explain the actual thing you try to make

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it should

#

well autocentering of terrain object might change it

pallid island
#

wasn't there some autocenter config property or something to screw with that?

stuck oyster
#

if you are trying to read it from a terrain object

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so please explain what you are actually doing πŸ˜…

muted tapir
#

that could be it

pallid island
#

and terrain contact lod. And who knows (not i) what else

muted tapir
#

i think i inherit my config from a rock

stuck oyster
#

config should not affect the centering

muted tapir
#

the point is not coming from my land contact lod, it's too low for that

stuck oyster
#

lets start from the beginning and what you try to do

muted tapir
#

yep, autocenter is true in my config

stuck oyster
#

I suppose you can try turning that to 0. Never have had to change it myself

muted tapir
#

that fixed it

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probably my fault cause i chose a terrain object to inherit my config from

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thanks for the help

pallid island
#

whoa, i was actually useful? That's kinda unexpected 🀣

stuck oyster
white oak
#

Quick question
does the named properties tab in a3toolbox work
if so is there a specific way to do it?

stuck oyster
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you create new property

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name it

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and give it a value

white oak
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Guess I'm doing something wrong then, can't get it to work
To create a geometry LOD I

  1. added a new mesh
  2. made sure its convex and closed
  3. ticked Arma obj prop box
  4. added named properties and entered values (Did it case-sensitive)
  5. exported as p3d
pallid island
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which named properties? And are the visible/numbered LODs present?

white oak
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mass
sbsource
aicovers
armor
damage

numbered lods?

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Only have the obj and the Geometry meshes in blender

stuck oyster
#

mass is not named property

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its separate dialog in OB and toolbox

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its set per per geometry lod vertex

white oak
#

So do I select the object mesh and hit "Create Geometry Components" then?

pallid island
stuck oyster
#

I think it should be all good to go to game with that

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but component convexity can always be bit iffy so I prefer to check that in OB myself

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which is related to OB and Blender using different coordination systems and different triangulation and convex calculation

civic stratus
#

can someone help me better understand sections and bones in the model.cfg?

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in terms of vehicles, from my understanding, the only difference is bones move and can be connected to other parts

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is that it or am I missing something? I'm basically asking when I should include something in the sections.

white jay
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bones are solely used for animations that are defined in the model.cfg.

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for sections you can imagine them as special selections

wraith tendon
#

"Part1","",
"Part2","Part1"
That means: If Part1 is moving, Part2 moves with Part1.

white jay
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you list selections in the sections list that can have changing textures or are treated in a special way by the engine

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like tank tracks, clan signs, reflectors etc.

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so if a selection is not animated, you dont need to list it as a bone

empty aurora
#

hi,
Where do I define hiddenselections (do not even know is this correct value), of model. If i have let's say model of wire . And i have 5 different colors for it.
So

class CfgVehicles {
    class static;
    class mySuperWireRed:Static    
    {
        scope = 2;
        displayName = "IED Wire (Red)";
        model = "\IED\IED_Wire_Test.p3d";
        faction = "Empty";
        vehicleClass = "Small_items";
    };
    class mySuperWireGreen: mySuperWireRed 
    {
        displayName = "IED Wire (Green)";
        // here something which change color ??
    };
};
white oak
#

Is there any documentation on armatoolbox that I can read into?

white oak
stuck oyster
white oak
#

I see
so triangulation is done on the object & before UV mapping then

stuck oyster
#

Preferably yes.

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Or at least before texturing. But triangulation can affect how uv islands form

white oak
#

Is there any documentation on armatoolbox that I can read into?
Anything on this?

stuck oyster
#

Not really.

white oak
#

aww 😦

stuck oyster
#

You can search the channel history.

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And some questions are answered in the toolbox BI forum thread

woeful viper
#

sections = for things you need to texture via hidden selections mostly. Not sure what they are used for apart from that

wraith tendon
#

animations?

woeful viper
#

sections. not seLEctions

wraith tendon
#

Yep

white jay
#

you dont need to define animated selections as sections

woeful viper
#

yes

wraith tendon
#

hide, unhide, rotation

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erm, i had to add that to the models oO

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hmm, wait a sec^^

charred bolt
# empty aurora hi, Where do I define hiddenselections (do not even know is this correct value)...
    class static;
    class mySuperWireRed:Static    
    {
        scope = 2;
        displayName = "IED Wire (Red)";
        model = "\IED\IED_Wire_Test.p3d";
        faction = "Empty";
        vehicleClass = "Small_items";
        hiddenSelections[] =
        {
            "camo1"
        };
        hiddenSelectionsTextures[] =
        {
            "\IED\data\IED_Wire_Red_co.paa"
        };    
    };
    class mySuperWireGreen: mySuperWireRed 
    {
        scope = 2;
        displayName = "IED Wire (Green)";
        hiddenSelectionsTextures[] =
        {
            "\IED\data\IED_Wire_Green_co.paa"
        };
    };
};```
```class CfgModels
{
    class IED_Wire_Test
    {
        skeletonName = "IED_Wire_Test_skeleton";
        sectionsInherit = "";
        sections[] =
        {
            "camo1"
        };
    };
};```

Apply the selection name `camo1` to all of your wire in the resolution LOD's.
Add `camo1` to the sections[] in model.cfg.
empty aurora
#

😍

#

Nice, thanks for help

charred bolt
empty aurora
#

Good to know.
I will start working on that.
Thanks πŸ‘πŸ™

white oak
#

yay, after many crashes of blender I made a "Working" Object

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and now know just a smidge more about the toolbox

plucky patrol
#

Hi all, I am trying to find a very basic tutorial on how to make a simple car model in blender and insert it in arma3 is there a step by step video tutorial or documentation on how to do it ?

white oak
#

I have asked similar question about a month ago
knowing ever slightly more than I did then, let me ask first
Do you know your way around blender or are you looking for more of a zero to something type of guide

plucky patrol
#

I zero level tutorial will be great also

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I know how to make a car shape in blender , what i do not know is how to configure the wheels animations, how to make a player get in the car or how to make the car drive

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basicaly is how to write the config files to be conected to p3d model

white oak
#

well if you do have a model to start with I believe Egil Ballestad's tank tutorial is a good place to start for vehicles.
More experienced peeps can correct me on this but one might suggest starting with static objects to learn the ins-and-outs of Objects in arma, as the process isn't documented well and the information out there is quite fragmented

stuck oyster
#

there are some tutorials collected at BI forums editing section too that you might find useful

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however there will not be any that explain everything 100%

kind nacelle
#

is there a quick way to merge doubled geometry without breaking the vertex groups and selections?

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would merging by distance in blender mess things up?

peak isle
#

howdy im trying to learn to import a gun from arma2 to arma3 and following a tutorial.

basically, when i download these there are no PAA's for the models so no textures just wondering if im downloading the wrong one.

sorry if this is the wrong spot for this question

kind nacelle
peak isle
#

ah shit so how would i go about getting them even if i have to retexture it idc. or is that a no no?

kind nacelle
#

🀷

peak isle
#

is there a arm 2 tools lol

stuck oyster
#

yes.

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on BI wiki

peak isle
#

would i just need arma 2 for that or any dlc?

stuck oyster
#

depends what textures you are after

peak isle
#

scar texture

stuck oyster
#

youll have to figure out where it comes from I suppose

peak isle
#

weapons_e i think

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i assume thats a arma 2 pbo

kind nacelle
#

It's operation arrowhead

alpine matrix
#

anyone got any guesses as to why, my gunner Optic is misaligned with the vanilla crosshair(for tank aswell) and why my tank wont move

stuck oyster
desert notch
#

I've never seen UserActions in model.cfg think_turtle

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afaik models don't have any actions

stuck oyster
#

dont think it is.

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@turbid cove can we have fixes πŸ˜„

white oak
#

Is there a rule of thumb type of approach to how many faces a building should have?
Ie 5-6k faces per floor?

stuck oyster
#

But no it depends on the look and size

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If you make houses with furniture it might be good idea to make those with proxies.

white oak
#

for that I'd have to make enterable ones first

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still working on non-enterables first

stuck oyster
#

Oh I though the 5-6k per floor was for enterable one

white oak
#

oh
that's not good

stuck oyster
#

Simple unenterable one can probably be under 2k easily

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Of course bigger you go the more you need

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From design point of view the question is how do I make this with as few polies as possible

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Not how many polies I can use

white oak
#

which is given I'd suppose
don't have too many references tho

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Also I'm also trying to see if I can get generated buildings into arma
so working at two fronts here

stuck oyster
#

There are buildings with over 40k tris with full enterability and multiple levels

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But I would not put many of those in same scene

stuck oyster
#

The lesser lods at distance can be highly reduced, even to simple boxes with baked on texture

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It's definitely possible to generate buildings no doubt.

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But key is also to not have too many unique objects

pallid island
#

And then you go CUP way and make an entire story of 4-5 story building a proxy to save on draw calls... And it unexpectedly doesn't match collision/fire geometry at places ☠️

stuck oyster
#

I dont think that saves drawcalls

pallid island
#

Memory then. Or whatever they intend to save

stuck oyster
#

copy paste work perhaps

charred bolt
#

A proxy is only one tri... don't give away all our developer secrets to get within poly spec (joke) πŸ˜‰

desert notch
#

I have a question about direct animation type in model.cfg (as in rotation, translation, hide). is that used by the game at all? I haven't found anything on how it's supposed to be used

stuck oyster
#

though "direct" should be a source not a type I think

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no wait true its both

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so like it says in the wiki it dos not use axis memorypoints from model so it likely rotates around the selection center

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cant really think of anything in vanilla that would benefit from it

desert notch
#

yeah I haven't been able to get it to work meowsweats

stuck oyster
#

what is it you try to do?

pseudo elbow
#

What dictates that polygons can be rendered with transparency or not in the model?

#

Tried finding the answer myself by looking at shaders and RVMat documentation but didn't get it

stuck oyster
#

if it has transparent texture on binarization

pseudo elbow
#

Trying to make vehicle go transparent but simply having a transparent texture is not enough

pseudo elbow
stuck oyster
#

yes

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most things/surfaces are not flagged as transparent

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it may also cause ambient shadow bleed and other visual glitches

pseudo elbow
#

πŸ€”

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Not that I NEED a feature to control this through script, but I thought I could make cool procedural C&C cloaking script that works with any vehicle.

tranquil spire
#

Not sure if this fits more #arma3_config or here but

I'm working on this model, missile launcher.
What would be the best way to hide the missiles as they are fired?
Using model.cfg to hide each selection/missile?

#

could I create a separate p3d for the missile and proxy it in the missile launcher model? any benefits to that?

charred bolt
tranquil spire
#

oh did not even think about moving the firing memory points

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good idea, thanks for the answer, will have a look around

charred bolt
#

There's also firing / missile effects, and reload sequences that you might need to consider, but it's all been done before.

bright echo
#

depending how you plan on using it you can also use the pylon stuff that typically for jets for them

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which is iirc how the grads/rocket artillery in RHS work

tranquil spire
#

well it will be for a character not a vehicle

bright echo
#

ah, that sorta limits it yeah you're gonna have to do model.cfg like apollo said

tranquil spire
#

yep atm digging through mods to check a working example

bright echo
#

https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/ this is for a vehicle but you could use the same technique in the second post, but im unsure if it'll work for a character weapon

#

but atleast shows how to do the moving memorypoints

tranquil spire
bold flare
pseudo elbow
#

But its not an option due to PIP being optional, plus will still look pretty bad

runic plover
# pseudo elbow But its not an option due to PIP being optional, plus will still look pretty bad

I havent added and experimented with this new feature yet since last patch of Arma 3, but i did my Stealthtank atm without a idle animation effect like you did in the video.

I did on my one a hideanimation only to make it stealth (100% stealth cause cloaked is for me cloaked and should not be visible for enemy).

You can also PM me, you have joined already Tiberian Genesis Discord and you asked there something about that but you have deleted it so i didnt care about kekw2

pseudo elbow
#

Though on the other hand my approach needs hidden selection textures to be defined as well

#

I asked if anybody had C&C Renegade unpacked for stank cloak texture, but then just went and got it myself

#

Sadly my idea to make universal cloaking script hit the hard reality of Arma

runic plover
#

Im sure im able to find a solution if i would care about it more, but what i did with my stank was just 5min of work πŸ˜‚
Ill do more when i get to the Mobile Stealth Generator and Stealth Generator (Structure), cause there i have to go universal and side specific. Cloaking structures would be hard then to orient if they have interior etc so it needs to be cloaked side specific aswell.
Its not a easy way to go at all with effects and functionality

pseudo elbow
#

setObjectTexture has an upside of being local so you can have various degrees of cloaking per side

#

animate on the other hand is global

#

You can also completely hide the texture with setObjectTexture [0, ""], sadly no half-transparency

runic plover
pseudo elbow
#

Its not hard to make, including having it MP-compatible

#

I just hate that I can't make it semi-transparent like cloaked vehicles are in C&C Renegade.

#

I just did that test, saw that it turns texture black instead of transparent and gave up 😦

runic plover
#

Would work with a second low poly hull

#

But for that you need source

pseudo elbow
#

Gonna require making additional models for each vehicle, lotsa work, won't support vanilla vehicles and other addons

runic plover
#

Yep

pseudo elbow
#

I'm almost 0 at modelling to even ask relevant questions to make what I want to make possible

runic plover
#

Wait lets talk over PM, i might have something you could have interest at

pseudo elbow
#

I guess faces have some kind of Alpha enabled/disabled flags on them? Can we in theory have a scripted flag that makes whole model temporarily render with transparency or something?

#

Something like ENTITY forceAlphaRendering BOOL

runic plover
#

SetObjectTexture makes also such bad stuff with the Sky & Terrain, not sure if you noticed it already

pseudo elbow
#

πŸ€”

runic plover
#

Was a test like 2 years ago

pseudo elbow
#

What texture is that? Fully transparent one?

#

Tried "#(argb,8,8,3)color(0,0,0,0)", works fine

runic plover
#

Maybe today it works, like i said i did tests 2 years ago

#

And didnt touch it since then

pseudo elbow
#

Setting empty texture, leaves some details since they're not covered by hidden selection textures

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So even if my dream command existed, it still wouldn't look complete

#

"#(argb,8,8,3)color(0,0,0,0)" applied to all selections

runic plover
#

Yes for that command you need access to the model to make selections

pseudo elbow
#

No issues vs sky

runic plover
#

Maybe this has been fixed πŸ€·β€β™‚οΈ

#

You can also use hideObject but for some reason ive moved to the hideAnimation, not sure if hideObject was good to go

pseudo elbow
#

hideObject doesn't let vehicle operate properly

runic plover
#

Yeah right that was it

#

Soldiers work but vics not

pseudo elbow
#

So far preparing the model to be fully hide-able with empty "" texture seems like the only way to have invisible but operational vehicle

runic plover
#

hideAnimation works also cause my stank works pretty well now (patch is not out yet) but current version is also playable

pseudo elbow
#

Since you know Arma modelling, what exactly makes some faces work with transparency and some not? I opened Oxygen 2, clicked around with face properties but couldn't find anything relevant.

runic plover
#

But atm not side specific, so each faction cant see it if cloaked

#

Not sure if it depends like HorribleGoat already mentioned of binarization, also if prefix is _CO.paa at least (alpha needs _CA.paa)

#

Model itself doesnt care about such

pseudo elbow
runic plover
#

Whats the original texture of this "cage"?

Looks like the original one has textured holes (alpha) so its a _CA one and the rails are _CO

pseudo elbow
#

Other external textures also have _CO postfix: APC_Wheeled_03_Ext_CO.paa

runic plover
#

Yeah it has alpha channel

pseudo elbow
#

So simply matching _alpha_ in the texture file name during binarization marks these faces support transparency? thronking

runic plover
#

Texture itself has alpha channel in it

#

Not sure if _alpha also takes a role itself as prefix

pseudo elbow
#

If you display it say on UI it will be transparent

#

My video also shows output textures in hint, they're also semi-transparent there

runic plover
#

Some argb lines like that use at least _co or _ca you may test that too

pseudo elbow
#

Setting that APC_Wheeled_03_Ext_alpha_INDP_CO.paa texture everywhere of course doesn't make it transparent either

runic plover
#

What rvmat is the ext_alpha using, same like the normal ext?

pseudo elbow
#

Same thing, setting that cage material to other selections doesn't work either

#

Its some face property in the p3d itself, I don't even know what its called and how exactly it is configured

runic plover
#

Ill do some tests when im back home of work like in 2.5 hours. As far as i know, the model itself doesnt care about such. I know, alpha based textures (example windows) are single seperated meshes and not welded /merged together with the non-alpha textured parts

#

So probably, as how it looks, this cage should be just a single double faced mesh

bold flare
runic plover
#

Makes sense now πŸ˜† thanks for clarification

pseudo elbow
bold flare
#

no

pseudo elbow
#

At least its not texture file name check to have _alpha_ in it 😬

pseudo elbow
bold flare
#

well it kinda is

#

texture suffix sets format

pseudo elbow
#

Gonna have to prepare each model to have all textures with transparent pixel so all faces support transparency when you'll swap the textures, so only possible for mods

runic plover
#

Only possible for source i think

pseudo elbow
runic plover
pseudo elbow
#

Yeah, possible with mods if all models are prepared to support cloaking

runic plover
#

If you want we can sit together on that

pseudo elbow
#

Not possible for vanilla assets as I wanted to have it universal

pseudo elbow
runic plover
#

Alright πŸ‘πŸ‘

desert notch
civic stratus
#

is the ambient parameter what gives an rvmat its glow?

empty aurora
#

Thanks Apollo, my models are working. Now for part two. Is it possible to add an animation to an object, if it is destroyed it will take a new form. first it is intact, when cut it is a wire which is in two parts. So do I need 2 models. 1st intact and another where current wire is in two parts?

charred bolt
astral lantern
#

Trying to add a character model using the sample files, the uniform shows up correctly on the unit in the editor but when in game/arsenal the unit goes back to default underwear? any idea why?

woeful viper
#

check rpt if you see anything

marsh canyon
#

Also

  1. Try with no other Mods
  2. Post the config
astral lantern
astral lantern
# woeful viper check rpt if you see anything
 2:36:31 Warnings in test_character_01\a3_character_example.p3d:shadow(1000)
 2:36:31 Warnings in test_character_01\a3_character_example.p3d:shadow(1000)
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 Warning Message: No entry '.model'.
 2:36:31 Warning Message: '/' is not a value
 2:36:31 In class "U_Test_uniform" is abstract config class "Test_Soldier_base_F" and can't be used with uniform.```
astral lantern
stuck oyster
#

it needs to be in P:\samples_F\rest of the folders

#

or you have broken the config since it warns from no entry for many necessary things

#

do you have P drive set up?

#

what do you use to pack the pbo?

past canopy
#

emissions

#

like the 3rd one

white oak
#

Having a slight lighting issue with these
they're supposed to be a solid color
I know its an issue in the rvmat, but no idea which stage

pallid island
#

"solid color" as in "disable lighting"?

stuck oyster
white oak
#

best description I can come up with is that shadows act weird
the lit up face stays same as the objects rotated
the face only changes with the time of day

#

could it be because I used too few faces?
that "cylinder" is just 6 sides/faces

stuck oyster
#

I am not sure what you mean

#

can you give an example of what you would expect it to look like?

#

@white oak

fierce dagger
#

for a copilot, is there a separate view LOD for them, or do they use the pilot LOD?

#

I assume it would be the gunner LOD

charred bolt
white oak
# stuck oyster <@230387775315116036>

So this is a solid color object
Time is noon, first pic makes sense, Topside lit up and bottom is shaded
but when I flip the object, lighting of the object stays same

kind nacelle
#

Flipped normals?

white oak
#

using a flat normal

stuck oyster
#

what type of shader do you use in rvmat?

#

are all stages the shader needs present?

#

have you tried using on of the default ones in P:\A3\data_F\

white oak
#

Using the default shader setup found in the wiki

Sharp edges?

stuck oyster
#

smooth edge on sharp corner can make things shade weird

white oak
#

that looks awfully like the problem I'm having
is there an attribute to set up?
or is it more the angle of faces on the object

stuck oyster
#

in OB there is tool to set sharp and smooth edge yes

#

and in blender the p3d exporter also exports Blender set sharp edges

#

and if I recall right autosmooth sharp edges too

white oak
#

That was indeed the problem
couldn't find the setting in blender for the life of me though

stuck oyster
#

its called mark sharp

#

but by default created object uses full sharp shading instead of smooth shading so you wont see it

#

but since the edges are not marked sharp they wont export as sharp

#

autosmooth also makes automatic sharp edges by angle

#

but marked sharp edges override it

#

like here it does not make the 90 degree angles sharp due to the larger than 90 detection value

#

but the marked sharps are still sharp

white oak
#

Ah, okay
It's all coming together now
thanks

stuck oyster
#

blender 101

tribal finch
#

Might be getting ahead of myself here but does anyone know if its possible to make destructible components on aircraft?
Looking to have wings be detachable as a damage model, aircraft still flies but loses the appropriate controls depending on what wing is ripped off.

Doesn't have to be the "correct" method aslong as it achieves A: Wings being removed/replaced with broken model and B: Aircraft rolling to the destroyed side

stuck oyster
#

you can hide parts and with some extra work make separate pieces you can spawn as falling off gibs

#

the flight model changes I dont think happen

tribal finch
#

could that be done through script? adding some roll to the aircraft depending on whats hit

#

even if its every frame πŸ˜„

bright echo
#

Yeah even in the vanilla flight damage model control surfaces can be destroyed but all that does is causes them to stop functioning iirc, i think animation wise they get stuck in their current position but whether or not that actually does anything idk

stuck oyster
#

everyframe you can do whatever but it stops being playable

#

in theory you could maybe animate the whole plane to tilt on damage

#

it would be mostly visual thing but there is a slight chance that animating the geometry components might alter the mass distribution live

tribal finch
#

interesting, Will take a look around the configs and see what I can find. Guess glass is destructible, its unoptimised but I could have the broken wing model inside of the actual wing

stuck oyster
#

you wont really find any examples of this

#

πŸ˜…

tribal finch
#

what about glass πŸ™‚

stuck oyster
#

well for hiding parts on damage yes, but the rest is more theoretical and not exactly made anywhere

tribal finch
#

yeah fair

stuck oyster
#

so you will have to do some piecing together

tribal finch
#

I don't wanna get too ambitious here, can barely make my own aircraft

stuck oyster
#

and yeah you could hide half the wing and at the same unhide damaged mesh

tribal finch
#

only concern would be collision I think

stuck oyster
stuck oyster
tribal finch
#

sweet!

#

had the same thing with cryengine 2-3 years ago, wanted to do everything, knew nothing. then again 3 years later I've managed to pick up 90% of the things, but if I wasn't so jumpy with projects could've probably cut that time way down

#

gotta pace myself πŸ˜„

#

appreciate the info here, I think I'll look further into it when I'm configuring the model.cfg or whatever.

bright echo
#

can also shift the center of mass with setMass scripting

#

idk if it'd actually affect the flight model tho

#

it might make it fly slightly worse but not as much as... missing a wing would.. lol

white oak
#

The more I look into making objects the more I feel as if BI doesn't want us to

stuck oyster
#

any game with anything more advanced than static features have its quirks so its not really any easier in other games

#

Arma has a lot more stuff available natively

white oak
#

Which is fair, and credit where its due BI does offer quite the toolset to create stuff
On the other hand it feels as if the information out there is highly obscured, almost as if they're tools intended for internal use only and such the documentation to how to use them is actively being hidden

stuck oyster
#

at least not in single coherent place

white oak
#

Sorry forgot a "Feels as if" There

stuck oyster
#

since many of us who done this for 10 years must have learned the stuff from somewhere

#

its not impossible

#

Im sorry to say but new guys are always in such a hurry πŸ˜…

white oak
#

Not in a hurry myself
it's just sometimes discouraging having to go digging through 5-10+ year old threads only to find that the answer in the thread is no longer valid as stuff got updated

I'd LOVE to be told to RTFM, as I've been done many times both here and at other places

#

But rant over, I'm just gonna get my head down and keep working, see where it goes

stuck oyster
#

just out of interest

white oak
#

Mostly configs/tool usage
as those two are the topics that I've read just enough/had answers from you to figure out what is correct/wrong

But forget all that
we straight up tell people to NOT use arma tools

stuck oyster
#

well there is that

#

but its been like that ever since Mikero brought over his toolset with better debug info πŸ˜…

#

the vanilla tools work

#

but only if you feed them 100% gold

white oak
#

And there's my entire point
I'm more than willing to put in the time and effort to feed it the gold, I'd wager more people than we see here are too
yet it often doesn't even tell how to do so or at worst not even what the gold even is

I've started out with vanilla tools, stuff didn't work, came here and got told about mikero's tools
-What if mikero's tools didn't exist?

I'm working with a number of friends who are lot better than designing terrains than me, yet they can't make terrains w/o me at the moment as they're not as willing as me to go through the undocumented stuff. What's to say similar stuff doesn't happen for models/anims/etc.

stuck oyster
#

mind you not everyone use mikeros toolset

#

and its possible to pack a addon that does run in game with just teh vanilla tools

#

its just that it lets through all kinds of mistakes that are not apparent for long time

#

but usually deteriorate performance

#

now the what ifs is pointless to ponder on though

#

since this is what we got

#

none of the extra tools are mandatory but they do speed things up

white oak
# stuck oyster mod quality would be far worse than it is

mod quality would be far worse than it is
would start off far worse than it is
There is/would be a deluge of low quality/abandoned mods regardless
having a more gradual learning curve discourages less of the people that are talented but not as technical

stuck oyster
#

no it would be far worse since there would be a lot less information available.

#

but anyway

#

without direct all encompassing documentation we all just stumble in the dark together

white oak
#

how would there be less info if it's was well documented
and even if it is wouldn't that info be more accessible and correct and centralized

stuck oyster
#

its not well documented

#

there are pieces

#

I've lost the point of this so I'll get back to my things

white oak
#

and here we are back to my rant/point
the community is missing out on good amount of creators due to lack of documentation
wasn't trying to prove anything/pull a gotcha
Just a frustrated yell at the void after banging my head on OB for the past 10hrs

stuck oyster
#

feel free to write down everything you learn.

#

I contemplate on doing tutorials from time to time

#

but I just cant be bothered to put my very limited free time into that

plucky patrol
#

Hi all, does anyone know why the p3d file axis exported from blender does not match the model.cfg animation rotationX ? If I change it to rotationZ it works but I thing this is not normal

inland pawn
#

ARMA axes are different

plucky patrol
#

then, is there a program good for modeling objects specific for Arma3 ? where axes are the same ?

ocean patio
#

Friendly reminder that if your object's Geometry and Geometry PhysX lods have 0 mass in Object Builder, your collisions won't work (if environment object), or it'll bounce around and fly away (if vehicle)

Just in case anyone else searches this channel for that issue :D I just spent the past like 5 days trying to figure it out on my own before I searched here and found a mention of mass, hopefully this'll help others in similar situations

#

Funnily enough I already encountered this issue a year ago when making my own emplacements/static weapons and just completely forgot about mass

stuck oyster
#

it uses modelspace X axis

#

you need to use type rotation to use defined axis

stuck oyster
plucky patrol
#

the rotation axes were not aligned correctly in blender

stuck oyster
pseudo elbow
#

So there IS a way to affect render flags of the vehicle through rvmat.

#

This is a result of

renderFlags[]={"AlphaTest32"};
ambient[] = {1,1,1,0.5};
diffuse[] = {1,1,1,0.5};
```added to the material
#

Not a proper transparency but at least something

#

Sadly no way to pass proper transparency flag, only this one that's apparently for clutter

#

@bold flare Possible to have new rvmat flag to pass proper flag transparency to the renderer?

white oak
#

are we allowed to use textures/rvmats from the game on our own models?

woeful viper
#

yes, on the condition you dont "package" those textures into your mod, but instead use the original game installation paths

#

Although i think if you modify the texture a bit it is still accepted (thinking of retextures). This only applies to textures however, not to other stuff (e.g. you are not allowed to do the same with models). RVMAT you can use, no problem - it's just a text file containing texture paths and some render settings

plucky patrol
#

Hi, something I am missing. I manage to make wheels steering according to drivewheel, wheels animations is working in object builder, car engine starts in game but the car does not move forward 😦 any help ?

#

the physx.hpp is included in config

#

skeleton bones names in model.cpp and physx.hpp are according to the p3d model objects

stuck oyster
#

either missing something in the model or something wrong in the config

#

maybe missing the wheel position memory points

#

compare yours to the sample car in arma 3 samples

plucky patrol
#

the positions , axis anbd memory points are OK

#

what i do not have is physx lod

#

it is required ?

#

from arma3 samples i took the physx file and from there i try to undestand the basic structure

stuck oyster
#

physx lod is required yes

#

the sample car has all the required components present

#

memorypoints for the physX wheel positions and size

#

the physX lod itself

#

and about how it should look

#

geometry lod and how it should look

#

(including that it needs mass set to it)

#

and component naming

white oak
#

On Z axis does roadways have to be above geometry
and does it have textures?

stuck oyster
#

it can have a surface texture from p:\a3\data_f\surfaces that defines walking sounds on it

white oak
#

is the texture visible in game or just the walking sounds?

stuck oyster
#

just walking sounds

plucky patrol
# stuck oyster physx lod is required yes

i have added the physx lod but when i play in eden editor the car jumps and carashes on a a side the contact land memory points are outside of any object any ideas ?

old gulch
#

Hmm, so a model of mine works, and has some selections I can hide in order to allow multiple to connect together, however the collision components in those spots aren't hidden when I do this, desptie having correct selection names in the geometry LODs. I feel like I'm missing a step here?

stuck oyster
old gulch
#

I was hiding them via hidden selections.

#

As I just want to use the one model as opposed to multiple.

stuck oyster
#

hidden selection is not hiding

#

its just invisible

#

you need to do hide animtions

stuck oyster
old gulch
#

I see.

stuck oyster
#

most of the time, if its not done in vanilla, its not recommendable πŸ˜…

#

some things like vehicle accessories can be included but Im sensing you got a lot more than that

#

and such accessories are done by hide animations anyway

#

hiddenselection is just for swapping textures

old gulch
#

I getcha. So, if I want to do this, I need to set up hide animations. I can just set these animations to specific states in config as well, right?

old gulch
#

Do I need to set up a skeleton with the sections in order to hide them, or can I forgo that step?

inland pawn
#

I think the way my hiddenSelections worked for my vehicle at least, was, to create a bone in the skeleton and have it inherit off nothing. Then have the ERA sections in the fire geo inherit off attach_era and then do an animation source to hide it

old gulch
#

Fair enough.

stuck oyster
#

animation selections dont typically go there

old gulch
#

Gotcha.

plucky patrol
#

@stuck oyster I have manage to make it work ! The problem it was that there were no mass set on the wheels and on the floor of my demo car and yes the pshyx lod must be present

#

thank you again for the support

livid canyon
#

What are the some considerations for choosing between sbsource=visualex vs shadowvolumeLODs? Couldn't really find an existing discussion.

stuck oyster
#

good for buildings

livid canyon
#

ah I did notice vehicle glass didn't seem to get light through. is that the main thing?

stuck oyster
#

I think it did not work with internal views

#

transparent things cut off shadow at some transparency level

#

maybe 50%

#

no smooth transition

livid canyon
#

tyvm!

charred bolt
# stuck oyster I think it did not work with internal views

Confirming this is the reason visualex can't be used on crewed vehicles, as it doesn't work in Pilot/Cargo/Gunner views. Otherwise it's a much nicer soft shadow and has none of the problems associated with making Shadow LOD's and keeping them contained inside res LOD's.

empty aurora
#

Hey,
If my models are too bright,
Can I reduce the brightness of the models through the settings (config) or do they need to be edited in blender?

fluid copper
#

What do you mean its too bright? That sounds like a texture or material issue

empty aurora
fluid copper
empty aurora
#

Yeh, I will start there .
Thanks again.

umbral shuttle
#

when binning happens, do the edit lods go away? I have a few and I dont want it to casue the p3d file to get too big once binned

umbral shuttle
#

oh and also, wats the importance of view geometry? cant find anything talking about it on wiki

stuck oyster
#

some player "look at thing" features might also use it

umbral shuttle
stuck oyster
#

yes

umbral shuttle
#

cool

#

also

#

🀦 I was searching for "view gemoetry"

#

idk why its one word on that page lol

umbral shuttle
#

bit of an odd question, but I have a mortar and I have hte muzzle flash all set up correctly (named zasleh in res lod, model cfg has zasleh in selections, selectionfireanim in config and all that) yet it doesnt show. Are mortar weapons not meant to have muzzle flashes? I figured they would since the arty tank has a muzzle flash so mortar should too

tender hemlock
#

Hello, there was a problem transferring the car to the game.
My problem is the car starts but doesn't go back and forth, it stays in place. why is this happening?

stuck oyster
#

My suggestion is that you pack the sample car and see if that works

#

Then start replacing parts from it with your new parts

tender hemlock
#

the model.cfg is working,There are Geometry,Geometry Phys and LandContact. But still the car stays still and doesn't move like a joke!

stuck oyster
#

Usually it means wheels don't touch the ground

#

If you put it in the air in 3den,does it drop down fast?

tender hemlock
#

omg it stays in the air 😯

tender hemlock
stuck oyster
#

You have not set mass in the geometry lod with the mass tool

tender hemlock
stuck oyster
#

Are the components convex and named componentXXX

tender hemlock
#

I hope it's not wrong

stuck oyster
#

Looks alright.

tender hemlock
#

πŸ₯²

pure lagoon
#

Where can u go get help

#

I

stuck oyster
pure lagoon
#

Thank you

wintry swift
#

anyone got a alien weapon model?

stuck oyster
#

halo mods have some

wintry swift
#

like free to use?

stuck oyster
#

well use when you load the mod

wintry swift
#

notlikemeow wanna try and make a weapon but need a head start

stuck oyster
#

there isnt really anything different when making an alien weapon, just that it might look "alien"

#

the technical side is all the same

wintry swift
#

blue rounds and custom sounds will be the tricky bit id imagine

stuck oyster
#

well the sample weapon and vanilla configs really contain all you need for that. the learning to read the configs is the key part which cant be avoided

#

but thats all more a #arma3_config thing, this channel is meant more for model making related stuff

wintry swift
#

i dont even know how to open the sample up on blender 😦

kind nacelle
#

You have to install the Arma 3 toolbox Al made

#

Link your O2 scripts

#

Then go to import p3d and import the sample

stuck oyster
#

Have to start from the basics yeah. There are no shortcuts

kind nacelle
#

And yeah, learn the blender ui

#

It's not as hard as people claim (at least post 2.79) but it's somewhat of a learning curve

wintry swift
#

i think this is abit above my head tbh . thanks for the help tho

kind nacelle
#

Nothing ventured nothing gained

stuck oyster
#

I'm fairly sure you can do it if you invest the time. But it will not be a fast thing

wintry swift
#

aint much of that

plucky patrol
#

Well I am not able to manage to spin the wheels when car moves, I have managed to make the car move, steering , turn in any direction, lights go on, exhausts effect it is OK, memory points OK are aligned as it is in sample car , damper, wheel rotation and sterring animations are OK in object builder, view geometry, geometry, and physx lod are OK physx.hpp is included in config. I am starting to go crazy really I have no idea why the wheels does not spin when car moves

#

the car moves but the wheels are fixed , all sections - bone names are matching the objects

#

the wheels have mass

stuck oyster
#

Do you have animations for the wheels in model.cfg

plucky patrol
#

yes I have

#

If i did not the animations were not working in object builder

stuck oyster
#

Are the wheels part of other animated selection in the model. You can only have 1 animated selection

plucky patrol
#

the wheels objects have 2 animation set on two axes

#

steering and turning

stuck oyster
#

But are they selection in the model

plucky patrol
#

This is 1 wheel anim config

#

lass wheelAnim {
type = "rotation";
source = "wheel";
memory = "1";
angle0 = "0";
angle1 = "rad -360";
maxValue = "1";
minValue = "0";
selection = "";
sourceAddress = "loop";
axis="";
};
class FrontWheelRight : wheelAnim
{
selection = "wheel_1_1";

stuck oyster
#

No not anim config

#

The model

plucky patrol
#

in the p3d model is the same object

stuck oyster
#

Is the wheel part of the model in many animated selections

plucky patrol
#

the wheel is part in the model only in 1 LOD if i understand correclty

stuck oyster
#

No not what I mean

#

The named selections

#

Or vertex groups

plucky patrol
#

yes there are 2 names vertex group names for the object wheel

stuck oyster
#

You must only have 1

#

For each wheel

#

You can not have 2 bone name selections on same mesh

#

They break each other

plucky patrol
#

yes it is like that but I mean that one wheel object has in two lods different names

stuck oyster
#

Sorry I don't know how to explain this any better

plucky patrol
#

😦

livid canyon
#

the steering selection has to be different from the rolling selection. tire is the selection that moves with rolling, the tire-rolling-axis-mempts should be the selection that moves with steering.

steep plinth
#

Hi, is it possible to change a vanilla game model ? I mean the binarized models because i want to change the "container" model to be able to lift it with an helicopter. I already made a system where i addrope directly to the container and it's good but i want to be able to do this directly so is it possible ? Because in the dlc like "Western Sahara", they made some new vehicles with vanilla vehicles.

stuck oyster
#

DLCs can have special access

#

so they can do things mods cant do

steep plinth
#

oh ok but it's sad then

#

so ok thank you

plucky patrol
#

memory points and selection name in model.cfg

wintry swift
#

@stuck oyster can i DM you for a sec quickly?

#

plzs

stuck oyster
#

this is the place I answer modding related questions, I dont really do private help

wintry swift
drowsy sail
#

Was thinking, when it comes to creating something like a vest, is it possible to create magazine pouches as their own object with something like https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference and then attach them to said vest via the use of proxies? Just figured that it reduces the total work since each vest would be simpler and I could then reuse the created pouches in whatever configuration I liked?

Is there is any reason why that wouldn't work? Or where it might be inefficient from a computational PoV?

stuck oyster
#

the work of placement is same as it would be when making the actual mesh so you dont really save anything with it

drowsy sail
#

I suppose weighting would be difficult as well

#

Your pouches would just stay still

stuck oyster
#

they would clip a lot more yes and some poses might look more weird than normal

#

there is a fine line in how many variants are really needed

#

the kind of put pouch anywhere modularity would have to come from engine to be sensible

muted tapir
#

if i don't have a physXgeometry lod, will it just use the normal geometry lod instead for vehicle collisions?

stuck oyster
#

it should default to that yes but that is usually bad thing

muted tapir
#

Thanks

white oak
stuck oyster
#

on simple things the separate physX geolod is not required

#

buildings typically dont have it separated either but sometimes it can make vehicle collision better

#

with vehicles its pretty important to have separate and made to fit the vehicle

charred bolt
#

Especially don't put wheels on the ground in the Geo Phys LOD for carx/tankx, as they're handled by code.

old gulch
#

Quick question for the Paths LOD. Does it specifically have to be point to point like this first screenshot, or can it be like the second?

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It's just an example, but I thought it best to ask.

white oak
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So not sure how but I've done the LODs backwards?
Details/Textures appear as I get further away from the object
turns into a black blob when I get close

inland pawn
white oak
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don't have 0 but yes
have 1,5,20
on that note what do the numbers signify exactly

stuck oyster
stuck oyster
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(no relation to distance)

old gulch
stuck oyster
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well in my experience the single point junction has worked better

old gulch
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Ah, okay.

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...Oh, hmm. As long as the point isn't defined with a named selection of posXX, the AI won't garrison to the point, right?