#arma3_model
1 messages Β· Page 9 of 1
Ah, okay
it stops only at posX points
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
Ah, I appreciate it.
Figured out the problem,
named properties didn't export from blender so shadows were wrong
is there a way to move the placement of nvg's on helmets? or can it only be placed where the samples reference is?
do weapon attachments not support hiddenselections? I noticed with the base game eotech that theres a model for aird and model for black
No, they don't π¦
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'.
I am now sad π¦
Horizontally 50x50m, vertically none AFAIK. Might wrong but it is discussed well in this chat
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?
It's okay if it is, just knowing that there is indeed one is info enough. Thanks!
Better to wonder, than facing something wrong!
idk how bad can frames get anyways 
plus I doubt most of the mods optimize texture, section count, lod and poly count anyways, aside from maybe RHS lol
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?
Select all of one of the rvmats, copy to clipboard, delete it, paste it back.
Repeat with the other rvmat.
Result will be 2 sections.
wat would cause this to happen in the first place?
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.
Absolute magic
You can find such info on the LODs wiki page, it's on the geometry lod (the one doing collision)
Is it possible to do the multiple UV sets with blender or just OB?
Blender offers to edit multiple UVs
That it does, but does it work with OB or is there something that needs to be done to have them play nice
OB also does
Neat, so no extra work needed to transfer between then
no as long as its done correctly
is there a way to animate the physX geometry lod?
Depends.. what is your intention
animated pieces of ground
i have triangles that i animate to fill holes in the ground
Why do you need physx lod.
Can you just use normal geometry lod?
and i just realized vehicles fall through them
Ah that's Roadway lod, not physx geometry
i thought the roadway lod was for players walking on it?
Pretty sure also vehicles
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
https://community.bistudio.com/wiki/LOD#Roadway this says roadway is for units
i had no physX lod before i noticed the problem, but it's the same
vehicles don't respect the animation
https://community.bistudio.com/wiki/LOD#Geometry_PhysX
here on the other hand it says not to include tank barrels in the physX lod cause the turret has infinite power.
i suppose that would only be a problem if it was possible to animate the physX lod
this works, so there must be a way
however it seems that way is different from what i am doing
could it be that there is something preventing the physX lod from changing shape?
you cant animate individual vertex in the components
as that basically breaks the convexity
ah
you would need to animate the whole component
animating individual vertices is what im doing
then thats not possible for the geometry parts
thats bad news for me
at least as far as I know anyway
been long time since I've experimented with that
it would explain my problems
also geometry cant animate beyond the original bounds of the object
i know that
like gates for example
i made sure the bounds are big enough
right, then it might just be that they dont support individual vertex animating
is there maybe a way to scale the whole model but only along one axis?
so then there's probably no way to change the shape of a triangle for physX
likely not
that's what i'm thinking about
does "hide" work for physX?
it should
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
it can cause issues like that if something clips into a hole like that badly
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
oh no
also grenades fall into those holes XD
that's the least of my worries rn
adaptive terrain surface is a challenging project not gonna lie π
would multiple parts of the physX lod exactly overlapping cause any porblems?
like would this be problematic?
This should work I think
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
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?
Yes, they collide with the geometry phys LOD.
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).
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
different animations with the same animationSource is my guess, but i don't know much about animations
That actually makes a lot of sense.
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)
without having to go in game
In Object Builder you can open Model Viewer/Bulldozer and test model.cfg animations there
is there a way to move the placement of nvg's on helmets? or can it only be placed where the samples reference is?
not possible
thanks for the quick response
That is very good to know.
yah there is that too π sometimes the most obvious answer escapes
If only I could have figured that out like a month ago...
Not only you, some years before i changed values in the model.cfg and packed to pbo and tested ingame, closed game, changed again etc

I dont want to know how much time ive spent for...... nothing

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?
Configs you can live merge with diag exe https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
Script files (and possibly textures?) can be live updated with filepatching https://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data
And https://community.bistudio.com/wiki/diag_resetShapes to reload models in diag branch, apparently
Yup, textures can be reloaded on the fly
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?
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
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)";
};
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
yeah thats crazy
how the hell have you end up even trying that xD
Because it is a big ship model, and anything under that it looks like it belongs in ps2 game xDDDD
I thought about cutting it into pieces, but I was like thats a lot of work
not baked textures
Oh\
basically ship is a building
Ye I havent done buildings before
at least big ships are
Do I tell the model that it has repeating texture in the object Builder?
no
its not quite that simple
multimaterial requires multimaterial RVMAT and 2 uvsets in the model
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
its not the same
Well in my defense USS Freedom is 10 pieces glued together
and it still uses multimaterial
Anyway, thanks for the insight, any idea what is the "max" texture size I can use?
There's nothing stopping you from using that method and using repeating seamless textures and multimaterials.
its many pieces due to the object size limit
yeee 50m
4k
4096x4096?
yes
thanks
Can anyone point me in the direction of how to turn an item into a holdable prop?
looki what i found in the depths of my universities library http://abload.de/img/inhalt1b8sc7.jpg "drivemechanics of tracked vehicles" :smirk: Prepare for ticket wave xD
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?
Yes
Use multimat.
Thanks Dscha, Haha
Yeah, there is no real "better" :/ Some go with SubPainter, some with Quix. I prefer Subs for example, others here Quix
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
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?
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?
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
SQF scripts (or SQS? pretty sure SQF) but with limited command set
By the by, I'm still looking for some help with this. Also it turns out the positions I have defined in the Paths LOD aren't detected when trying to garrison units, and it has me confused.
how do i do a p3d export through blender python?
Well, Arma Toolbox can do that for you.
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
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
i figured it out
How can I check if the pathing of my object is working?
place it down and command AI to enterr it
doesn't it need position vertices for that
probably too late but you would see what you did in the undo history box if you have it enabled (it is recommended)
oh the question was not about that
π΅βπ«
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
Trying to make a long staircase to use in steep places, so didn't really add position vertices
only "in"s
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
Right on that note, couldn't really find much info on paths yet
but should using planes suffice or do I go with closed meshes?
planes
but htey need to be connected and face up from the roadway surface under them
if they point down they wont work
connected to roadway?
Ah alright
one thing I saw now looking at the sample
all vertices are grouped together into a -path group
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
that may not have desired effect, I would not recommend it
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
i dont think sharp matters. π€
The AI walks on the edges so yes narrow path in this case works better
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
Might've done this wrong, apparently picked the csv
. . .

Well at least you get it right this time π
I llove how I was complaining earlier that there isn't much to read on, yet here I am unable to read stuff
You can with vanilla Vans
It opens from inside
If you mean through script, check config for it
hey fellers back again, tried to pack this and got these errors. I dont think i have a Magazine_Axis in the model so idk whats up
https://i.imgur.com/3F7VUoL.png
https://i.imgur.com/TaxeNzL.png
You need the skeleton defined in model.cfg
it is lol i think
also when i pack with pbo manager it works fine in game
For what did you added it to the cfgSkeletons?
"Magazine_Axis", "",
i removed it after i sent that here
and in the model (Memory LOD) you have added the magazine_axis?
if you define a axis in the model.cfg you need it
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
im not sure what u mean
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
sorry for all the questions but where would i put that exactly?
hold on i think im dumb and just figured it out
if not ill help then π
so idk why ctr f did not show me this before but i do have it defined. which means i need it in my model but im not sure where to make the points
what i dont get is it works in game atm without it
in the model in your memory LOD you need to add 2 points called magazine_axis where your magazine is
ye thats what i did got these errors
i cant see your magazine_axis error anymore?
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.
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?
im smooth brain as you know so can you say that again for a crayon eater like me. what do you mean by next to my rtm file? and yeah pbo manager is not good enough thats why im fixing it properly with pbo project lmfao
is the roadway LOD on flat surfaces supposed to be at the same height as the geometry LOD or a few centimeters above it?
Ideally 1cm above
thanks
π€
you need to do the same like you did for your weapon, but it has to be a character model.cfg and not for weapons
In the same folder as the RTM files you try to pack
arghhhhhh !!!!! finished cage, baked normal, enabled AO position modifier, cage broke π‘
Okay Iβll look into this, I donβt get why the other two guns didnβt take this lol
did you have custom rtms for them?
Iβll double check I thought I just used a random one
you probably just used some vanilla animations then
RTM packing happens only if you have RTM in your files
what even are rtm files? like what would i have to google to make my own?
i assume BI wiki has a list
nah buddies files but he is in a different time zone
Anyone know which model.cfg id use for a MATV? Unsure what i need.
custom one that fits it
like with any other object that needs model.cfg
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.
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
Fair enough, thank you my friend.
So got a bit confused with the UVsets
is it
UVSet0 -> Texture Scale
UVSet1 -> Texture Type
Or did I get it backwards
depends how you set the rvmat to use the uvsets
it can be either way
is it uvSource ?
tex and tex1
personally I keep it UVSet0 for 1 space baked textures/mask etc UVSet 1 for tiled texture alignment
yes
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
result is your p3d file gets biiig in KB / MB xD
How does the location of a proxy work? Is the position on the right angle?
If it helps, specifically on about the launcher proxy
if i put the origin of a model outside of the boundingbox of the vertices, will the boundingbox ingame expand to include the origin?
Depend on autocentering. Best way to add bounds space is to just add single points to corners at the size you want the bounds be
thanks
Yes right angle is the position marker
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.
do you have weights on your geometry lod?
Yes, I've basically taken the full wall version which works perfectly fine and put a hole in it with a boolean modifier.
let me google that term π
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 
split the shape into multiple convex portions i think
ah, so multiple pieces instead of one?
i think so.
i'm not entirely sure, all i've modeled so far has been triangles
Thanks, I'll try that, still trying to learn blender at the same time...
Ya EL_D148L0 is right, you can just use individual rectangles properly named component01-99 then it will work
the blender toolbox has a thing for automatically naming them
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.
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
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
What error message do you get?
Do you get the error in blender or OB?
if OB double check your o2script path in blender
I bet he forgot to triangulate his ngons.
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
and i have good enough topology to not have many Ngons if at all
so that is not the issue
But yeah just generally don't know my way around Arma modding lol
you should be able to find a few Blender to Arma tutorials (series on youtube) notably from El Tyranos and Sokolonko
those should get you going
aight will look at those
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
thanks btw. also wanted to ask, do the other 2 verts in the tri do anything in particular? or is it just to make a face to give it a direction?
Wrong channel, and its easy to do in xcam, hold down alt and stuff moves slower
Yes it gives it direction
@north sundial yes perhaps your correct, what channel should i be asking in?
Terrain makers, better place to ask about placing stuff on maps
worth a shot i guess :)
How do I make it so that when let's say a cannon is loaded, I can see the shell in the barrel?
magazine proxy inside the barrel would do it
What about its like orientation and what not?
goat summed it up ^
and ^
np 
Coming soonishβ’οΈ to a 2035 focused mod near you!
I feel sorry for the guys using a law in 2035
I looked at the rocket and it reminded me of the lack of RPG 29s.
Well, im working on one, altough its suffering from some delays. Should hopefully be done in a few months.
Amazing, good luck with that.
I mean, it weighs less than half of what an AT4 does, you hand one out to each squad member for clearing hard targets and dealing with enemy APCs and IFVs. Sure it canβt OHK an MBT but thatβs not the intended target anyway
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 π
.
set mass to selected seems to crash. @shrewd jay have you noticed such happening?
distribute mass to selected seems to work
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?)
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
I just did it twice in a row without a crash... seems to be random
set weight puts the given value on each verticle
Ah
You want to use distribute
distribute mass to selected divides the given number between all selected vertex
I see... will use that instead of my own calculator next time...
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
making quick test
that seems to work
testing without saving again just to see if it still crashes
Yeah for some reason the data layer isn't always created...
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.
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
if I have componet group active in vertex group list so it shows the group mass and I hit set mass it crashes
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.
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
if I click the set fast it also crashes xD
you might have bit newer dev build too though π
Yeah possible. Did you try downloading the repository from github?
I really need to make a new release π
I think that is the latest one. Just a couple of local changes...
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
What happens if you tab out and back into Edit mode?
Some changes are only applied after you leave edit mode
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 π
Might be worth a shot
tabbing seemed to not make a difference
most of the time the geometry stuff has worked just fine on my end too.
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.
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? π
also ignore the shitty textures lmao
shadow is not proxies
its specific lod
and the mesh needs to be closed and inside view mesh so it does not project over the surface
used to CE sorry π
will close up my mesh and give it a shot soon
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
simplest way to make it is out of simple box shapes and cylinders
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.
ACE] (medical_engine) ERROR: Bad hitpoints for unit type
^^ any tips how to fix this, I'm using sample soldier from BI
have you defined the hitpoints in the CfgVehicles config of the soldier?
does anyone know the difference between phase and value in Animations in model.cfg?
https://community.bistudio.com/wiki/Model_Config#Animation_Properties
What are you doing exactly? Cause i had some troubles with this also but with a plan behind it by me and i had to talk with the ace devs to solve that problem.
I think phaseBeg and phaseEnd are not used?
I wonder if the sample man ever got hitpoints updated. π€
Do memory point normals matter?
no
Then how do you fix the shells coming out at a wrong angle from the barrel then? Move the memory points?
there should be 2 memorypoints that define the vector
Ah I see. Does that have to do with the gunbeg and gunend?
yes
Ok, I didn't have those as they weren't present in the A3 mortar config.
it likely inherits the default definition from some base class
weapons always use those to define the barrel direction
That pretty much fixed it.
So yes thank you!
π
is there a mod for such a sight ? Torrey Pines Logic t12-m
Is Object Snap Points done with memory LOD?
you mean snapping to the ground?
that's done via the landcontact LOD iirc
Nope to each other
ie the cargo platforms
once you remove the sidewalls you can snap them together
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
well time to do some digging then
unlikely if you have not found one. This channel however is meant for questions related to making stuff, not for asking if some mod exists. for that you can use #arma3_questions
the 3DEN snap system is not documented I think. but most likely it uses some sort of snap points
not documented
Shocker
Went into the eventhandler script
it does reference some points on the model
going to unbinarize it to have a look
p3ds stay binned
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
Or just use selectionPosition
that is part of the bit of scripting mentioned
I thought when you said attach spheres to them that you may have only thought of something involving attachTos capability of attaching to bones
attachto can also attach to memorypoints so yes that is one option
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?
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?
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.
you need to set the windows alpha sorting order to top
there is a tool in the OB toolbar
first person view is always rendered on top to avoid it clipping into things
so this is to be expected unless you create the effect with animated texture mesh that is in the weapons space
this is correct
your ass speaks wisely
Yes, that worked fine. Thank You very much
ahh oooof makes sense, I guess I could try to maybe move it a bit to look good enough
animated texture?
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
I am glad that my ass is wise.
oh okay and have them be part of zasleh or something
time to get a lightning model to use π
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
It's issue with how you have configured it.
It's no spontaneous combustion, you destroy it by shooting.
Good to know atleast i dont have to mess around with the model again. Its inheriting from "thing" i didnt think that could be destructible. Anyway guess ill check the samples again see how to do it properly
You might not be able to make a thing type object indestructible
But the parameter destrtype determines the way object is killed.
If you dont want it to be destroyed you can also add in the Geometry LOD / Properties / damage no
Editor placed object reads the config parameter only
Nope, how do I do that? Any examples out there?
the samples config.cpp of test character has some hitpoints listed
not sure if it's all of them
yeah I have them defined the same as in samples
I think the samples one might be outdated. I don't remember if there were changes
π¦
yeah, wierd. I've compared with SLA CUP units config and they seem the same:
memory points:
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
does multi-rvmats do texture mixing?
looking at some examples there are places where the colors are mixed
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
maybe your selections on the model are not right or you have a typo somewhere
do you have default textures set in the p3d?
yeah the mask.paa the multi file references
Where can I get a base player model to model gear on?
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 π
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
you will also want sbsource none named property
https://community.bistudio.com/wiki/Arma_3:_Named_Properties#sbsource
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
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
@white jay Is Substance Painter superior to Quixel Suite?
What is the left hand rule?
I think that answers it.......
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
well there isnt really anything that special about modeling for Arma3, the basics of things like modeling and texturing can be learned from tutorials like the doughnut
the more you model and make stuff you start to understand the technicalities and then can understand what Arma requires
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?
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
That's actually a fair idea. thanks, idk why I never thought about that
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
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
this is definitely the place for that
and we also like to see what people make for Arma
Is there a common mistake so my human model doesn't take weapon IK into count?
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
Seems like a visible LOD issue, but can't figure what it is
interesing.....no clue what ADD_ACE_HITPOINTS(1,1); is... like a function, pboproject will go all alarmy on me lol
Solved, the reason was I haven't Arm/LegRoll selections (the model doesn't have one for a reason)
https://github.com/acemod/ACE3/blob/master/addons/medical_engine/script_macros_config.hpp
There defined what current variable have
So you can manually add current classes in your own class if you do not use macros
ahh thank you!
you're a life saver
model.cfg and memory points can probably stay the same?
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.
Thanks veteran for answer I wasn't sure so I didn't figure out correct way to do
thank you @plucky depot for supplying me with the correct inherit code. Will test asap
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?
does it have wheels or tracks?
Wheels
then car
Oh ok, but it also has one of those manned turrets with an m2, how could i make it work?
by looking at how turret is set up in the tank
That makes sense, ill look it up, thanks.
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.
you will have to measure your model/textures
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";
};```
For AI to recognize the vehicle they are in and not fire through it, would that be view geometry?
Or something else
@white jay Is p1nga a big meanie?
You are correct :).
Well there you have it @last spindle ;)
Yes
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.
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.
@white jay is automoderator a big meanie?
Are you good at psychology?
@white jay no
Are you depressed?
@white jay no
Haha. No neither.
( Ν‘Β° ΝΚ Ν‘Β°)
( Ν‘Β° ΝΚ Ν‘Β°)
I have a new friend
No that's not me.
You were not good enough?
Well, enough of spam :D
yeah better stop before we get booted for spam ;) isnt that right @white jay?
Dream Theater is your favorite band.
that's not true btw
So if I have a non-convex object
do I just slap multiple cubes together for the geometry LOD?
Ya
Doesn't have to be a ton of small cubes, but much less detail than your view lod
π
probably from choosing a program (like Blender) and starting doing tutorials for it and reading how it and modeling works
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
is there any sample files for muzzle flashes?
might not be π€
isn't that a texture rather than a model?
its both
oh tragic, wanted to make a few that are different textures/sizes oooof
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 ...
};
MFD has a LOT of code in it
Itβs quite confusing
My MFD wouldnβt show up until I put in defaultUserMFDvalues[]
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
Hey anyone got any blackhawks that are realstic and all? for a beginner??
@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?
It was pulled from the Black Wasp Config I believe. Could try the values from there
The Biki is also outdated in some parts
Also, does anyone know how to check what memory point a vehicle has?
_vehicle selectionNames "MEMORY";
I might be dumb, but how do you use this, I understand it should return a list, but where do I put it and where does the list appear?
nvm figured it out
So having a bit of grasping trouble what the MC file does
is it an overlay or another texture layer?
MC file?
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
Some info for it is on both these pages :
https://community.bistudio.com/wiki/Super_shader
https://community.bistudio.com/wiki/Multimaterial
both of which only mentions the texture, doesn't go into detail
Maybe this article will help? Pufu goes into the whole thing and a tutorial is also mentioned that you could reference for an example https://forums.bohemia.net/forums/topic/185296-multimaterial/
Also #arma3_texture might be a better place for this topic
overlay
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?
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
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
So, gave my model a designated view geometry and the AI can still fire through
FireGeometry
It also has that. Could it be non convex or something
Lemme check
Oh
It is
Needs to be convex and every single mesh needs to be named as Component01 Component02, Component03 etc
Yeah, think that was the issue. Most of, if not the entire hull was not convex
Packing atm
Also FireGeometry needs some materials, if not, you will be able to fire trough it with some bigger caliber
It uses the standard armour.rvmat
So, it should be fine
Pretty sure the non convexity was my issue
As long it works, its solved 
π
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?
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
Trying to work around complexity
having windows that go into the model makes things quite difficult to simplify
on that I found if windows were to stick out, I can do a one solid face for the side of the building
with them dug in like that all walls have to get their own face
this building I tried both ways
the variant with the windows sticking out had ~75% less faces on
managed to get this down to 2700 faces <- although don't have much of an idea how good/bad it is
β
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
It should still work π€
Also camera rotation is way off, goes very slowly and choppy, then suddenly jumps a lot, something isn't right.
Tried that, no difference
is the model heavy ?
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 π€
Windows 7 compatibility doesn't do anything, running as admin doesn't do either
do u see the backfaces even with direct3d enabled?
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
Trying on sample A2 models, they should be fine
And I had them working fine few years ago (different PC and Win 7)
Nope, no change no matter what I do
Ran Oxygen 2 from my original setup years ago, behaves 1:1, same "lag" when rotating camera, same refusal to show in background
heya
On neither. Same picture when using DX, no background.
huh
check options if the setting is turned on?
Yup, it was it. Weird why it wasn't enabled by default 
Thanks for helping me get to the bottom of it
π π good
Is it worth it submitting small model issues to feedback tracker anymore? Is there somebody working on fixing A3 models for patches left?
When making geo lod with multiple meshes in blender
should I join them into a single mesh when its done?
Well for example House_1W06_F is 10000 faces for LOD1 so you are not running high. It of course has a detailed interior too. You can use Eliteness to check out object face counts.
Toolbox export can join them for you and even renumber the so that joined parts component numbers match and are not shared.
neat
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
anybody made/done anything the last few days? severe lack of porn in the channel.
will an object still work (for collisions) if it has no resolution LOD at all?
Yes
Resolution LODs are for distance calculations. Means you dont need to have as example a calculated 10'000poly model at 1000meters distance.
so having only a geometry, memory and roadway lod is fine for an object that serves as a collider if i understand this correctly?
Do you want a invisible collider?
yes
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
Just do one Reso LOD so only one 1.000 which is empty and do the other LODs like Geometry, Memory, Roadway if needed
ok, i'll do that
I did such often for some AI corrections at my terrains π
tell me more
what were the effects on the ai of such colliders?
did they have paths LODs?
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 π
oh
every time I'm poly-deprived I just load up some fractalsponge models
:D
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?
what will it become?
a spacestation interior
ooh
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
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?
For what kind of purpose?
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
3 named points would probably be easiest to use for valvulation like that
modelling fine wall detail is a waste of polygons and is done better and more efficiently via proper textures including normalmaps
go go nDo.. *if not actually wanting to model everything.. it works very well for highly detailed wall foo..
ok well that is a parchal high polly, everything is in segments it can be fixed. thanks for the advice
Sorry hatchet not done any modelling for a while, stuck on map work :(
well im sure you're having all kinds of fun with that :D
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
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
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
For anybody who needs a Marder, Atom or MTLB 3d Model https://github.com/Reyfin/Models https://sketchfab.com/sacher
Should work when hitpoints have same named selection
Or use armorComponent, rather than hitpoints.
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
Reference mod configs
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
Probably just fine with a little touch up. The buildings from that game arent exactly arma level of graphics though haha
ooo.. those are nice.
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
baked the helmet+accessory yesterday, but my pen tablet gave up again. Not feeling like painting out errors via mouse :<
http://abload.de/img/2015-10-29_000029axrp.jpg not very spectacular with just ao+non-detailed normals...
ha, they still look great π
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?
pretty neat π
yes they should be
you can find trapdoor bridges on SOGPF Cam Lao Nam if you got the dlc π
Thats warhammer 40k
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
anyone have any recommened tools for creating trees?
know theres one built intop unreal but not sure if there is a decent standalone
@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?
@hollow fulcrum yes, it's actually a guitar
@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?
I woud have no idea how to take modeling a tree personaly
not very good with freeform natrialistic modeling
lots of cylinders and planes :P
Textures with Alpha
check out speedtree though, it's pretty handy.
little expensive for a hobby :)
@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
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.
@hollow fulcrum thanks, if i can get the inventory part, and the hold one, it would be a good first step :)
@hollow fulcrum i forget its been like 2 years since i used unity, can you export it to something that i can use
@hollow fulcrum it will be easy for me to get into it, even being a newbe?
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.
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?
configure it as a rpg and make it so it has nothing to shot?
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.
Its not emedeate im just wondering if anyone had information on it, im bussy making buildings
@cedar coral likes trees and things..
lol np!
@hollow fulcrum yeah the 3d knowledge is no problem., the thing is really the scripts haha
Dont' ask me to do terrains though...
@heavy pagoda get your model sorted, and then check with the scripting guys. they can help you at that point.
thats kinda what i like to do more, modeling is just something i picked up along the way
What kind of trees?
@hollow fulcrum the thing is the told me to come here haha. But i'll sort it out thank you again
@heavy pagoda Well, you need your model setup properly before you can script things is all ;)
looking for new pine trees and or tropical
not sure what theme imn gonna go with the map for exodus yet
oh, I think you could use some of the A2MP map models, such as the african foliage mod set.
ya might need to do some retextureing tho looks a little out dated for my tastes, for a3 atleast
yeah. Agree. Thought the models are pretty basic you could probably do them pretty quickly instead if you have experience in that space.
3DS or Blender
https://gyazo.com/d518e5d5231a08341d88e0cf3a54a815 ULP PRC-148 (123 verts/212 Polys) minus it's gloss map..
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.
inb4 3den checks for configOf _building >> "numberOfDoors" entry π€
numberOfDoors = 6; is on one of the vanilla buildings, I'll try that. Thanks
Works! Thanks
@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
Getting some missing texture errors when crunching. Should I use full or relative paths?
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.
This is the error and shows the path im using. http://pastebin.com/GkSGPadn
Should i remove the p:/ in OB?
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
best to refrain from saying something is fine and right if it does not work.
woke up on the wrong side?
nope. its very honest advice from years of experience debugging stuff
people many many times say X is fine
and then X is the problem
are the faces uvmapped?
they should be, imported object and it used to have a texture on but doesn't now because of the pip
Ok i have removed the P:/ and im still getting the same error.
I believe it might be because I had on 0.0 and viewcargo
then there is something wrong with the path somewhere. either in the model or the .rvmat itself.
would you mind pasting one of your rvmats so i can compare?
i did just a few lines up, or 8
oh sorry i missed that. thanks mate
np
last question if i may. is a rvmat required?
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.
having such lods should not affect it
but its not a 'requirement'. more of a 'do it right' thing, so it looks proper type deal.
right
its not complicated though, here is an example of a SS mat using all procedural foo: http://pastebin.com/fC6xTyvh
i got it down to this now
tried sorting the uvmap but it seems to doing its own thing
@jaunty rune Oh, ok.
@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 lol. What tree are you in dire need for?
@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
@past mesa if you want to dropbox your current foo, i can check it. im on the craptop with time to kill.
@jaunty rune reference image?
okay, got it. I think that they are generic enough that multiple terrain makers would use them. :-)
@hollow fulcrum will do mate
aye, just pm me π
thanks, really aprecheate it
when im done my models for the space station and guns i gotta start work on houses
can't promise anything. Time is everyone's enemy. But I will do a quick sample scenarios, etc.
π π«
ya, it would help but im by no means relying on them if you dont have the time no issue
π₯
heya Raid, what you been up to?
Absolutely nothing xD Work and shite.
aye, feel ya there.
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.
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.
@hollow fulcrum Is it worth the wait. I am spending alot of my time in substance now.
remember the good old days? http://images.akamai.steamusercontent.com/ugc/451796939924650417/7525A8C99EFCDA1356E3136AE2874AE2130EAA12/
think a couple of the larger features might hold it back a few more weeks. but it'll be worth it for sure. ;)
So much for the Oct release am i right?
I dont see it happening this month, no.
Well enjoy your day everyone, I've actually got to head out. π
later Raid π
@cedar coral it's solid man, far beyond what 1.8 is in functinality, power, etc..
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....
You must be rich..
@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
that's okay. I love modeling buildings, just ask the folks on this channel they will tell you.
:-)
@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 :)
ah, okay. Contribute away then.
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
Whats the scale in max, mean 1grid equals 1 meter in armaverse?
this eg hecktor guy has spammed every room that i kinda fits into, rip copy past arino
How can I get a UV map from object builder?
How come out of interest?
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.
as to this, OB has UV editor thats shows the uv map of the active lod
Ah okay, i've managed to get the selection in the UV editor, how do I export it into a editable format (PNG ?)
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
is there a way to do whatever recalculating normals in object builder does in blender?
yes
how?
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
these?
ye
which one do i use? recalculate outside doesn't have the desired effect
what is it you try to do then?
somehow, my models have gotten darker, and i know that recalculating normals in OB fixes that issue
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
π
I can only export as a emf or wmf
Yeah you will need to convert that
I've used IrfanView (also as my default windows image viewer)
Alright got that, how can i make it so ONLY the selection is exported and not the whole thing
Mr gunner, did i read correctly that you are gonna attempt to make some of the trees mr bayball linked?
@north sundial why?
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
one of my uniforms somehow doesn't want to change weapon grip animation
LOL, let me start something and then go from there. Time is my enemy here.
Yeah sorry i just saw what you said afterwards, i just wanted to let you know it would be appreciated :)
mmm... thought there was a flashlight out there somewheres..
headlamp is an interesting idea. wonder if that could be configured to work properly though.
@hollow fulcrum If you mean by pressing L doubt it. Oh and i'm back π
you would have to have a script and run it as an NVG slot or somethin
well, actually i guess you could set it up as a NVG..
sniped
no, you would toggle the light with a script
the issue i was concerned with, was being able to ID the attachment..
you could certainly 'rig' it though.
Ah actually quite easy.
flashlight as a secondary would be useful.. maybe. rather have a 2 million candle power handheld for spotlighting jihadis..
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.
im about to do one of these it seems: https://gyazo.com/8de441ac0c82c94fd8802f8abacf849f
Interaction overlay?
ACRE foo indeed
Ahh yep.
craptop should be able to handle that lol
xD
yeah.. working in 720p..
He said it, get the π«
pretty much, this will be ok though. simple stuff.
gg hatchet
For simple things haha
just gotta find some dim info on these..
Yep wouldn't have a clue.
http://radionerds.com/images/2/2b/TM_11-5821-333-12.PDF @jagged tusk is efficient, didn't even have to dig very far. woot.
Make sure roll selections/bones exist too
Sorry but could you elaborate
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
https://cdn.discordapp.com/attachments/1065377438663725066/1091553703745572965/IMG_3139.jpg
Indeed this was the issue I had
are the "zalesh" selections what define where the flash and smoke come out in a vehicle weapon?
zasleh only defines which is the polygon muzzleflash
