#arma3_model

1 messages Β· Page 9 of 1

stuck oyster
#

correct

old gulch
#

Ah, okay

stuck oyster
#

it stops only at posX points

old gulch
#

I had made some assumptions, but that makes things clearer.

#

Thanks!

stuck oyster
#

crossing of paths might work but I dont think the AI would use the cross as junction

#

paths on different levels can cross no problem

old gulch
#

Ah, I appreciate it.

white oak
#

Figured out the problem,
named properties didn't export from blender so shadows were wrong

austere current
#

is there a way to move the placement of nvg's on helmets? or can it only be placed where the samples reference is?

umbral shuttle
#

do weapon attachments not support hiddenselections? I noticed with the base game eotech that theres a model for aird and model for black

marsh canyon
#

No, they don't 😦

ocean patio
#

Does Arma 3's broad phase (both PhysX and non-PhysX) have a hardcoded 'size' limit for objects? I have an object large enough where the very edges generate no collision response; anything near the pivot point works fine (and I can even clip into components by approaching the pivot from within the model), and scaling it down solves the issue (though then it ends up looking rather silly, and ceases to serve its purpose).

BI's largest objects all seem to be similar lengths/heights, so I'm guessing that is indeed the case and I'm gonna have to split it up into two objects if I want it to keep its size. But I'm asking in case there's some named property or memory point combination I can use to 'bypass' that 'limitation'.

umbral shuttle
marsh canyon
marsh canyon
# umbral shuttle I am now sad 😦

Actually that is one of the biggest wishlist for A3, but Ded said it most likely not going to happen due to the rendering cost. But I kinda doubt there is a computer that struggles to add a texture into a model nowadays?

ocean patio
marsh canyon
#

Better to wonder, than facing something wrong!

umbral shuttle
storm wedge
#

Im having a weird issue where i got a model with 1 texture and 2 rvmats but its coming up at 85 sections. Anyone run into this issue?

charred bolt
umbral shuttle
charred bolt
#

It's extremely common in Object Builder. Copying and pasting of parts of the model is the usual cause, probably something related to multiple face ordering.

bold flare
white oak
#

Is it possible to do the multiple UV sets with blender or just OB?

marsh canyon
#

Blender offers to edit multiple UVs

white oak
#

That it does, but does it work with OB or is there something that needs to be done to have them play nice

marsh canyon
#

OB also does

white oak
#

Neat, so no extra work needed to transfer between then

stuck oyster
#

no as long as its done correctly

muted tapir
#

is there a way to animate the physX geometry lod?

bold flare
muted tapir
#

animated pieces of ground

#

i have triangles that i animate to fill holes in the ground

bold flare
#

Why do you need physx lod.
Can you just use normal geometry lod?

muted tapir
#

and i just realized vehicles fall through them

bold flare
#

Ah that's Roadway lod, not physx geometry

muted tapir
#

i thought the roadway lod was for players walking on it?

bold flare
#

Pretty sure also vehicles

muted tapir
#

cause players walking on it works fine

#

vehicles treat the triangles as if they were in the pose that they are in in the p3d

#

players and bullets respect the animated position

muted tapir
#

i had no physX lod before i noticed the problem, but it's the same

#

vehicles don't respect the animation

#

this works, so there must be a way

#

however it seems that way is different from what i am doing

muted tapir
#

could it be that there is something preventing the physX lod from changing shape?

stuck oyster
#

as that basically breaks the convexity

muted tapir
#

ah

stuck oyster
#

you would need to animate the whole component

muted tapir
#

animating individual vertices is what im doing

stuck oyster
#

then thats not possible for the geometry parts

muted tapir
#

thats bad news for me

stuck oyster
#

been long time since I've experimented with that

muted tapir
#

it would explain my problems

stuck oyster
#

also geometry cant animate beyond the original bounds of the object

muted tapir
#

i know that

stuck oyster
#

like gates for example

muted tapir
#

i made sure the bounds are big enough

stuck oyster
#

right, then it might just be that they dont support individual vertex animating

muted tapir
#

is there maybe a way to scale the whole model but only along one axis?

stuck oyster
#

no

#

you would need smaller segments that can animate into each other maybe

muted tapir
#

so then there's probably no way to change the shape of a triangle for physX

stuck oyster
#

likely not

muted tapir
#

does "hide" work for physX?

stuck oyster
#

it should

muted tapir
#

good

#

also thank you very much for your help

muted tapir
#

how problematic would small (around 10 cm) holes in the physX lod as well as small pieces sticking out be?

#

problematic meaning trying to drive a vehicle on it and either falling through the ground or getting launched into space

stuck oyster
#

small things sticking out are maybe a bit less dangerous, they will cause bumpy driving though

#

and a bad hit on bumb can be fuel for space race

muted tapir
#

oh no

stuck oyster
#

also grenades fall into those holes XD

muted tapir
#

that's the least of my worries rn

stuck oyster
#

adaptive terrain surface is a challenging project not gonna lie πŸ˜…

muted tapir
#

would multiple parts of the physX lod exactly overlapping cause any porblems?

#

like would this be problematic?

stuck oyster
#

This should work I think

muted tapir
#

is there a way to show the physX lod ingame?

#

or do i need to build a scanner with some lineintersect command?

#

i think i just got a collision to change with single vertex animation using the "direct" animation

muted tapir
#

according to lineIntersectsSurfaces it works perfectly.
if i drive an mrap into it, it half works.
if i drive a kart into it, it half-works in a different way.

#

are grenades physX objects?

charred bolt
neon harness
#

Any idea if I could make this work? I want the rod raising the barrel to go down as the barrel is lowered down via elevation. If it can work, then what would the general idea be? Also, is there a way to see how the model rotates without having to go in game and see it (Constantly repacking the addon is kind of annoying)? (Any similar examples to this would also be great. All I have to look at are the model.cfgs of the 2B14 and D30 from the Arma 2 sample models).

muted tapir
#

it seems like vehicle collisions use something different from the way that the physX lod is shaped in.
grenade collisions and lineIntersectsSurfaces follow my animations perfectly, but vehicle collisions do not

muted tapir
neon harness
#

That actually makes a lot of sense.

stuck oyster
#

you can create a rig in blender that you can test how parts move

#

but you will need to recreate that in model.cfg

#

(yes there are some model.cfg animation exporters but I dont think they are suitable for stuff like turret movement)

livid canyon
austere current
#

is there a way to move the placement of nvg's on helmets? or can it only be placed where the samples reference is?

austere current
#

thanks for the quick response

stuck oyster
#

yah there is that too πŸ˜… sometimes the most obvious answer escapes

neon harness
#

If only I could have figured that out like a month ago...

runic plover
neon harness
#

Oof.

#

Ok now I feel the need to ask this question. Is there also a way to edit other addon stuff without repacking the files after every change?

livid canyon
pallid island
marsh canyon
#

Yup, textures can be reloaded on the fly

old gulch
#

Alright, so, hide animations.
I'm wanting to set up my model so that I can hide some collision and bricked up doorways to allow me to stack the building multiple times next to one another and allow players to walk between them.
I already have the selections defined in the model and model.cfg as part of the skeleton, and I have some animations defined for it too. But, I don't know how to set up being able to hide it in, say, Eden or via config?

stuck oyster
#

For Eden you would need to create editor attributes in you config that can then be accessed in editor

#

In congih you can set animationSource init phase to match what you want to hide or not

old gulch
#

Do I have to redefine it in each variant? Because this is how I have the building and its variants listed right now:

    class land_mars_paddock: mars_housebase 
    {
        model = "\mars_buildings\paddock.p3d";    /* path to the object */
        displayName =  "Garage Paddock";
        
        editorCategory = "EdCat_Structures";
        editorSubcategory = "EdSubcat_mars_buildings";
        
        nameSound = "";                        
        mapSize = 11;                        /* Size of the icon */
        icon = "iconStaticObject";            /* Path to the picture shown in the editor. */
        accuracy = 0.2;   
        armor = 45000;                        /* "Lifepoints", if you like to call it that way.*/
        destrType = "DestructNo";        /* type of destruction, when armor = 0 */
        scope = 2;                            /* Display it in the editor? 1 = No, 2 = Yes */
        scopeCurator=2;                    /* Visible in Zeus? 2 = Yes */

        class AnimationSources
        {
            // Used by animations called Door1, which don't define the source
            // parameter or by animations that define source = Door1;.
            class blockers_left_source
            {
                source = "user";    // The controller is defined as a user animation.
                animPeriod = 0;        // The animation period used for this controller.
                initPhase=0;        // Initial phase when object is created.
            };
            class blockers_right_source
            {
                source = "user";    // The controller is defined as a user animation.
                animPeriod = 0;        // The animation period used for this controller.
                initPhase=0;        // Initial phase when object is created.
            };
        };
    };
    class land_mars_paddock_left : land_mars_paddock
    {
        displayName =  "Garage Paddock (Left)"; 
    };
    class land_mars_paddock_right : land_mars_paddock
    {
        displayName =  "Garage Paddock (Right)"; 
    };
    class land_mars_paddock_center : land_mars_paddock
    {
        displayName =  "Garage Paddock (Center)"; 
    };
karmic blade
#

Question, is there a resolution limit? I tried spawning in a model which has 8192x8192 texture, and it doesnt seem to appear. I will check if I did exporting correctly, but all other models I experted in this "batch" worked, and it shows up in Object builder, I wonder if texture is the problem

stuck oyster
#

yeah thats crazy

stuck oyster
karmic blade
#

Because it is a big ship model, and anything under that it looks like it belongs in ps2 game xDDDD

stuck oyster
#

yah thats not right way

#

ships are made with multimaterial and repeating textures

karmic blade
#

I thought about cutting it into pieces, but I was like thats a lot of work

stuck oyster
#

not baked textures

karmic blade
#

Oh\

stuck oyster
#

basically ship is a building

karmic blade
#

Ye I havent done buildings before

stuck oyster
#

at least big ships are

karmic blade
#

Do I tell the model that it has repeating texture in the object Builder?

stuck oyster
#

no

#

its not quite that simple

#

multimaterial requires multimaterial RVMAT and 2 uvsets in the model

karmic blade
#

Damn

#

i feel like with my skills, cutting the ship in small objects and than glueing it back together after the fact would be easier

stuck oyster
#

but will look crap

#

and eat your fps

karmic blade
#

Well noone will be able to tell if the texture is the same

#

FPs yes

#

FPS*

stuck oyster
karmic blade
#

Well in my defense USS Freedom is 10 pieces glued together

stuck oyster
#

and it still uses multimaterial

karmic blade
#

Anyway, thanks for the insight, any idea what is the "max" texture size I can use?

old gulch
#

There's nothing stopping you from using that method and using repeating seamless textures and multimaterials.

stuck oyster
#

its many pieces due to the object size limit

karmic blade
#

yeee 50m

karmic blade
#

4096x4096?

stuck oyster
#

yes

karmic blade
#

thanks

wise coral
#

Can anyone point me in the direction of how to turn an item into a holdable prop?

woeful viper
north sundial
#

Question for you guys, if any of you have used both quixel and Substance painter (And its other stuff like designer etc.) what would you guys say are the upsides and downsides to each and in your opinion which is better?

wraith tendon
#

Yes

hot hornet
#

Use multimat.

north sundial
#

Thanks Dscha, Haha

wraith tendon
#

Yeah, there is no real "better" :/ Some go with SubPainter, some with Quix. I prefer Subs for example, others here Quix

north sundial
#

I currently have quixel, however i find it lacking certain textures and i know i can make my own with it, and i also know they are working on the megascans library, i was just looking at substance to see if it could fill that gap/do things quixel can't

muted tapir
#

would a model that is over 70 meters large work if i spawned it in as a super simple object and scaled it down to be smaller than 70m?

tame wyvern
#

Can any one help me with my object builder the points when i try to select them are off by an inch is there a fix or anything?

muted tapir
#

How do object builder scripts work and what language are they in?

#

Context is that i'm thinking about how to best generate 890 different models of triangles and i wonder if object builder scripts are worth looking into

#

Otherwise I'll make a macro that makes them in blender

bold flare
#

SQF scripts (or SQS? pretty sure SQF) but with limited command set

old gulch
muted tapir
#

how do i do a p3d export through blender python?

old gulch
#

Well, Arma Toolbox can do that for you.

muted tapir
#

yes

#

how do i call upon the arma toolbox via python script?

#

i want to export 890 models

#

i'm not doing that by hand

muted tapir
#

so i've figured out how to make it open the export dialogue, i have no clue how to manipulate that

#

it seems like the things the python tooltip says don't exist

muted tapir
#

i figured it out

white oak
#

How can I check if the pathing of my object is working?

stuck oyster
white oak
#

doesn't it need position vertices for that

stuck oyster
#

oh the question was not about that

#

πŸ˜΅β€πŸ’«

#

points being off might mean your camera is too close or you got some odd render mode on

#

or maybe you are not using the DXdraw mode

white oak
stuck oyster
#

make a platform that has a pos or two you can put up the stairs

#

or find a place where you can put it and command AI through it

white oak
stuck oyster
#

but htey need to be connected and face up from the roadway surface under them

#

if they point down they wont work

white oak
#

connected to roadway?

stuck oyster
#

no the plane mesh to each other

#

floating above roadway

white oak
stuck oyster
#

as a selection?

#

does not really matter

#

only the in/pos points are important

#

oh and actionbeg/end points too for AI user action use

white oak
#

okie

#

can points pull double duty
say in and pos at the same time

stuck oyster
#

that may not have desired effect, I would not recommend it

white oak
#

Finally

#

Guessing I need to narrow the path a bit so AI doesn't go so far to the edges

Also another thing.
In the sample the path edges are marked sharp, does that change anything
And for some reason I can't get blender to export sharp edges for the life of me

stuck oyster
#

and the sharp export should just require edge marked sharp manually or by the autosharp tool (when object is in smoothshade mode)

#

assuming your toolbox is set up right with the o2script.exe path so it can process the p3d

white oak
stuck oyster
#

Well at least you get it right this time πŸ˜…

white oak
#

I llove how I was complaining earlier that there isn't much to read on, yet here I am unable to read stuff

pseudo elbow
#

You can with vanilla Vans

#

It opens from inside

#

If you mean through script, check config for it

peak isle
livid canyon
peak isle
#

also when i pack with pbo manager it works fine in game

runic plover
peak isle
#

i added it there to try and fix it

#

it gives the same error either way

peak isle
runic plover
#

and in the model (Memory LOD) you have added the magazine_axis?

peak isle
#

no

#

i dont need it either

#

so thats why im confused as to where its getting that from

runic plover
#

if you define a axis in the model.cfg you need it

peak isle
#

i only defined it in the model cfg as a potential fix

runic plover
#

Then you have to make translationX / translationY or translationZ if you dont want a defined and added axis

#

If you just make translation it needs an axis

runic plover
#

if you add in cfgModels:
type = translation
it needs a defined axis, means:
axis = blabla_axis

in your model you need to add in your Memory LOD the defined blabla_axis

if you add in cfgModels:
type = translationX (or Z or Y)
it doesnt need a defined axis so you dont even need to add axis = and you dont have to add a axis in to your Memory LOD

peak isle
#

sorry for all the questions but where would i put that exactly?

#

hold on i think im dumb and just figured it out

runic plover
peak isle
#

what i dont get is it works in game atm without it

runic plover
#

in the model in your memory LOD you need to add 2 points called magazine_axis where your magazine is

peak isle
#

i added a axis and it still did not work

runic plover
runic plover
#

i cant see your magazine_axis error anymore?

peak isle
#

no but i dont get whats wrong now lol

stuck oyster
# peak isle no but i dont get whats wrong now lol

You need a model.cfg file with the character skeleton defined in it next to your RTM files so that the RTM can be binarized properly. Never ever again say "but with pbo manager" it works. It doesnt.

muted tapir
#

If i want to make an object that's purely visual (has no collisions) i just give it an empty geometry LOD and no roadway LOD, right?

peak isle
muted tapir
#

is the roadway LOD on flat surfaces supposed to be at the same height as the geometry LOD or a few centimeters above it?

old gulch
#

Ideally 1cm above

muted tapir
#

thanks

solid glacier
#

🍀

runic plover
stuck oyster
woeful viper
#

arghhhhhh !!!!! finished cage, baked normal, enabled AO position modifier, cage broke 😑

peak isle
#

Okay I’ll look into this, I don’t get why the other two guns didn’t take this lol

peak isle
#

I’ll double check I thought I just used a random one

stuck oyster
#

you probably just used some vanilla animations then

#

RTM packing happens only if you have RTM in your files

peak isle
peak isle
stuck oyster
#

RTM is animation file

#

for stuff like holding a weapon

#

you should know your files blobcatsweats

peak isle
alpine matrix
#

Anyone know which model.cfg id use for a MATV? Unsure what i need.

stuck oyster
#

like with any other object that needs model.cfg

alpine matrix
#

Well yeah, but its a Car. and the model config in the sample files is just a "civil_car"

#

and other stuff in there doesnt do much regarding Gunner and such.

stuck oyster
#

yeah the sample is just example

#

you should really just use it as reference when you write your own

#

so it contains only the things you need

alpine matrix
#

Fair enough, thank you my friend.

white oak
#

So got a bit confused with the UVsets
is it
UVSet0 -> Texture Scale
UVSet1 -> Texture Type
Or did I get it backwards

stuck oyster
#

it can be either way

white oak
stuck oyster
#

personally I keep it UVSet0 for 1 space baked textures/mask etc UVSet 1 for tiled texture alignment

stuck oyster
white oak
#

I see
is is possible to have more
1-2-3 so on and so forth

#

or just 2

stuck oyster
#

While technically P3D seems to support that I think Arma uses only tex and tex1

#

I dont remember what results I had from testing more tex# values and uvsets since its been years but at least I dont remember any case where that would have been used

#

and cant say I can think of a reason why one would need more uvsets for same mesh either

runic plover
tawdry veldt
#

How does the location of a proxy work? Is the position on the right angle?

#

If it helps, specifically on about the launcher proxy

muted tapir
#

if i put the origin of a model outside of the boundingbox of the vertices, will the boundingbox ingame expand to include the origin?

stuck oyster
muted tapir
#

thanks

stuck oyster
steel vault
#

I've been trying to make a wall with a hole in it. You can walk through the hole, and (I believe it is) the roadway works as you get raised a little bit. However I can also walk through the wall it self. I believe it has to do with n-gons or something, however I've triangulated all faces. Any idea what could cause this? I've also got a version of the wall without the hole which works fine.

muted tapir
#

do you have weights on your geometry lod?

steel vault
#

Yes, I've basically taken the full wall version which works perfectly fine and put a hole in it with a boolean modifier.

muted tapir
#

ah

#

then your geometry lod is probably not convex

steel vault
#

let me google that term πŸ˜›

#

Yea object builder seems to confirm that, how can I fix that in blender? Can't find much about it, just tried something but that filled the hole up notlikemeow

muted tapir
#

split the shape into multiple convex portions i think

steel vault
#

ah, so multiple pieces instead of one?

muted tapir
#

i think so.
i'm not entirely sure, all i've modeled so far has been triangles

steel vault
#

Thanks, I'll try that, still trying to learn blender at the same time...

fluid copper
#

Ya EL_D148L0 is right, you can just use individual rectangles properly named component01-99 then it will work

muted tapir
#

the blender toolbox has a thing for automatically naming them

steel vault
#

thanks. just trying to figure out how I can split it. But I think I'll just start from scratch as it's a simple model.

tiny copper
#

Yo is there someone that can help me with importing a gun model into the object builder? I have the model and textures, i'm just having trouble setting the model in Blender with the Arma toolbox addon and then exporting it to the Arma object builder. The LODs and the whole process are freaking me out.

Also i realise this must be a very common and annoying question around here lol, i just really want to finally get this working

white oak
#

I'm looking to make objects that are stackable stairs/platforms etc. Is there anything specific that I need to do in terms of pathing, ie make sure that in points can line up when stacked etc

neon harness
white oak
neon harness
#

I bet he forgot to triangulate his ngons.

tiny copper
#

the issue isn't that i get any errors, its just that i don't know how and what to setup.

For example i need children of the object i'm in porting to be in the same LOD as the parent, but it only imports the parent and nothing else

tiny copper
#

so that is not the issue

#

But yeah just generally don't know my way around Arma modding lol

stuck oyster
#

those should get you going

tiny copper
#

aight will look at those

past mesa
#

Is there a way to select two objects that are placed relatively close together in the editor "two walls for example" and via script move them together until the two closest faces are touching? Similar to how base building works in epoch or other mods. I have a lot of objects that need exact placing and moving them in x-cam is tough

tawdry veldt
north sundial
#

Wrong channel, and its easy to do in xcam, hold down alt and stuff moves slower

past mesa
#

@north sundial yes perhaps your correct, what channel should i be asking in?

north sundial
#

Terrain makers, better place to ask about placing stuff on maps

past mesa
#

worth a shot i guess :)

neon harness
#

How do I make it so that when let's say a cannon is loaded, I can see the shell in the barrel?

tranquil spire
#

magazine proxy inside the barrel would do it

neon harness
#

What about its like orientation and what not?

tranquil spire
tranquil spire
neon harness
#

Oh ok.

#

Thank you!.

tranquil spire
#

np SeemsGood

junior ibex
#

Coming soonishℒ️ to a 2035 focused mod near you!

kind nacelle
#

I feel sorry for the guys using a law in 2035

neon harness
#

I looked at the rocket and it reminded me of the lack of RPG 29s.

halcyon hill
neon harness
junior ibex
steel vault
#

Quick (stupid) question, in blender with the Arma 3 tools. What is the proper way to add weight? Because for me it's like 75% of the time just crashing or not doing anything.
And after spamming the same actions after a while it randomly works, I'm definitely not doing the same actions though as it works somehow πŸ˜… .

stuck oyster
shrewd jay
#

Never noticed that 😐

#

Let me try

#

Works here for me 😐

steel vault
#

Also, do you know why it's multiplying it by 8? Eg. I'm inputting 100 and it sets the weight to 800? (object is an rectangle could it be the 8 vectors?)

stuck oyster
#

just did a test with fresh Blender instance, selected the default cube, set it to geometry type and opened the weight panel, set it to 10000 and hit set mass to selected

steel vault
#

I just did it twice in a row without a crash... seems to be random

stuck oyster
#

set weight puts the given value on each verticle

steel vault
#

Ah

old gulch
#

You want to use distribute

stuck oyster
#

distribute mass to selected divides the given number between all selected vertex

steel vault
#

I see... will use that instead of my own calculator next time...

shrewd jay
#

What might be an issue is that the custom data layer wasn't created. It should be created when the Arma 3 property is set, but it might not work. If it crashes, try saving first and then reload

stuck oyster
#

making quick test

stuck oyster
#

testing without saving again just to see if it still crashes

shrewd jay
#

Yeah for some reason the data layer isn't always created...

stuck oyster
#

no crash now

#

πŸ˜…

steel vault
#

So seems like if you select another vector group without selecting the actual vectors crashes it?
But that might be because the incorrect vectors are selected?

What is the correct order to set weight? Because I'm most likely doing it in a wrong order.

shrewd jay
#

There is no set order. You select the vertices you want to weight, enter the weight in the box and use either Set or Distribute

#

As I said, it it crashes, try saving and reloading

stuck oyster
#

if I have componet group active in vertex group list so it shows the group mass and I hit set mass it crashes

steel vault
#

Yea thats what I'm also having, and sometimes I have to press the component group twice, or press it again after pressing "Select" to actually have the set/distribute to work.

stuck oyster
#

oh actually it crashed also when not having the vertex tab open but after adding the component group

#

I'll test if saving after making components but before weight makes difference

shrewd jay
#

Just tried it here as well, it works for me...

#

Don't you love shit like that 😐

stuck oyster
#

if I click the set fast it also crashes xD

stuck oyster
shrewd jay
#

Yeah possible. Did you try downloading the repository from github?

#

I really need to make a new release πŸ˜…

stuck oyster
#

I have one fresher than the github one

#

3.1.1

shrewd jay
#

I think that is the latest one. Just a couple of local changes...

stuck oyster
#

after creating a group and assigning vertices to it and then rapidly clicking either set mass it crashes

#

with no group at all I can spam the buttons as fast as I want

shrewd jay
#

What happens if you tab out and back into Edit mode?

#

Some changes are only applied after you leave edit mode

steel vault
#

Clicking the mass button twice crashes it for me as well, sometimes it doesn't do it the first time I have to then select another group (just the group not the vertices) and then back to the first one and it works.
But I now know the way so it won't crash so I guess that's good πŸ˜›

shrewd jay
#

What version of Blender do you have?

#

I am using 3.4.1

stuck oyster
#

3.2.1

#

I should update yeah xD

shrewd jay
#

Might be worth a shot

stuck oyster
#

tabbing seemed to not make a difference

steel vault
#

3.1.2

#

xD

#

Haven't updated in a while...

stuck oyster
#

most of the time the geometry stuff has worked just fine on my end too.

steel vault
#

Still crashes on newest version as well, but might be just because I'm spamming it...
I know how to not let it crash though so it's fine for me.

tribal finch
#

hoy anyone know how I'm supposed to build shadow proxies?
I get this weird self shading effect that always seems to affect the jet in one way or another. anything in the blender screenshot in dark blue is shadow proxy.
Can't tell if its supposed to be bigger than the jet or smaller, currently I'm trying it small. Am I an idiot here? πŸ™‚
also ignore the shitty textures lmao

stuck oyster
#

its specific lod

#

and the mesh needs to be closed and inside view mesh so it does not project over the surface

tribal finch
last spindle
#

SP vs Quixel is like Nike vs Adidas, they do the same thing, it is the person using it that controls the end product, I use both, both are good at different things, working in ARMA I more often use Quixel, in Unit or UE4 I would use substance because they actually support the substance files which opens up pots more creative options

stuck oyster
brazen valley
#

except that in this analogy nike releases shoes way more often than adiddas? xD just effing with you. i love painter i've used very little of quixel tho the quixel materials are powerful.

#

and look way nicer than some of painter, atleast on their integrated viewport.

errant pumice
#

ACE] (medical_engine) ERROR: Bad hitpoints for unit type
^^ any tips how to fix this, I'm using sample soldier from BI

desert notch
runic plover
desert notch
stuck oyster
#

I wonder if the sample man ever got hitpoints updated. πŸ€”

neon harness
#

Do memory point normals matter?

stuck oyster
#

no

neon harness
#

Then how do you fix the shells coming out at a wrong angle from the barrel then? Move the memory points?

stuck oyster
#

there should be 2 memorypoints that define the vector

neon harness
stuck oyster
#

yes

neon harness
#

Ok, I didn't have those as they weren't present in the A3 mortar config.

stuck oyster
#

it likely inherits the default definition from some base class

#

weapons always use those to define the barrel direction

neon harness
#

So yes thank you!

stuck oyster
#

πŸ‘

jovial cove
#

is there a mod for such a sight ? Torrey Pines Logic t12-m

white oak
#

Is Object Snap Points done with memory LOD?

muted tapir
white oak
#

Nope to each other
ie the cargo platforms
once you remove the sidewalls you can snap them together

muted tapir
#

huh

#

i never knew that was a thing

#

what other objects are there that can do that?

white oak
#

that is a very good question
to which my answer is, I'm planning to add some

#

when/if I can figure out how to do so that is

muted tapir
#

thats how its done

#

the functions do the snapping

white oak
#

well time to do some digging then

stuck oyster
stuck oyster
white oak
#

not documented
Shocker

Went into the eventhandler script
it does reference some points on the model
going to unbinarize it to have a look

stuck oyster
#

we have 0 tolerance of stuff otherwise

#

you can draw memorypoints live in game with a bit of scripting though

#

since the positions can be read

#

you can for example create those 10cm spheres and attach them to mem points or draw lines between them

muted tapir
#

Or just use selectionPosition

stuck oyster
#

that is part of the bit of scripting mentioned

muted tapir
#

I thought when you said attach spheres to them that you may have only thought of something involving attachTos capability of attaching to bones

stuck oyster
#

attachto can also attach to memorypoints so yes that is one option

finite pumice
#

Hello, trying to make a proper window for the car and can't fix this problem.
From the external, some parts behind the window are missing, while from the inside they look normal. Is there any way to fix it?

umbral shuttle
#

so I am guessing this is a model issue
I have a effect and memory point is kind of in the center of these two beams. now in 3rd person its all fine, but in 1st person it looks like the gun is kind of like rendering over it

is there some named property I am missing?

old gulch
#

I would hazard a guess that's because the effect isn't rendered as part of the view pilot, but is in world space. But I'm also kinda talking out of my ass.

stuck oyster
#

there is a tool in the OB toolbar

stuck oyster
#

so this is to be expected unless you create the effect with animated texture mesh that is in the weapons space

stuck oyster
#

your ass speaks wisely

finite pumice
umbral shuttle
stuck oyster
#

Could make a mesh strips with that sort of lightning texture in them rolling on and maybe with some animated segments to make it more random

old gulch
#

I am glad that my ass is wise.

umbral shuttle
#

oh okay and have them be part of zasleh or something

#

time to get a lightning model to use πŸ™‚

dusty karma
#

so uh it my first time making a "complete" model. a small crate. When i imported it in game, it spontaneously combusts when i shoot it lol. is it a LOD issue? Im not sure what best practice is for small items

stuck oyster
#

It's no spontaneous combustion, you destroy it by shooting.

dusty karma
stuck oyster
#

You might not be able to make a thing type object indestructible

#

But the parameter destrtype determines the way object is killed.

runic plover
#

If you dont want it to be destroyed you can also add in the Geometry LOD / Properties / damage no

stuck oyster
#

Editor placed object reads the config parameter only

errant pumice
desert notch
#

the samples config.cpp of test character has some hitpoints listed

#

not sure if it's all of them

errant pumice
#

yeah I have them defined the same as in samples

stuck oyster
#

I think the samples one might be outdated. I don't remember if there were changes

errant pumice
#

😦

#

yeah, wierd. I've compared with SLA CUP units config and they seem the same:

#

memory points:

stuck oyster
#

you would need a model.cfg class that matches the p3d name (also please add modding TAG_ on your files to make the names unique) and in that class you would need sections array that contains the hiddenselection selection names

#

you can find examples of how that looks in the Arma 3 samples

#

you class hig_mywall does not seem to match with the p3d name in the config

#

barrierg3.p3d -> modelcfg class barrierg3

#

yes

#

in model.cfg

white oak
#

does multi-rvmats do texture mixing?

#

looking at some examples there are places where the colors are mixed

stuck oyster
#

no they cant mix together read that first as multiple multimats

#

or you mean in single material?

#

yes the mask colors can mix in the mask

stuck oyster
#

maybe your selections on the model are not right or you have a typo somewhere

#

do you have default textures set in the p3d?

white oak
snow meadow
#

Where can I get a base player model to model gear on?

stuck oyster
#

the object seems pretty simple

#

what are camo1 and camo2

#

as in are they same selection?

#

I think you have mistaken how AI sees stuff

#

AI does not see the visual mesh or transparent texture

#

AI only sees the ViewGeometry lod of the object

#

so none of this is needed πŸ˜…

#

you just need an insibile block that has empty geometry lod, empty firegeometry lod and block of size you want in viewGeometry lod

#

well you dont need visible mesh at all

#

unless you want something to debug its position with

#

so lod0 could be empty too

#

technically at least

#

that will disable its shadow casting completely

#

so you can make the box in lod 0 if you like. but I think it would be more performance friendly to hide the mesh instead of using trasnparent texture for debug purpose

#

as transparency is expensive for GPU

#

sbSource = none would be best performance wise

#

empty shadow lod works too

#

so the mesh hiding could be an model.cfg animation

#

it can be triggered by scripting and/or made into a object editor attribute

stuck oyster
#

you would put that in the geometry lod

#

nearly all named properties go into geometry lod

#

it is the "root" of a model so to speak

last spindle
#

@white jay Is Substance Painter superior to Quixel Suite?

white jay
#

What is the left hand rule?

last spindle
#

I think that answers it.......

fleet furnace
#

Hey guys Im looking to learn about making models for arma 3 and was hoping if someone could take me under wing and help me learn as cringe as that sounds. I have a pretty solid interest in learning and i've already made a donut. But if not oh well sorry if this wasn't the right place to post this

stuck oyster
#

the more you model and make stuff you start to understand the technicalities and then can understand what Arma requires

fleet furnace
#

Yeah I understand that but I learn better with someone telling me what i'm doing wrong etc. in stead of scanning the internet for tutorials you know?

stuck oyster
#

I can understand that but it may not be realistic thing to happen

#

it is a lot of work for that someone

#

what you could try is to join one of the Blender community discords and chat about stuff there, ask for input on what you do etc

fleet furnace
stuck oyster
#

Its not that you could not ask here too but the channel is more intended for the actual Arma related stuff, not teach basic modeling in depth

#

but the blender discords are very suitable for that

fleet furnace
#

Yeah I get you, if I ever get to the level of importing stuff into arma i'll prob come back here to ask questions

stuck oyster
#

this is definitely the place for that

#

and we also like to see what people make for Arma

marsh canyon
#

Is there a common mistake so my human model doesn't take weapon IK into count?

errant pumice
#

Can anyone help me out with this issue?
11:31:22 [ACE] (medical_engine) ERROR: Bad hitpoints for unit type "O_Soldier_LAR1"?

#

Can't seem to find ACE knowledge base about that

marsh canyon
empty aurora
errant pumice
#

interesing.....no clue what ADD_ACE_HITPOINTS(1,1); is... like a function, pboproject will go all alarmy on me lol

marsh canyon
empty aurora
#

So you can manually add current classes in your own class if you do not use macros

errant pumice
#

ahh thank you!

#

you're a life saver

#

model.cfg and memory points can probably stay the same?

plucky depot
#

You shouldn't need to use that macro.

#

If you're not getting these hit points and you're making standard unit you most likely have broken the inheritance chain.

#

Using our internal macros is great recipe for a disaster in case we change anything on our side.

empty aurora
#

Thanks veteran for answer I wasn't sure so I didn't figure out correct way to do

errant pumice
#

thank you @plucky depot for supplying me with the correct inherit code. Will test asap

amber swift
#

Guys im trying to model a apc, its almost done i just need to put it in game. What sample should i use the car or tank one?

stuck oyster
amber swift
#

Wheels

stuck oyster
#

then car

amber swift
#

Oh ok, but it also has one of those manned turrets with an m2, how could i make it work?

stuck oyster
#

by looking at how turret is set up in the tank

amber swift
#

That makes sense, ill look it up, thanks.

warm jackal
#

Hi there. I have a question related to car modding. I'm trying to setup rpm and speed indicators. Made arrows, created selections and axis MP. But how can I calculate right angle to move them correctly in animation? Really appreciate if someone can help with this.

stuck oyster
#

you will have to measure your model/textures

charred bolt
# warm jackal Hi there. I have a question related to car modding. I'm trying to setup rpm and ...

Model the needle to point at 0 on the dial.
Measure the angle between 0 and the maximum on the dial (eg 240 degrees from 0kph to 125kph).
At speed minValue, needle will rotate by angle0. At speed maxValue, needle will rotate by angle1.
assumes a linear graduation on the instrument

{
    source = "speed";
    type = "rotation"
    selection = "ins_mph";
    axis = "ins_mph_axis";
    minValue = 0;
    maxValue = 34.72;    // speed source is in m/s (125kph = 34.72m/s)
    angle0 = "rad 0";
    angle1 = "rad 240";
};```
inland pawn
#

For AI to recognize the vehicle they are in and not fire through it, would that be view geometry?

#

Or something else

past canopy
#

@white jay Is p1nga a big meanie?

white jay
#

You are correct :).

past canopy
#

Well there you have it @last spindle ;)

past canopy
#

Quixel is really cool for doing quick renders and adjusting UVs and adding small UV details, other than that I'm not the biggest fan. But you've seen what Hatchet does with it so.... all comes down to personal preference I suppose.

runic plover
#

FireGeometry = where it gets hit
ViewGeometry = blocks view behind/cant see trough
Geometry = where you stuck & defined its mass in kg
GeometryPhys = physical geometry, no mass added

All convex

Also for simple objects like a crate you can add only Geometry so FireGeometry and ViewGeometry LOD is not needed. Materials can be added also in Geometry LOD like FireGeometry materials then.

slate epoch
#

@white jay is automoderator a big meanie?

white jay
#

Are you good at psychology?

slate epoch
#

@white jay no

white jay
#

Are you depressed?

slate epoch
#

@white jay no

white jay
#

Haha. No neither.

slate epoch
#

( Ν‘Β° ΝœΚ– Ν‘Β°)

past canopy
#

( Ν‘Β° ΝœΚ– Ν‘Β°)

slate epoch
#

I have a new friend

past canopy
#

lol

#

@white jay are you Kllrt's only friend?

white jay
#

No that's not me.

past canopy
#

OOOOOOOOOOOOOOOOOOOOOO

#

( Ν‘~ ΝœΚ– Ν‘Β°)

slate epoch
#

fug

#

(ΰΈ‡ Ν Β° ΝŸΩ„Νœ Ν‘Β°)ΰΈ‡ fite me @white jay

white jay
#

You were not good enough?

slate epoch
#

Well, enough of spam :D

past canopy
#

yeah better stop before we get booted for spam ;) isnt that right @white jay?

white jay
#

Dream Theater is your favorite band.

past canopy
#

that's not true btw

white oak
#

So if I have a non-convex object
do I just slap multiple cubes together for the geometry LOD?

fluid copper
#

Ya

#

Doesn't have to be a ton of small cubes, but much less detail than your view lod

stuck oyster
#

πŸ‘†

thorny ridge
#

where to get started w model making

stuck oyster
thorny ridge
#

i have blender

#

any forums or websites?

stuck oyster
#

if you put blender modeling tutorials into youtube you will likely find a lot

#

any tutorials like the famous doughnut tutorial will help you understand how the tools work

umbral shuttle
#

is there any sample files for muzzle flashes?

stuck oyster
#

might not be πŸ€”

white oak
#

isn't that a texture rather than a model?

stuck oyster
#

its both

umbral shuttle
#

oh tragic, wanted to make a few that are different textures/sizes oooof

hollow thorn
#

Hi all .... I'm hoping someone can offer some guidance on the proper implementation of the MFD class? I'm trying to build a custom MFD for a model and I simply can't get it to display in game. I've been through the Wiki, all searches for "MDF" in this channel and the Modelling page in the Bohemia forum with no luck. All the information is either unclear or incomplete ....

so a couple of points of clarification that hopefully someone can shed light on:

1 - It appears that the corner points in the memory LOD are the only features required in the .p3d file for an MFD to work. Is this correct? I don't need a named selection in the visual LOD that matches the MFD class name or anything else like that? ... Nothing needs adding to the model.cfg or similar?

2 - Are MFDs linked exclusively to particular vehicle slots? There is no naming convention like MFD_Gunner, MFD_Driver that determines whether an MFD is visible?

3 - Can all vehicles that inherit from LandVehicles have an MFD? I am currently working under the StaticCannon class .. Will this class support an MFD? (note that I have tried moving to using Tank, as I know tanks can have MFD's but this did not help)

4 - Should class MFD; be added to the class inheritance tree, and if so where. Namely, what is the highest level entity in the Land -> LandVehicle -> StaticWeapon -> StaticCannon hierarchy in which the MFD would first appear? .. I've seen an example above in which the MFD class was included as a child class of Components {}, however in some of the vanilla APC configs the MFD is just a child of the parent vehicle.

#

Current config for reference, mainly stolen directly from the MFD wiki reference:

class My_Test_Vehicle: StaticCannon_base {

  ....

  class MFD 
  {
    class MFD_keyPad
    {
      topLeft        = "MFD_TopLeft";
      topRight       = "MFD_TopRight";
      bottomLeft     = "MFD_BottomLeft";
      bottomRight    = "MFD_BottomRight";
      borderLeft     = 0;
      borderRight    = 0;
      borderTop      = 0;
      borderBottom   = 0;
      color[]        = {0.85,0.85,0.85};
      alpha          = 0.5;
      enableParallax = 0;
      font="LCD14";
      class material
      {
        ambient[]  = {1,1,1,1};
        diffuse[]  = {1,1,1,1};
        emissive[] = {1000,1000,1000,1};
      };
      class Bones {};
      class Draw
      {    
        color[]={0.61,0.62,0};
        alpha=1;
        condition="1";
        class PolygonTest
        {
          color[] = { 0.082, 0.408, 0.039 }; // use to define color
          class Polygon
          {
            type     = "polygon";
            texture  = "a3\Data_f\Images\Mod_Base_logo_ca.paa"; 
            points[] = {
            // space where texture should be drawn
              {
                { { 0, 0.1 }, 1 },
                { { 1, 0.1 }, 1 },
                { { 1, 1 }, 1 },
                { { 0, 1 }, 1 }
              }
            };
          };
        };
      };
    };
  };

   .... etc ...

};
inland pawn
#

MFD has a LOT of code in it

#

It’s quite confusing

#

My MFD wouldn’t show up until I put in defaultUserMFDvalues[]

karmic blade
#

There is also an MFD mod on workshop, it adds MDF to aircraft that didnt had it before, you can probably look up how he did that code

indigo charm
#

Hey anyone got any blackhawks that are realstic and all? for a beginner??

hollow thorn
#

@inland pawn Are you able to provide further detail on what you mean by this? defaultUserMFDValues doesn't appear in the MFD wiki.

Am I just adding a defaultUserMFDValues[] = {}; to the list of MFD properties?

inland pawn
inland pawn
hollow thorn
karmic blade
#

nvm figured it out

white oak
#

So having a bit of grasping trouble what the MC file does
is it an overlay or another texture layer?

fluid copper
#

MC file?

white oak
#

with buildings
you have the
mask, texture mask to use with multi-rvmats
CO, textures outside the rvmat
MC, can't pin down what it does exactly
ADS, shadow overlay

fluid copper
white oak
#

both of which only mentions the texture, doesn't go into detail

fluid copper
desert notch
#

hey, I have a question about model proxies
if a proxy has proxies itself, do those "sub-proxies" get added when you add the proxy to a model? or does it only add the main proxy?

white oak
#

Experimenting with geometry nodes to create buildings rapidly
thoughts?

#

at the moment it is just the visible lods but should be able to extend it to do basic geometry/roadways/etc

stuck oyster
#

with good parts it might work quite ok to create variation. But also it might produce way over complex models.

#

also one thing to remember is that unique object count should be kept as low as possible for better performance

#

so if you generate hundreds of houses to be used just 1 time they will have huge impact on scene complexity and fps

inland pawn
inland pawn
#

Lemme check

#

Oh

#

It is

runic plover
#

Needs to be convex and every single mesh needs to be named as Component01 Component02, Component03 etc

inland pawn
#

Packing atm

runic plover
#

Also FireGeometry needs some materials, if not, you will be able to fire trough it with some bigger caliber

inland pawn
#

So, it should be fine

#

Pretty sure the non convexity was my issue

runic plover
#

As long it works, its solved heheboi

inland pawn
#

πŸ‘

amber swift
#

guys im making a 8x8 apc and used the test_car sample. Problem is the front wheels spin but the rear ones dont, also only the right front wheel turns. The memory points are there and seem to to be named correctly. Any idea how to correct this?

stuck oyster
#

create animation classes one by one and make sure you have really have all necessary parts made in both model.cfg and in the model

white oak
#

managed to get this down to 2700 faces <- although don't have much of an idea how good/bad it is

hollow fulcrum
#

β˜•

pseudo elbow
#

Why doesn't this work anymore? Wanted to see the geometry behind Memory LOD and it doesn't show anything.

#

Didn't use O2 for years so I can't recall if there was a trick behind it

stuck oyster
pseudo elbow
#

Also camera rotation is way off, goes very slowly and choppy, then suddenly jumps a lot, something isn't right.

amber swift
#

have u enabled direct3d? it may be the reason

stuck oyster
#

@pseudo elbow

#

πŸ‘†This dude might be on to something

pseudo elbow
amber swift
#

is the model heavy ?

pseudo elbow
#

OA BAF Jackal model from A2 Samples

#

So no

#

When I do camera rotation in Memory LOD (Left Alt + Right Mouse), it works fine, but when I do it in 1.000 LOD it barely works, barely does any rotation but then suddenly jumps with a huge rotation

#

Latest update of Win 10, nothing special going on otherwise πŸ€”

#

Windows 7 compatibility doesn't do anything, running as admin doesn't do either

amber swift
#

do u see the backfaces even with direct3d enabled?

pseudo elbow
#

Hmm, I don't see any faces with Direct3D at all

#

Only points

#

if they're enabled

amber swift
#

weird, im going to have to leave the pc now, but i think smt may be conflicting with the program.

#

or maybe the faces arent welded

pseudo elbow
#

Trying on sample A2 models, they should be fine

#

And I had them working fine few years ago (different PC and Win 7)

stuck oyster
#

Turn off texturing perhaps

#

And try toggling the other view modes too

pseudo elbow
#

Ran Oxygen 2 from my original setup years ago, behaves 1:1, same "lag" when rotating camera, same refusal to show in background

stuck oyster
#

do you have dx enabled on aal viewports?

slate epoch
#

heya

pseudo elbow
stuck oyster
#

huh

stuck oyster
pseudo elbow
#

Thanks for helping me get to the bottom of it

pseudo elbow
#

Is it worth it submitting small model issues to feedback tracker anymore? Is there somebody working on fixing A3 models for patches left?

white oak
#

When making geo lod with multiple meshes in blender
should I join them into a single mesh when its done?

upper lynx
stuck oyster
white oak
#

neat

stuck oyster
#

Porsche 718 Cayman GT4 is it then?

#

I mean sure its nice model but it would be cool to not try to make it seem like you made the model

hollow fulcrum
#

anybody made/done anything the last few days? severe lack of porn in the channel.

muted tapir
#

will an object still work (for collisions) if it has no resolution LOD at all?

runic plover
muted tapir
#

so having only a geometry, memory and roadway lod is fine for an object that serves as a collider if i understand this correctly?

runic plover
#

Do you want a invisible collider?

muted tapir
#

yes

runic plover
#

Then you can do just a empty LOD 1.000

#

And also Geometry LOD etc

muted tapir
#

i know that, i'm thinking that i may get better framerates if the object is not considered at all for rendering due to having no resolution lods

#

but i don't know if that would break the engine in some way

runic plover
#

Just do one Reso LOD so only one 1.000 which is empty and do the other LODs like Geometry, Memory, Roadway if needed

muted tapir
#

ok, i'll do that

runic plover
#

I did such often for some AI corrections at my terrains πŸ˜…

muted tapir
#

tell me more

#

what were the effects on the ai of such colliders?

#

did they have paths LODs?

runic plover
#

Were tests of their behaviour for cliffs i did. So they wont walk trough them and stuck / hide in them. But didnt work at all, somtimes it did and sometimes not, in some kind of formations or behaviours they dont really give a s@#t for such πŸ˜…

muted tapir
#

oh

jagged tusk
#

every time I'm poly-deprived I just load up some fractalsponge models

hollow fulcrum
#

:D

jaunty rune
#

tha good enough

#

nopt much but a start

muted tapir
#

how do i best add a position that has a direction and up vector to the memory lod of an object?
do i just add 3 unconnected (or connected?) vertices with different names on each of them or is there a better way?

jagged tusk
#

what will it become?

jaunty rune
#

a spacestation interior

jagged tusk
#

ooh

woeful viper
#

before you start adorning everything with fine modelled details... think about what textures you need first and create models for baking of detail wall textures. Bake the textures. Then build your room

jaunty rune
#

most of what im doing is in segments and is all the same color for the most part but ya I get what your saying, besides the bake the textures?

muted tapir
#

Knowing in which position and orientation the object tiles with other objects

#

I have models of trenches, the open ends of which are supposed to connect. I need to mark the positions of these open ends in the model as well as the directions these open ends are facing in

stuck oyster
#

3 named points would probably be easiest to use for valvulation like that

woeful viper
#

modelling fine wall detail is a waste of polygons and is done better and more efficiently via proper textures including normalmaps

hollow fulcrum
#

go go nDo.. *if not actually wanting to model everything.. it works very well for highly detailed wall foo..

jaunty rune
#

ok well that is a parchal high polly, everything is in segments it can be fixed. thanks for the advice

north sundial
#

Sorry hatchet not done any modelling for a while, stuck on map work :(

hollow fulcrum
#

well im sure you're having all kinds of fun with that :D

north sundial
#

I wan't to kill myself

#

XD

hollow fulcrum
#

i haven't touched map making since the new tools came out. i used to play with that stuff a lot more than model foo. it scares me now though, so I'll let you guys handle that stuff. :P

vast tulip
#

so super odd question im unsure of how to describe

#

im making a tank model with additional armor on it, i wanted the turret armor to be optional, is there a way to "hide" hitpoints?

#

so if i hide the turret armor in the garage it hides the hitpoints too etc

subtle bison
#

does the extra armor really need custom hitpoints?

#

i would just slap a new box into the fire geo and give it a different penetration material. if it's belonging to the same selection, it will toggle on/off with the rest of the object

hazy root
runic plover
charred bolt
#

Or use armorComponent, rather than hitpoints.

vast tulip
#

i see i see

#

is there any guide thats up to date on tanks? or something that i can at least look into to get a headstart on implementing it

white oak
#

Got gifted a copy of townscaper
and noticed you can export the buildings as obj files
now I'm wondering how well it would translate to arma

fluid copper
#

Probably just fine with a little touch up. The buildings from that game arent exactly arma level of graphics though haha

hollow fulcrum
#

ooo.. those are nice.

white oak
#

So to test the idea threw this together in 30mins or so

#

Scaling for both the object and textures are off but this is just to get a visual aid to see if it'll work or not

woeful viper
hollow fulcrum
#

ha, they still look great πŸ‘

steel vault
#

Can roadways be affected by animations? Eg I want to make an hatch and when it's closed players can walk over it, but if it's open they can drop into it?

stuck oyster
stuck oyster
#

you can find trapdoor bridges on SOGPF Cam Lao Nam if you got the dlc πŸ˜…

jaunty rune
#

nice x3, looks good

#

you working on a ww2 mod?

north sundial
#

Thats warhammer 40k

heavy pagoda
#

i was at the scripting section, and i asked about the (class cfgweapons) if when i use it on my model script the character will hold it like weapon, and someone told me to solve this question here. Cause my the object that iin that case is not actually a weapon.Does anyone can help me? thank you

jaunty rune
#

anyone have any recommened tools for creating trees?

#

know theres one built intop unreal but not sure if there is a decent standalone

hollow fulcrum
#

@heavy pagoda I'm not sure I completely understand you. You have a model you wish for the character to hold in hand, but is not a weapon. Correct?

heavy pagoda
#

@hollow fulcrum yes, it's actually a guitar

hollow fulcrum
#

@jaunty rune there are a few apps out there. i honestly just do it manually if i really want something like that. not sure what is the most function app around currently.. probably SpeedTree..

#

@heavy pagoda I suppose that would work. What are you needing to do specifically? Get the hands in the right place?

jaunty rune
#

I woud have no idea how to take modeling a tree personaly

#

not very good with freeform natrialistic modeling

hollow fulcrum
#

lots of cylinders and planes :P

jaunty rune
#

ya

#

true

hazy root
#

Textures with Alpha

hollow fulcrum
#

check out speedtree though, it's pretty handy.

jaunty rune
#

little expensive for a hobby :)

heavy pagoda
#

@hollow fulcrum this also, i am new at the mod community on arma, i still at the beginning. So i want to make the guitar appears in the inventory, then the user take from the inventory and use it to play.The general idea is to make the character play the guitar as in real life

#

i am taking step by step to learning properly so i first need to know how to make, go to the inventory and then get to the hands

#

i dont know if i am being clear haha

hollow fulcrum
#

well, that is something that I'm personally not all that familiar with. granted i could probably beat my way through it. honestly, what you are wanting to do will work, but you are getting into some of the deeper aspects of modding things pretty quickly.

i recommend taking a look at the sample models provided with the tools, and also taking a look at configs related to other objects that function as you would like. Mikero has an excellent set of tools for unpacking the game to a development drive 'P:', and checking many aspects of things.

#

regarding specific inventory functions... i have link somewhere for that. give me a minute to find it.

#

@jaunty rune if you are playing Unity or Unreal, the monthly price isn't too bad.

#

all relative though i suppose.

heavy pagoda
#

@hollow fulcrum thanks, if i can get the inventory part, and the hold one, it would be a good first step :)

hollow fulcrum
jaunty rune
#

@hollow fulcrum i forget its been like 2 years since i used unity, can you export it to something that i can use

heavy pagoda
#

@hollow fulcrum it will be easy for me to get into it, even being a newbe?

hollow fulcrum
#

that is directly related to how motivated you are, and/or how quickly you get frustrated with things. all in all, it's not overly complicated. but does take investing time to sort what is what and how it all works together.

so between the Wiki, and looking at current configs, you should be able to sort it.

#

if you have specific questions about particular config sections, feel free to ask. plenty of guys around here who know things.

heavy pagoda
#

thank you for the help i will investigate about it, and see if i can get a little help with the script

#

also do you know if i want to put the guitar on my back, i need to set up a bone to do it?

jaunty rune
#

configure it as a rpg and make it so it has nothing to shot?

hollow fulcrum
#

no problem. the biggest or most challenging thing you might run into is actually animating the 'playing of the guitar' that requires above average knowledge of 3D animation foo. but if you have that, no worries.

and yes, look at the sample weapons/character rig and you'll find the relative mempoints/bones for these things.

#

@jaunty rune i'm pretty tied up with a long list of foo to do. might ask around if you are wanting a specific type of tree. i might have something, or someone else might.

jaunty rune
#

Its not emedeate im just wondering if anyone had information on it, im bussy making buildings

hollow fulcrum
#

@cedar coral likes trees and things..

cedar coral
#

Anything environmental, including buildings.

#

Thanks Hatchet!

hollow fulcrum
#

lol np!

heavy pagoda
#

@hollow fulcrum yeah the 3d knowledge is no problem., the thing is really the scripts haha

cedar coral
#

Dont' ask me to do terrains though...

hollow fulcrum
#

@heavy pagoda get your model sorted, and then check with the scripting guys. they can help you at that point.

jaunty rune
#

thats kinda what i like to do more, modeling is just something i picked up along the way

cedar coral
#

What kind of trees?

heavy pagoda
#

@hollow fulcrum the thing is the told me to come here haha. But i'll sort it out thank you again

hollow fulcrum
#

@heavy pagoda Well, you need your model setup properly before you can script things is all ;)

jaunty rune
#

looking for new pine trees and or tropical

#

not sure what theme imn gonna go with the map for exodus yet

cedar coral
#

oh, I think you could use some of the A2MP map models, such as the african foliage mod set.

jaunty rune
#

ya might need to do some retextureing tho looks a little out dated for my tastes, for a3 atleast

cedar coral
#

yeah. Agree. Thought the models are pretty basic you could probably do them pretty quickly instead if you have experience in that space.

ripe fiber
#

3DS or Blender

hollow fulcrum
steel vault
#

Seems to work great, Thanks!

Also, is there any documentation about the doors states attribute in 3den?
I've tried naming my door to Door_1 but it doesn't show up.
Can't find anything specific in the config for one of the houses about it either.

pallid island
#

inb4 3den checks for configOf _building >> "numberOfDoors" entry πŸ€”

steel vault
#

numberOfDoors = 6; is on one of the vanilla buildings, I'll try that. Thanks

jaunty rune
#

thats nice

#

10/10

steel vault
#

Works! Thanks

jaunty rune
#

@stggunner dont have expereance with trees or plants

#

only really do things like buildings guns and cars and misc models in that sort of group

#

im more of a terrain artist then a modeler

past mesa
#

Getting some missing texture errors when crunching. Should I use full or relative paths?

hollow fulcrum
#

what do your current paths look like?

#

or if in OB, watch out for the auto addition of the mighty P:\ when applying textures/mats to things.

past mesa
#

Should i remove the p:/ in OB?

hollow fulcrum
#

so, yes.

warm blade
#

cant get pip to work

#

i have the texture #(argb,256,512,1)r2t(rendertarget0,1.0)

#

but its just black nothing is coming up, ive tried flipping the faces and stuff like that but no luck

#

config is fine too

stuck oyster
#

best to refrain from saying something is fine and right if it does not work.

warm blade
#

woke up on the wrong side?

stuck oyster
#

people many many times say X is fine

#

and then X is the problem

#

are the faces uvmapped?

warm blade
#

they should be, imported object and it used to have a texture on but doesn't now because of the pip

past mesa
#

Ok i have removed the P:/ and im still getting the same error.

warm blade
#

I believe it might be because I had on 0.0 and viewcargo

hollow fulcrum
#

then there is something wrong with the path somewhere. either in the model or the .rvmat itself.

past mesa
#

would you mind pasting one of your rvmats so i can compare?

hollow fulcrum
#

i did just a few lines up, or 8

past mesa
#

oh sorry i missed that. thanks mate

hollow fulcrum
#

np

past mesa
#

last question if i may. is a rvmat required?

hollow fulcrum
#

generally speaking, yes. depending on what you're making, can/will decide what type of shaders to utilize within the .rvmat.

#

most objects less structures and plants, should use a SuperShader mat.

stuck oyster
#

having such lods should not affect it

hollow fulcrum
#

but its not a 'requirement'. more of a 'do it right' thing, so it looks proper type deal.

past mesa
#

right

hollow fulcrum
warm blade
#

i got it down to this now

#

tried sorting the uvmap but it seems to doing its own thing

cedar coral
#

@jaunty rune Oh, ok.

stuck oyster
#

that crap is banned all the way

past mesa
#

@hollow fulcrum thanks I will get stuck into that. I get the same error without an rvmat so i guess there is something i have messed up somewhere

jaunty rune
#

@stggunner im good at making complicated boxes :P

#

thats why i make cabinets

cedar coral
#

@jaunty rune lol. What tree are you in dire need for?

jaunty rune
#

@cedar coral not dire but ion the future mioght be usful im a couple of months out before im placeing objects on a custom map but looking to do something tropical possibly like cuba

hollow fulcrum
#

@past mesa if you want to dropbox your current foo, i can check it. im on the craptop with time to kill.

cedar coral
#

@jaunty rune reference image?

cedar coral
#

okay, got it. I think that they are generic enough that multiple terrain makers would use them. :-)

past mesa
#

@hollow fulcrum will do mate

hollow fulcrum
#

aye, just pm me πŸ‘

jaunty rune
#

thanks, really aprecheate it

#

when im done my models for the space station and guns i gotta start work on houses

cedar coral
#

can't promise anything. Time is everyone's enemy. But I will do a quick sample scenarios, etc.

hollow fulcrum
#

πŸ• πŸ”«

jaunty rune
#

ya, it would help but im by no means relying on them if you dont have the time no issue

plucky pecan
#

πŸ’₯

hollow fulcrum
#

heya Raid, what you been up to?

plucky pecan
#

Absolutely nothing xD Work and shite.

hollow fulcrum
#

aye, feel ya there.

plucky pecan
#

I'll eventually get into it again.

#

How has the modelling struggle been?

hollow fulcrum
#

lol, real? regular business and tickering with the 4x4 has been eating my time up this week so far. Getting some things done here and there though. Mostly tinkering with Quixel beta foo.

plucky pecan
#

:0 You have the beta

#

I'm waiting for my copy of 2.0

hollow fulcrum
#

Yeah, it's looking pretty stellar so far. Can't really chatter about it much. But things are on point, not sure if they'll hit release next month of wait until Dec.. right now.

cedar coral
#

@hollow fulcrum Is it worth the wait. I am spending alot of my time in substance now.

hollow fulcrum
#

think a couple of the larger features might hold it back a few more weeks. but it'll be worth it for sure. ;)

plucky pecan
#

So much for the Oct release am i right?

hollow fulcrum
#

I dont see it happening this month, no.

plucky pecan
#

Well enjoy your day everyone, I've actually got to head out. πŸ‘‹

hollow fulcrum
#

later Raid πŸ‘‹

#

@cedar coral it's solid man, far beyond what 1.8 is in functinality, power, etc..

cedar coral
#

cool, good to know. I would love to kick the tires on it and see if that is the case. But I guess I will have to wait on that.

#

I am having some new found fun with Zbrush anyways....

ripe fiber
#

You must be rich..

jaunty rune
#

@cedar coral if you wanted to do trees for a pack i would be glad to con tribute buildings into it fitting the same theme

cedar coral
#

that's okay. I love modeling buildings, just ask the folks on this channel they will tell you.

#

:-)

jaunty rune
#

@cedar coral im not worryed about you not wanting to i just want to contribute to something, im kinda new and want to show off what i can do :)

cedar coral
#

ah, okay. Contribute away then.

jaunty rune
#

most of the stuff i did previous was stuff for unity and map addons for epoch

#

offerd my help to ice breaker and he was like you got to show i sayed basdicly nothing he didn't respond

#

didn't think he would

thorn spire
#

Whats the scale in max, mean 1grid equals 1 meter in armaverse?

jaunty rune
#

this eg hecktor guy has spammed every room that i kinda fits into, rip copy past arino

spice narwhal
#

How can I get a UV map from object builder?

spice narwhal
stuck oyster
#

they as in people the guy work for are know rippers who take other peoples work without permission, lie about it and ripoff real money from kids on their servers.

spice narwhal
#

Sounds about right

#

Glad you edited that hahaha

stuck oyster
spice narwhal
stuck oyster
#

there might be a button for it in the menus, dont remember off the top of my head

#

or you can take a screenshot of it

muted tapir
#

is there a way to do whatever recalculating normals in object builder does in blender?

stuck oyster
#

yes

muted tapir
#

how?

stuck oyster
#

I dont remember what the tools are called off the top of my head

#

but like blender manual should have section for edit mode normal tools

muted tapir
#

these?

stuck oyster
#

ye

muted tapir
#

which one do i use? recalculate outside doesn't have the desired effect

stuck oyster
#

what is it you try to do then?

muted tapir
#

somehow, my models have gotten darker, and i know that recalculating normals in OB fixes that issue

stuck oyster
#

it means you dont have the toolbox set up with o2script.exe path in the blender addon settings

#

and the p3d does not get written correctly

muted tapir
#

indeed

#

i was pretty sure i had that set up

#

thank you

stuck oyster
#

πŸ‘

spice narwhal
stuck oyster
#

Yeah you will need to convert that

spice narwhal
#

What can I use for converting it?

#

photoshop, gimp, none of them can open it

stuck oyster
#

I've used IrfanView (also as my default windows image viewer)

spice narwhal
#

Alright got that, how can i make it so ONLY the selection is exported and not the whole thing

north sundial
#

Mr gunner, did i read correctly that you are gonna attempt to make some of the trees mr bayball linked?

cedar coral
#

@north sundial why?

north sundial
#

They are exactly the type of trees that are on my terrain in real life and would be amazingly helpful if you made them and i would be eternally greatful like the little aliens from toy story

tulip gyro
#

one of my uniforms somehow doesn't want to change weapon grip animation

cedar coral
#

LOL, let me start something and then go from there. Time is my enemy here.

north sundial
#

Yeah sorry i just saw what you said afterwards, i just wanted to let you know it would be appreciated :)

hollow fulcrum
#

mmm... thought there was a flashlight out there somewheres..

#

headlamp is an interesting idea. wonder if that could be configured to work properly though.

plucky pecan
#

@hollow fulcrum If you mean by pressing L doubt it. Oh and i'm back πŸ‘‹

past canopy
#

you would have to have a script and run it as an NVG slot or somethin

hollow fulcrum
#

well, actually i guess you could set it up as a NVG..

past canopy
#

sniped

plucky pecan
#

But can the lightsources be toggled that way?

#

Thought it was engine sided.

past canopy
#

no, you would toggle the light with a script

hollow fulcrum
#

the issue i was concerned with, was being able to ID the attachment..

#

you could certainly 'rig' it though.

plucky pecan
#

Ah actually quite easy.

hollow fulcrum
#

flashlight as a secondary would be useful.. maybe. rather have a 2 million candle power handheld for spotlighting jihadis..

plucky pecan
#

Use cba in conjunction with a custom variable inside the config. Set the function to look for that variable.

#

set it up as a clientInit

#

Raid + Hatchet Ideas for days.

hollow fulcrum
plucky pecan
#

Interaction overlay?

hollow fulcrum
#

ACRE foo indeed

plucky pecan
#

Ahh yep.

hollow fulcrum
#

craptop should be able to handle that lol

plucky pecan
#

xD

hollow fulcrum
#

yeah.. working in 720p..

plucky pecan
#

He said it, get the πŸ”«

hollow fulcrum
#

pretty much, this will be ok though. simple stuff.

past canopy
#

gg hatchet

plucky pecan
#

For simple things haha

hollow fulcrum
#

just gotta find some dim info on these..

plucky pecan
#

Yep wouldn't have a clue.

hollow fulcrum
marsh canyon
tulip gyro
marsh canyon
#

AKA make sure your forearm-forearmRoll-arm-armRoll are assigned properly

#

I can't show a pic rn but I had similar issie recently, and the issue is missing selections

tulip gyro
#

OH YEAH

#

that might be the issue

marsh canyon
amber swift
#

are the "zalesh" selections what define where the flash and smoke come out in a vehicle weapon?

marsh canyon
#

zasleh only defines which is the polygon muzzleflash