#arma3_model

1 messages · Page 10 of 1

amber swift
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oh i see, how do i make the smoke come out of the muzzle, right now its coming out of a random point in the middle of the vehicle, i dont understand why

marsh canyon
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It is defined in both mem point and config

amber swift
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are the default memory points usti hlavne and konec hlavne or is there another for the smoke?

marsh canyon
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Can't remember Czech rn, but you can check them in the Samples

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Also middle of the vehicle you mean is the default pos (aka 0,0,0) of it, because it is defined nowhere

amber swift
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oh ok, so theres probably a missing mem point or no reference in config

marsh canyon
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That's the typical reason

amber swift
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in the config, is it this line that creates the smoke animations : selectionFireAnim =

marsh canyon
amber swift
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ok thanks

white jay
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Some one has a tip for this part because a dont know how to duplicate then and put into the base

white jay
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I dont really understand

kind nacelle
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work on the main shape first

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also i think i misunderstood your problem

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so i would just add a loopcut down the middle first

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copy and separate that

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convert to curve

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normalise the curve handles

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then do the ribbing as an array and use a curve modifier to array it along the grip

white jay
white jay
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what is a loopcut

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haaha

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im new at this. Sorry in advance

kind nacelle
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id start with some more tutorials then

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also this is stuff you can just google "blender loopcut"

white jay
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ok, thanks for the help

warm blade
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i think this could help

last spindle
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Took about 10minutes............. and obv in Unity5

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This is 10 minutes to convert and import the Revit model..............many many hours spent creating the Revit Model :p

white jay
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nice

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what is the building going to be?

last spindle
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it is just a sample not something i could release, developing tools to quickly convert Revit exported models to Max files with Substance based PBR materials

white jay
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i havent done graphics in years. im a coder myself, nice to see what the comunity is making though

hollow fulcrum
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@last spindle 👍 nice building there. you should chop that up and put it in RV. :D

last spindle
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hmmmm 300,000 atm lots of chopping

hollow fulcrum
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oof, yeah that might be felt in an urban environment.

last spindle
#

it could be made to be like 100k easily, just have to remove all the slab penetrations and above ceiling crap, and then probably reduced to 30k if everything except the exterior was removed

hollow fulcrum
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that would work.

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always wanted to do a small map with a large shopping mall or something. just for CQB foo.

last spindle
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hmmmmm, it is actually a Primary School :p but interior could be modified to make what ever you want i guess

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but im going to stick to my Artillery Assets for the moment, not starting something that big with so much other big things in the works

hollow fulcrum
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lol

last spindle
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Hand Held Portable Induction Fuze Setter

hollow fulcrum
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ha, nice!

last spindle
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need the Platform Integration Kit (PIK) aswell so you can set the GPS fuze on the guided rounds, would be nice to have a custom ropeX between the two, but dont think that is possible????

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i think you mentioned once that it might be possible to have custom models for ropes? or was i dreaming?

hollow fulcrum
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ermm.. you can actually model another rope.. but you are still limited to the technical details..

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might be easier to draw lines.. not sure.

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i have a thicker rope model for a fast roping rig i was building. that was a couple versions back. but i doubt anything has changed.

last spindle
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how do you use it with createRope though?

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ropeCreate.... i mean

hollow fulcrum
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not sure actually, i was just straight replacing the default rope model while tinkering.

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so it worked just fine.

last spindle
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yeah so, if you did sling loading though, then you would get the massive rope for that aswell

shy kernel
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i have an issue exporting a model into .p3d

muted tapir
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what's the issue?

shy kernel
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for some reason when i try to export it its like 0 kb

last spindle
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i don't think you can define a custom rope, it would be super nice if you could for lots of things

muted tapir
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do you have faces with more than 4 corners?

shy kernel
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this is the model im trying to export

muted tapir
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can you show the wireframe?

shy kernel
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where? im not really an expert in blender so sorry

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beginner

muted tapir
shy kernel
muted tapir
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did you enable the arma properties?

stuck oyster
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you have not set it with arma object properties

muted tapir
stuck oyster
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without this the exporter does not know it something you want to export

hollow fulcrum
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we could do a lot with the ropes if we could define more and had control over the properties for sure..

shy kernel
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thanks guys it worked, but one issue

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its like this

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on the object builder

muted tapir
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did you apply transforms before exporting?

shy kernel
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i only enabled the arma object properties before exporting

hollow fulcrum
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could even sub that for a ball joint honestly. wouldn't be perfect, but it would be pretty damn good.

muted tapir
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do ctrl+a
all transforms

shy kernel
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ok thanks let me test it out now

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worked! thank you so much guys

last spindle
#

yes, obv, just have a rope that has no elasticity and massive breaking strength

hollow fulcrum
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yeah a physx ball joint would be great....

ripe fiber
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Yet another thing VBS has?

hollow fulcrum
#

that is effectively all it is.. VBS has had that for a long time.

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it's stupid simple to do a great number of things with those connectors.

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technically 'joints'...

shy kernel
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how can i import the model into game? as like a suppressor for example

shy kernel
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saw

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he wasnt specific when he got to the object builder part

inland pawn
shy kernel
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?

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u made that tutorial? nice

inland pawn
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Yes, as a quick thing for people getting into custom p3ds

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But, what do you mean specific?

shy kernel
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i mean like

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how do i test it out in game

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sorry if you dont understand

inland pawn
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Oh, that’ll be in part 2

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Whenever I make that

shy kernel
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ok thanks

inland pawn
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But, you’ll want to use the samples

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That’s your best bet

muted tapir
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@shy kernel do you know how to build a mod?

shy kernel
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no im just getting started

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new

inland pawn
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Ah, 100% fresh

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I see

shy kernel
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lol yes

muted tapir
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make a folder, put a file named config.cpp into it

shy kernel
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thanks

muted tapir
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if you just wanna see your model ingame that's all you need, you can just dump the p3d next to that file and build the mod

shy kernel
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thanks

muted tapir
shy kernel
muted tapir
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change line 14 to requiredAddons[] = {};

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other than that its fine for now

shy kernel
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done

muted tapir
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now open the addon builder

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set the source directory to the folder that stuff is inside of

shy kernel
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then pack?

muted tapir
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no

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make a folder where you want your mod to go in

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inside that make a folder addons

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set that as the destination

shy kernel
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ok

muted tapir
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klick options

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check if list of files to copy contains *.p3d

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set path to project folder to the same path as your source directory

shy kernel
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ok

muted tapir
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if that's done pack

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do you know how to add a local mod to arma?

shy kernel
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i dont think so

muted tapir
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in the launcher press this

shy kernel
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thanks

muted tapir
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here select the folder above the one named addons

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once you've launced arma you should see it in the bottom row of the main menu as a loaded mod

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@shy kernel how is it going?

shy kernel
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i have 1 issue

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it says this

muted tapir
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huh

shy kernel
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its supposed to be like this right

muted tapir
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put the addons folder into a seperate folder

shy kernel
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oh ok

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wait

muted tapir
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is there a .pbo file in the addons folder?

shy kernel
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no its empty

muted tapir
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in that case, build your mod again.
remember to set the correct destination folder

shy kernel
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ok

muted tapir
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does it say build successful when you pack the mod?

shy kernel
muted tapir
#

yes

shy kernel
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do i have to put something in the destination directory or leave it empty?

muted tapir
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the folder named addons goes in there

shy kernel
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oh ok

muted tapir
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if you're still having trouble now send me ascreenshot of the addon builder with the options page open

shy kernel
shy kernel
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i leave the temp folder as it is right

muted tapir
#

yes

shy kernel
muted tapir
#

sure

wraith tendon
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lalalalalala don`t wanna hear whats possible in VBS lalalalalalalala

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Its so depressing :(

muted tapir
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can a Paths LOD be animated using single vertex animation?

stuck oyster
muted tapir
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thanks

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i'll report if it works if i end up trying it

stuck oyster
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I have some ideas where I could use that myself too but just have not had a chance to try it out

muted tapir
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is it possible to make an object that has 2 textures blending into each other?
but without manually blending them, like assigning 2 textures and one half ends up in the first texture and the second half in a different texture with the border being a smooth transition like this:

pallid island
muted tapir
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that looks like it would do what i want

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thanks

stuck oyster
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multimaterial is for that yeh

alpine matrix
#

anyone have any idea how i'd fix this first person shadow issue?

stuck oyster
alpine matrix
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i've only got ShadowVolume LODS at a basic level, theyre not even made around the uniform

stuck oyster
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shadow volume lods?

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basic level?

alpine matrix
#

Yes lmfao

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Simply made

stuck oyster
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character should not have 1000 and 1010

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0 and 10 should be enough

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and you can copy those from the sample character

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if you are unsure on making them

alpine matrix
#

ah, i see. Thank you my friend.

amber swift
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guys how can i fix wheels floating above ground in a vehicle? I've checked wheel circumference value, memory points, land contact nothing seems to fix it

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oh i have also checked geometry lod

stuck oyster
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have you tried the physX settings?

amber swift
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its fixed, it was the max droop value

amber swift
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i have another problem now, the thing cant go offroad, it just becomes too slow and in some areas like sand it just stops

warm blade
#

@amber swift trying playing with terrainCoef

amber swift
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yes! that fixed it.Thanks man

stuck oyster
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@white jay you may stay but Id also like to hear a genuine "sorry"

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also any even remotely forbidden smelling stuff and youre out.

white jay
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i’m sorry

stuck oyster
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Alrighto. We make stuff here dont take stuff.
Pinned messages on #arma3_terrain have links to tutorials

desert notch
#

hey I have a quick question. what is the significance of proxy index? is index just some arbitrary number?
or do different indices do special things and stuff?

stuck oyster
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for example gunner and cargo proxy index connects that proxy to config index

desert notch
#

yep but can I just set it to anything? (in both config and model)

stuck oyster
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well if they match in both config and model they should work

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buut there is no data on if the engine expects them to be in sequential order

desert notch
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yeah I didn't think so either. thanks!

amber swift
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any tips on making a turn out animation for the driver? i cant get it to work, there's very little information on the web.

stuck oyster
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how much do you know about animating?

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and what does not work mean in this case 😅

amber swift
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well i managed to make the other ones work, like the cargo ramp. In my mind it should work the same right? its just rotation or the hatch selection followed by translation on y of the driver proxy

stuck oyster
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well that can work yes though it will still keep the driver in same pose

amber swift
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should i use UserActions for this or is there another way?

stuck oyster
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turnout is a engine feature so you would use the turnout source for the animations

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but also there are some config parameters that enable/disable the turnout feature

amber swift
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what should i do to enable it?

stuck oyster
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dont remember off the top of my head. related config parameters have turnout or turnin in them if I remmeber right

charred bolt
still folio
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JCOVE then?

white jay
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so if i have my model and textures how do i get that into game?

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blender model

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is there a video for that

spice narwhal
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how do i export just my selection for the UV

white jay
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is arma 3 tools for blender illegal @stuck oyster?

stuck oyster
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no if you mean the arma toolbox addon

white jay
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yeah

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so i exported my model to p3d

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but it says ' Unale to load file. Load error. '

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when i put it in OB

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its used to be an fbx file

marsh canyon
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It is because you try to load binarized p3d

white jay
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its not binarized tho

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i dont think it is

marsh canyon
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Why you think so?

white jay
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because i made it a p3d on my own

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i put it in blender

stuck oyster
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you have not se the objcet(s) with arma properties

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so exporter dont know what to export

white jay
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how do i do that

stuck oyster
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find the arma3 tool tab and click arma properties checkbox

white jay
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i found it

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it is next to the x/y/z compass

stuck oyster
stuck oyster
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you can use this channels search history for more info

white jay
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yeah idk what i did wron

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i did the o2script path

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i checked off arma 3 object properties

white jay
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any fixes?

stuck oyster
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delete the old file first

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and you may need to close and reopen blender

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failed exeport usually locks the p3d file so further exports wont write

white jay
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so delete the .FBX model once i export it as a .P3D?

stuck oyster
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the fbx and p3d are not related in any way

white jay
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wait so what am i deleting once i make my model a P3D?

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hold up

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gimme a second

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might have fixed

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@stuck oyster Could this be the reason why it's not working?

stuck oyster
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yes

white jay
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do i reinstall armatoolbox

stuck oyster
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it says your model has n-gons which Arma cant use

white jay
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what are n gons

stuck oyster
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so you need to triangulate it

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you can google it up.

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the modeling basics stuff is up to you to learn on your own

white jay
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ok i see

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i cant find the properties panel

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wtf

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do i select keep normals?

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for traingulate?

white oak
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select all faces in edit mode and hit ctrl+T

white jay
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i did

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now it won't export at all

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no errors tho

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i think

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the p3d is red tho

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so

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i fixed it

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how do i path it properly to my vest in OB

stuck oyster
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wheres the vest from

white jay
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nvm

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i got it to work

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my friend helped me

stuck oyster
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@fluid copper problem?

fluid copper
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No I think the events with this person are funny

stuck oyster
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Im not particularly happy.

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@white jay honestly I gave you a chance yesterday

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dont go pulling any crap now

fluid copper
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I don't blame you, I was going to ask them to open the vertex selections tab earlier when I saw the image

stuck oyster
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also that BIS CORE Folder makes me thing dude has pirated VBS

white jay
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idk what vbs is

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what's BIS CORE supposed to be?

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i opened it and it has arma3.cfg

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and my BI profiel

white jay
fluid copper
white jay
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ok

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what does that do?

fluid copper
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I was just curious if there are any values in it, like Spine1, 2, 3, etc

plucky patrol
#

Hi all I am trying to apply a damage texture to a surface, I have defined the fire geometry, hit points lods , I have the animation made , applied a texture in OB for the surface a default rvmat for glass for that surface and defined in config.cpp the class damage with that 3 rvmats and class hitPoints as it is explained in documentation. But the material texture of the glass does not change. It only change with a dark texture but the cracks from rvmats does not appear. Any Ideeas ?

white jay
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i’ll take a look when i’m home

still trail
#

VBS kinda sucks from a performance and graphics perspective.

stuck oyster
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you'll have to start learning modeling from the basics so you understand the tools, terminology and methods

primal sail
#

hi, i'm trying to learn how to create mods, where i can start to learn about it?

stuck oyster
primal sail
#

i want to create a mod that add the cryptids from cod ghost (a 4 legged alien species). i know it's to much for a person that just started so now i'm trying to add a dog made of blocks so i can try to code it

stuck oyster
inland pawn
#

Not the best starting point

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Start with a crate

primal sail
inland pawn
peak isle
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howdy gents what would be causing this?

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like what is wrong? sum of weights? i dont even know what that is lol

inland pawn
#

That’s a warning, you can usually ignore those. Unless it’s causing an issue to where the asset doesn’t work as intended

charred bolt
# peak isle like what is wrong? sum of weights? i dont even know what that is lol

You have some mesh that is in more than one named selection, that are also bones in the skeleton.

In this case, either:

  1. remove one of the named selections which is assigned incorrectly.
    Example: the trigger is in trigger and also incorrectly in otochlaven, so remove it from otochlaven

  2. if you intend for the part to be animated with weighting (that is, it moves in relation to two bones), then the sum of the weights on each vertex should equal 100%.
    Example: cloth mesh attached to a recoiling barrel and also top optical sight, needs to "stretch" as they move
    for each vertex, barrel_recoil % + sight % = 100%
    The % value tells that vertex how much to move in relation to the bone specified, with 0 being no movement and 100 being "follow the bone exactly".

In my opinion, you should not ignore these warnings, but fix them, otherwise you are likely to experience unexpected animation behaviour.

white jay
#

Out of interest, those who use Quixel which export profile preset do you prefer for textures? (E.G Unity, PBR, UE4 etc)

hollow fulcrum
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☕ PBR (GGX Spec) generally.. but thats very much a personal preference thing. Metalness workflows are still the preferred route for most studios right now.

hoary knoll
#

what do you guys use to create simplified lods for range?

amber swift
#

the quick way to do that would be to use a decimate modifier if you are using blender. Other programs probably have smt similar, im just not familiarised with them.

amber swift
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guys how can i make a set of objects an option in the vehicle garage?

desert notch
amber swift
#

ive already made the hide animations for the components but i dont know how do i define them as options in the virtual garage

charred bolt
dry thicket
#

Anyone know why the follower is randomly sticking out of the side of the mag? Its is lined up in OB but is way off to side in game.

peak isle
woeful viper
#

oh well... seems like my pen tablet finally bit the bullet. Hope it was just temporary, but apparently not. Served me well for 6 years, RIP

inland pawn
#

Or some other point

wraith tendon
#

Wich one?

hollow fulcrum
#

🙅

woeful viper
#

wacom bamboo, so nothing too expensive :)

hot hornet
wraith tendon
#

At least :D

dry thicket
hollow fulcrum
#

@woeful viper well, 6yrs is a pretty good life. Mine never seem to last that long. I blame ArmA.

white jay
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@hollow fulcrum I like Metalness for renders and such but ARMA not so much

woeful viper
#

yeah 6 years is pretty good

hollow fulcrum
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@white jay aye, it's a real issue for sure. but pretty much regardless of how you do it, you have to tweak things for RV. (i keep a lib of mats just for RV these days..)

#

maybe they'll update the shaders in Apex............

woeful viper
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for RV it doesnt really matter what you use, because you have to use custom materials eitherway (at least if you wanna keep things consistant with vanilla and without elaborative fumbling with rvmat values)

hollow fulcrum
#

speaking more directly about the lack of intuitive use of common tools, due to lack of specular color.

woeful viper
#

i somehow doubt that they will introduce new standard shaders to RV now ... i would assume that past the expansion A3 will be at the end of it's lifecycle

hollow fulcrum
#

yerp. that is what the current scheme seems to be.

white jay
#

Maybe for ARMA 4 but not A3 I imagine

hollow fulcrum
#

A4 will be at least 3-4yrs out i think, if ever. At least last I heard the 'plan' is to do a massive overhaul on the engine. in an attempt to make it marketable. i could see a DLC or two in there perhaps as they progress. also would not be surprised if that didn't happen.

celest arch
#

Hello gentlemen, I'm venturing into my first weapon attachment after buildings and structures

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made the model, config inherits from the 9mm silencer muzzle_snds_L

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do I need anything else eg on the handgun config to "link" the attachment to the weapon?

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because right now, I can't attach it

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(noob alert, of course)

woeful viper
#

yes that sounds likely hatchet. Some smaller content DLC for a little bit of intermediary cash injection. Unless they have another smaller title in the pipes (like carrier command or ToM)

white jay
#

@celest arch are you by chance using ASDJ joint rails?

hollow fulcrum
#

@celest arch i have things relative, but not on that machine. there are a couple pieces needed. let me see if i can grab one of the silencer configs off the big rig.

celest arch
#

@white jay nope

kind lion
celest arch
#

thanks @hollow fulcrum

hollow fulcrum
#

and also, i dont remember if we put our Muzzle stuff in ASDG_JR or not. we do have things for this.

kind lion
#

it doesn't seem to have anything out of the ordinary from any regular vehicle we make

hollow fulcrum
#

which is proper.

celest arch
#

at the end of the a3 pistol config I see this: class hgun_P07_snds_F: hgun_P07_F
{
author = "$STR_A3_Bohemia_Interactive";
_generalMacro = "hgun_P07_snds_F";
class LinkedItems
{
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "muzzle_snds_L";
};
};
};

#

maybe thats the missing bit

wraith tendon
#

@kind lion Model centered?

woeful viper
#

you need to define attacheable elements in the weapon config, so that it knows which are compatible

hollow fulcrum
#

^^

celest arch
#

alright so if I define that in the attachment config, with the relative inheritances? should work?

kind lion
#

@wraith tendon i never do that yet other vehicles blow up and sit on the ground just fine, is that required?

woeful viper
#

linked items is just that stuff that comes already attached when you spawn it

#

no, you need to define the attachements the weapon can use in the specific weapon config of the gun

celest arch
#

ah ok

#

class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 20;
class CowsSlot{};
class MuzzleSlot: MuzzleSlot
{
linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[] = {"muzzle_snds_L"};
iconPosition[] = {0.24,0.35};
iconScale = 0.2;
};
};

#

?

wraith tendon
#

@kind lion Since the models will be simply exchanged, they should be on the same level (I didn't ment the namedProperty thingy there!!)

kind lion
#

there is no wreck model, it's the same one with destruct rvmat and a bunch of stuff hidden

wraith tendon
#

Ah, missunderstood then.

woeful viper
#

yes compatibleItems[] is it

celest arch
#

so if I got it right, if I want to assign some custom attachments to vanilla a3 handguns, I need to make additional configs for them?

#

or use asdg right?

kind lion
#

probably you also need to add proxies to the handgun model, i don't think all models are compatible with certain types of attachments

#

something that you can't do if it's vanilla stuff...

hollow fulcrum
#

yeah i can't access my other box atm, so i'm useless currently. really not sure if we put the Muzzle stuff in JR or not..

celest arch
#

hgun_P07_F should have the proxies I need

hollow fulcrum
#

it is the same concept/issue though.

celest arch
#

what if

woeful viper
#

does anyone know of a proper config dump script, that dumps everything of one class including inherited stuff?

celest arch
#

give me one sec and I'll show you my idea, so you can laugh at it :P

hollow fulcrum
#

that will answer things for you at least.. sry, not very pro at the moment.

celest arch
#

bad idea?

amber swift
#

class camonet_hide
{
type="Hide";
selection="camonet";
sourceAddress="clamp";
source="camonet_hide";
minValue = -1;
maxValue = 0;
hideValue = "0.2";
};

celest arch
#

typo aside

#

no not good

inland pawn
#

One moment

inland pawn
#

Then source= correlates to an animation source with the same name

amber swift
#

thanks a lot, i will try it out

amber swift
#

damn, it worked, thanks again

celest arch
#

no wait it works

hollow fulcrum
#

yeah that will work. the compatibility with other mods is more what we address in JR/Muzzles.

celest arch
#

well thanks for helping

#

I got my first attachment in!!

#

now I need to model the actual model, not a cylinder :P

white jay
#

That's usually the important part lol

wraith tendon
#

^^

celest arch
#

it's done already, just need to p3d it

#

do you remember the walking dead flashlight makeshift suppressor? that

wraith tendon
#

" the walking dead flashlight makeshift suppressor" dat word :D

#

I wan't that in the Description :D

celest arch
#

:D

#

guess one can adapt also a flEshlight if needed :D

wraith tendon
#

XXDD

#

Naughty Schultz

celest arch
celest arch
#

thats me!

woeful viper
#

that looks more like a soundamplifier to me...

white jay
#

^^

past mesa
#

Any idea why my textures are flat? for example the grey in this image is supposed to be concrete. http://snag.gy/aO9r7.jpg

wraith tendon
#

wwwhhooaattt! Yoou a sayin dat murican hallywoott is lying to uuss an is unriieeelll

white jay
#

@past mesa do you have an RVmat?

hollow fulcrum
#

@past mesa going to assume lack of proper textures.

#

ie.. you need a normal map tied into the .rvmat i gave you yesterday. check the wiki for relative 'stage' info.

white jay
#

Yeh looks like a lack of Normal Map in the RVMat

past mesa
#

thanks guys will look into that, it was working previously though

#

@hollow fulcrum thanks again for the help yesterday

hollow fulcrum
#

np

#

do you have a .rvmat tied to this model?

past mesa
#

initially no and the texture appeared fine.

#

I dont have a normal map for the texture so thats probably my issue

hollow fulcrum
#

indeed, that would account for things.

#

if you need a normal map generated for your diffuse, there are many options out there.

#

i might have CB on this machine, you can send me diffuse and i can send you a normal back quick. (as im just sitting here twiddling my thumbs anyway..)

white jay
#

Heck there's even concrete textures out there that come with Normals and Specs

past mesa
#

@hollow fulcrum im using the same textures in the model I sent you yesterday

hollow fulcrum
#

ah, k. i'll send you the missing pieces and a corrected .rvmat*. ;)

#

then it will all make sense.

past mesa
#

Ah great thanks man

tulip gyro
#

how do I go about making a lamp object?

stuck oyster
tulip gyro
#

Thanks!

amber swift
#

how do tank tracks work in arma? they look like an animated texture. how can i make some for my custom vehicle?

stuck oyster
amber swift
#

i cant find it, is it in the test_tank_01 folder?

amber swift
#

is it the p3d that contains that information?

stuck oyster
#

yes that is the arma 3d model format

amber swift
#

oh ok i though there would be like an texture example, thanks

stuck oyster
white jay
#

can someone maybe send me a dm with help to get all i need to have to start doing models and animations

white jay
#

thats all i need?

stuck oyster
#

no, but its what you need to first focus on

white jay
#

what i need more tell me

stuck oyster
#

"All" would be going to school for this stuff or spending the necessary time to learn everything needed

stuck oyster
#

spend next few months practising and learning how modeling is done and how animating is done

inland pawn
amber swift
#

Oh is it that simple, nice! Im going to try it out

#

Thanks

inland pawn
#

It’s a shrimple as that

amber swift
#

Cool, thanks for the help!

lusty wharf
#

Hey,
got some problems with my Modding bridges.
can spawn 'em on my Mission but if i drive on 'em with any Vehicle it's like driving on ice.
Is there any way to chance the Surface on my Object?

stuck oyster
lusty wharf
#

so i have to make a "roadway" lod and put my drive on strip in it. i get it but how to set the Surface than? only in config.cpp or by model.cfg?

stuck oyster
#

they are textures from P:\A3\data_F\Surfaces\

lusty wharf
#

so only mapping the flat in "roadway" lod with a texture from P:\A3\data_F\Surfaces\ to get a better driving on my bridge ? Oo

final kayak
#

I'm having a bit of difficulty with getting a skinned mesh to be animated along with the rest of the clothing.
I think I've set it up correctly in blender, but the gloves just aren't being animated.
Any advice?

#

The config looks like this if it helps.

{
    class TNC_GEAR
    {
        units[] = {};
        weapons[] = {"TNC_NVG_NitrileGloves_Blue"};
        requiredVersion = 0.1;
        requiredAddons[] = {"simc_uaf_67","simc_uaf_69"};
    };
};
class CfgWeapons
{
    class NVGoggles;
    class TNC_NVG_NitrileGloves_Blue: NVGoggles
    {
        scope = 2;
        author = "Tyen";
        displayName = "Nitrile Gloves (Blue)";
        descriptionShort = "Glove, Nitrile";
        model = "\TNC\tnc_gear\data\nitrile_gloves.p3d";
        picture = "\simc_uaf_67\icons\nomex_ca";
        modelOptics = "\A3\Weapons_F\empty";
        visionMode[] = {"Normal","Normal"};
        class ItemInfo
        {
            type = 616;
            hmdType = 0;
            uniformModel = "\TNC\tnc_gear\data\nitrile_gloves.p3d";
            modelOff = "\TNC\tnc_gear\data\nitrile_gloves.p3d";
            mass = 5;
        };
    };
};```
hot hornet
final kayak
#

I think that's where I've gone wrong. I don't have one 🙃

#

I think you've put me back on the right path!

lusty wharf
final kayak
final kayak
#

Turns out the model config class needs to use the name of the p3d, rather than the class name of the object 🙃

#

Why they're offset, I do not yet know.

marsh canyon
#

ArmaToolbox doesn't take the object placement usually but only mesh's

#

Make sure to select the object and Ctrl+A to apply all transformations

final kayak
#

I've been sure to apply the transforms in Blender before exporting. Is that what you mean?

#

It lines up nicely with the armarig sample

marsh canyon
#

Ayup

#

...Wait a min

#

Is that technically a NVG?

final kayak
#

Also a Glasses option. It's a cosmetic option.

marsh canyon
#

Then probably the origin pos of the model is different than uniform itself

pallid island
#

head origin? 🤣

marsh canyon
#

Ye

final kayak
#

When comparing it to the official sample NVG and opensource Aegis example I can see that all of their origins are set to be at the world origin. Perhaps my weight transfer didn't work as I expected it to.

#

Looks fine in blender.

final kayak
#

It seems to be worse than just being offset. The fingers are getting stretched in odd ways.

I've cleaned up the vertex groups and deleted unused weights but it's had no effect. I'm at a bit of a loss.

final kayak
marsh canyon
#

Ah, completely forgot that

#

Nice 👍

delicate holly
#

Hello! Could someone help me figure out how to let bullets pass through a glass firegeometry?

In essence, I have a window with only a visLOD and Firegeo
I only need firegeo to add a glass material for the corresponding sound effect, but I would like to have bullet penetration.
At the moment there is no bullet penetration. Grenades can pass through as there is no physX lod (not an issue)

I'm not sure what defines whether a bullet can penetrate or not

https://streamable.com/kn5jed

pallid island
#

firegeo's assigned rvmat

delicate holly
#

got it, so that means I'd have to duplicate and tweak the glass rvmat then

pallid island
#

iirc, penetrability/thickness are the needed rvmat properties, lemme check

delicate holly
#

thanks, I appreciate it salute

#

seems like it's tied to the bisurf file

pallid island
#

correction, in A3 it seems to be defined in linked .bisurf, bulletPenetrability and whatever else notlikemeow

#

and Thickness

delicate holly
#

yeah I looked into that file

Density=2800;
rough=0;
dust=0;
bulletPenetrability=69;
soundEnviron="Empty";
isWater="false";
friction=0.1;
restitution=0.1;
impact="hitGlass";
soundHit="Glass";
deflection=0.30000001;
pallid island
#

unit of bulletPenetrability is millimeters of penetration you get with bullet that has 1000 m/s velocity and caliber=1; in CfgAmmo entry

#

and unit of Thickness seems to be a millimeter blobdoggoshruggoogly

delicate holly
#

oddly there is no thickness in this bisurf

pallid island
#

it takes firegeo's thickness then

delicate holly
pallid island
delicate holly
#

gotcha, thanks for pasting the correct code syntax too

#

so that means I'd have to make a local version of the bisurf and rvmat in my project folder with the tweaks, or is it not that simple?

pallid island
#

yes, you can do that

#

iirc you can even make them mission-local for .p3d directly spawned with createSimpleObject without defining a class

#

although what you have on the video doesn't look nearly thick enough to stop the bullet 🤔 Are there any overlapping firegeos? Or is glass component thicker than, ~50mm of glass penetration MX should have for sure at this range?

delicate holly
#

I can get you the numbers in a sec

#

it's a 7.8cm thick window

#

essentially a giant rectangular cuboid acting as a single window

pallid island
#

78 mm is way bigger than MX can penetrate, it has caliber=1;, initSpeed of 800 or 820 (too lazy to check), so it should penetrate like 55-56 mm thick glass (bulletPenetrability=69;) geometry at point blank. So both reducing the geo thickness and making a custom bisurf with Thickness under 50 would work.

delicate holly
delicate holly
pallid island
#

if you're building with Bohemia's Addon Builder you may need to change its settings to include rvmat and bisurf files.

delicate holly
#

well that's quite a pickle

#

because I see no such option 😆

pallid island
delicate holly
#

ahhh I read you

#

yep, the material effects work now

#

however, the bullet pen is nil, despite having added the thickness override in the bisurf

pallid island
delicate holly
#

I'll try updating the firegeo with thinner meshes to see if that changes anything

#

well slap me silly because that worked

delicate holly
celest arch
#

one more question guys, in my silencer, what should I assign the named selection "zasleh2" to?

woeful viper
#

thats the muzzle flash proxy for the silenced shot

celest arch
#

ah the proxy itself?

wet goblet
#

hello everyone, I recently have been learning how to get models into the game. I finally was able to get my p3d exported and have gotten to the object builder portion. Does anyone have a recommended guide for that? The model i am trying to get into the game is a weapon, not a uniform

old gulch
#

If you're working in Blender, you don't really need to use Object Builder.

wet goblet
#

so the model I got was somebodies who gave it free to the public, he gave simple directions to us on how to import it into arma. I did the LOD stuff and the shadow stuff in blender. I am unsure what I have to do next though.

celest arch
#

works fine

#

bit un-ergonomic :D

stuck oyster
#

there are few good tutorials on youtube about that. And a lot of answered questions on BI forums

#

and the sample mods on Steam arma 3 samples

wet goblet
stuck oyster
#

ones from El Tyranos and Sokolonko have been good

#

no tutorial ever goes through all the things you can do but should get you in the right direction

hollow fulcrum
#

geezus man, did you move the island next to the sun? haha, looks functional enough to me though. 👍

stuck oyster
#

but since somebody gave you models. Id recommend double and then triple checking those models are actually something you can use, as in made by the person giving them out. Bought models rarely have such license that they can be just give out for free since that would eat all business from the orginal maker and ripped models from other games are also always no no.

#

You are always responsible for what you put into the game and share

celest arch
#

:P

wet goblet
#

i gotcha thank you

hollow fulcrum
#

what to do while role-playing ... obviously carve scary faces into flashlights. ;)

celest arch
#

forgot to set ultra settings on textures

icy dirge
#

Anybody know why i cant throw grenades in my custom building lol

hollow fulcrum
#

physx lod.

celest arch
#

with Ultra

hollow fulcrum
#

if it is not there or does not represent the geometry properly, nades will fail.

slate epoch
#

what?

#

maglite supressor?

celest arch
#

yup

icy dirge
#

@hollow fulcrum gonna check if i can fix it

hollow fulcrum
#

@icy dirge if your geoLOD is valid, just copy it over, tris it, make components if needed. probably mostly solved.

#

copy over to geoPhysxLOD..

icy dirge
#

Copy that. Thanks

jaunty rune
#

@last spindle when you finish the tool could you hook me up? been wanting to do somemore thing sin revit and import them to max

fading sequoia
#

What software does everyone use to make ArmA 3 clothes?

urban geode
#

Blender and Substance painter

last spindle
#

You can open revit files directly in 3DSMax, the issues are the textures, what I'm doing is creating a max script that will read the revit texture ID and replace it with a sbsar and do a few other things to make a PBR ready visualisation. You can the link .max files directly into unity5 or autodesks new game engine

hot hornet
woeful viper
#

autodesk does a game engine now?

quick terrace
#

yeah

#

not impressed so far

urban geode
#

What am I doing wrong here? My textures for my model aren't showing up. How do I fix that? I thought it's an rvmat issue. But idk how because it calls them there

#

forgot to add the hiddenselections in item info but that still didn't fix it

bright echo
#

I vaguely recall hiddenselctions not working on NVGs, but I heard that got fixed

#

I never tested it myself tho

urban geode
#

How do people get their models working then?

bright echo
#

oh are the textures just flat out not working or just the hiddenselection ones?

urban geode
#

They flat out aren't working

bright echo
#

well that's somehting else entirely then sorry

urban geode
#

You think it's the rvmat?

hollow fulcrum
#

no? lol

#

i could have sworn it was going to be a unity/unreal killer. /endSarcasm

urban geode
#

Figured it out it was the rvmat

warm blade
#

I cant kill the driver inside of my vehicle, I noticed i don't have damagehide on any of the driver or cargo seats could that be the issue?

bright echo
#

does the proxy exist in firegeo

warm blade
#

no

#

thank you haha

bright echo
#

thatd be why

warm blade
#

cheers mate

bright echo
#

np

jaunty rune
#

thought it was just to make making tools easier

#

and i am awear that you can import revit into max

fallen solar
#

hello, i'm trying to learn (basic) vehicle modelling. I'm mostly interested in how to properly setup subdivision and bevel modifiers, does anyone know of a decent guide for this? 🙂

stuck oyster
#

For any tutorials on tools best way to find them is to use just the tool or technique name +tutorial/guide in your Google search so you dont try to search something too specific

warm blade
#

any idea whats going on here, its only on the boot and bonnet of my model? ive tried moving faces to top, ive tried changing the colour of the texture, ive tried deleting all my proxies, ive checked the faces, and im lost to what else it could be

#

its the blue/lightish bit thats bothering me, not the black bits

#

also its part of the same selection as the bonnet, and also has the rvmat/texture as the bonnet

neon harness
#

What should I look at if my cannon keep flipping after it fires even though it has mass in the 10 digits?

#

Make the mass in the 20 digits.

#

Or is it an issue with something else. (Shell colliding with geometry because the first shell you fire doesn't actually spawn or something)

muted tapir
#

is it possible to switch out the materials of hiddenselections in the config?

charred bolt
muted tapir
last spindle
#

It has PBR so it is ahead of RV4 there, it ain't going to compete with unity or unreal first but eventually assume it might

muted tapir
#

are there any wiki pages or tutorials or anything other than the LOD wiki and the house sample that could help me gain a better understanding of how Paths LODs and AI pathfinding works?

muted tapir
#

do objects that are a flat surface require a path lod?

#

i've found that the ai are capable of navigating on a flat surface without one present, but they refuse to get on the surface unless i teleport them

#

same thing goes for getting off the surface

stuck oyster
muted tapir
#

i see

stuck oyster
#

and no there are no tutorials really about that specifically

#

but it is rather simple

#

there are 2 kinds of points

#

IN and POS

#

IN points are entry/exit points and POS points are building positions AI can path to on the object

#

the mesh between these points must be over a roadway and a valid geometry to work right

#

and the path needs to connect to terrain mesh

#

(so fully floating platforms wont work without faked path connection to ground by some way)

muted tapir
#

does the roadway and geo lod need to belong to the same object?

stuck oyster
#

for path to be valid in all cases, yes

muted tapir
#

i see

#

how good is the ai at going from one object to another without touching terrain inbetween?

stuck oyster
#

it should work

muted tapir
#

do you think giving all the concrete-colored objects a path lod is a viable way of making ai capable of pathfinding over them

stuck oyster
#

is this a single object?

muted tapir
#

every triangle is an individual object

stuck oyster
#

aaa

#

this is the adaptive ground cover thing

muted tapir
#

it's the geo lod part of them

stuck oyster
#

it might work

#

or you could have separate path lod objects that are visually invisble that you build a bit simpler paths out of

#

if you had path on every pieces the pathing might become too complex

#

this is a little bit unknown waters

muted tapir
stuck oyster
#

no they would have their own simple geoblock and roadway too

muted tapir
#

that's what i meant

stuck oyster
#

a yes sorry 😵‍💫

muted tapir
#

np

stuck oyster
#

read that as wouldnt have

#

and possible couple of memorypoints you can use to clulate its position and direction so sinks just little bit into your ground cover

muted tapir
#

looks good

#

i assume the ai will manage transfer between seperate blocks as long as the IN funnels overlap?

stuck oyster
#

yes

muted tapir
#

that's great

stuck oyster
#

you will want a few different heights of the in funnels on both ends so it works at different elewations and angles

#

but not too many

#

the in points also needs to stay above ground

#

and a in-point adjaced edge needs to go through ground

#

at least as far as I've observed it

muted tapir
#

didnt mean that as a reply to that message, sorry

stuck oyster
#

is gud

#

was still lurking anyway 😄

muted tapir
#

so if i have one of those path blocks without contact to the terrain, how would i make it have ground contact so that it works?

stuck oyster
#

have another piece

#

chaining them together should work

muted tapir
#

That's good

stuck oyster
muted tapir
#

I guess using setObjecttScale to scale an object with a path lod down to 1/50 of its original size would break the funnels, right?

muted tapir
stuck oyster
#

in theory it should

muted tapir
#

Imma have to go to sleep now.
Thank you very much for your help!

urban geode
#

Just wanted to get your guys opinions on my first full model uniform/armor

#

I haven't weight painted it fully, having some trouble.

last spindle
#

@hollow fulcrum I thought fk it, lets make that building work in ARMA :p starting to clean it up, down to 190k

muted tapir
#

Imo it looks nice. It's the armor clones wear during training, right?

urban geode
#

Yup!

#

Surprised that someone knows

muted tapir
#

That giant visor is quite recognizable

muted tapir
# stuck oyster

Would there be any problems if the surface under the path was an edge instead of a plane?

#

Kinda like this?

stuck oyster
#

no problem

muted tapir
#

Great

last spindle
#

why is my pallet floating? All the usual culpruits seem to be OK

quartz prism
limpid obsidian
#

I am currently making my first uniform model and I have a question about the hands. Do I have to texture the hands or will arma color them in since I believe the game changes the hand color depending on the solider?

inland pawn
stuck oyster
errant pumice
#

Has anyone made a cable car for A3 and why not? 🙂

tribal finch
#

yeah I think ATS trains has some if I'm not wrong ^

#

Not sure if this is the right place but having some trouble with missile setup, can't find any documentation on it.
A: when firing, a second missile spawns that flies( as it should ) but the original missile still stays on the rails
B: I'm not sure how to define the particle effect position on the model, what do I name the proxy and I guess this is more config related but how would I point the config to that helper

carmine minnow
white oak
#

😦

stuck oyster
livid canyon
#

Is there a way to find what model position a vertex will be after autocenter takes place?

white oak
stuck oyster
livid canyon
#

While editing. trying to find snap points for cup terrains stuff based on A2 samples models xD

livid canyon
#

Turns out it was pretty easy to bring them in game.

quartz prism
stuck oyster
#

so a decal object..

#

but no you cant do anything about that in game at least

quartz prism
#

and in the p3d?

stuck oyster
#

if its a class land_decal the not in there either if I remember right

quick terrace
#

@last spindle - instead of making a game engine no one will use, they should have done PBR RT viewports for both max and maya

quartz prism
#

So they are alway randomly ordered?

last spindle
#

Its not like they diverted resources from developing Max and Maya to make a game engine, they acquired a company that already had a game engine and adapted it into a autodesk product

quick terrace
#

i am also aware of that, i phrase the above wrong - they should also focus on the things that are going to be industry standards - from shaders (GGX support is not there in any autodesk software natively) to proper Real Time viewports.

#

PBR is industry standard today, and most game engines and render engines will be alligning by the end of 2016

tulip gyro
#

How do I properly implement insignia support on uniforms?

marsh canyon
tulip gyro
#

I've tried adding an "insignia" selection thinking that It'd act the same way as an HL selection

marsh canyon
#

An insignia selection is just done with the same way with vehicle retextures

#

Not with how the skin part (hl)

tulip gyro
#

According to the wiki page you've linked I should just make it a transparent material and I should be good to go?

marsh canyon
#

And it should have the proper weights (apparently) and basically it's done

tulip gyro
#

Thanks!

#

okay it doesn't seem to work

tribal rain
#

question for yall

#

so ive got a model im trying to make and im pretty sure the vertices are off

#

but i dont know which vertices im meant to assign them too?

#

this i for a little fun goof mod im doing

#

thats how its meant to be

#

supposed to be for a dark elf fantasy mod im doing but i cannot for the life of me figure out why its not working as it should.

So what id like is for the collar to sit around the neck and not freak out just sit there nicely. right now when the player moves the collar derps.

and the cuffs to go around the wrists

stuck oyster
#

your sample character you are using as reference is too high up

stuck oyster
tribal rain
#

i tested it by chucking in a helmet i know that works

stuck oyster
#

it is possible to export p3d without applying the transforms though so you could export the uniform from anywhere in blender world space as long as the uniform objects origin corresponds to the sample character objects origin (as long as that has not been altered from its original position)

tribal rain
#

and low and behold it was way off

stuck oyster
#

these all would export correctly since the object origins are in right position and the mesh in object space is right

#

as long as the transforms are not applied

tribal rain
stuck oyster
#

yes

tribal rain
#

alright bet ill give it a go

worthy kite
#

Anyone have any resources/tutorials for absolute beginners? I'm looking to get into model making and have found a few tutorials but it seems people have different ways of doing things or different software they like.

stuck oyster
#

there is nothing that will show you everything at one sitting and you will likely spend at least a few weeks learning basic workflow stuff

worthy kite
stuck oyster
#

for such recommendations Id suggest joining the Blender community discord. Im not really up to speed on which ones are best today. Been quite a few years since I've started

muted tapir
stuck oyster
#

it is good to understand the tools in depth though

#

the more you know the more easier it is to do things

tulip gyro
#

Hello, I've encountered a lighting issue in object builder

#

are there any fixes to it?

#

it's not caused by ambient occlusion or normal maps

#

I've checked

stuck oyster
#

youll want to put sharp edge there

#

that is shading from smooth edge as it tries to shade the surface round

#

@tulip gyro

tulip gyro
#

Thanks!

#

it worked

umbral shuttle
#

when a weapon is not selected ,like say my primary weapon on my back, will the fire geo still be active. My idea is to make a riot shield and when its on back it would still protect the back

muted tapir
#

will putting the points on the uv outside of the texture make the texture loop in arma the same way it does in blender?

terse elm
#

Its Friday........get ur WIP's out for the channel!!!!!

celest arch
#

:)

terse elm
#

new Tyre for my ford raptor

#

come on folks dont be shy :-P

umbral shuttle
muted tapir
#

can a vertex be part of multiple hiddenSelections?

stuck oyster
#

its the face that has the texture

muted tapir
#

great

stuck oyster
#

special characters are for special use only

muted tapir
#

- in my filenames broke my model.cfg which i was not expecting

stuck oyster
#

😅

#

I dont think Ive ever even tried that

muted tapir
#

it happens when you try to add coordinates with decimals into your model names and realize . and , won't work

#

otherwise i wouldn't have tried that either

quick terrace
stuck oyster
#

😅

north sundial
#

Ooohhh pretty, what is it?

wraith tendon
#

I bet, its a Sandwichmaker.

ember heart
#

lol close

wraith tendon
#

:)

#

(something like a blaster?)

north sundial
#

baby cannon?

wraith tendon
#

uuhhh, firing little crying babys at your enemys! Yeaahhh!

north sundial
wraith tendon
#

yyeeeaaaahhhhh

quick terrace
wraith tendon
#

Its a lamp!

rotund ocean
#

a potato smasher?

wraith tendon
#

Or a cordless Screwdriver

#

*Drill

#

Anyone else an idea?

rotund ocean
#

pepper mill?

bold flare
#

A Magazine with something on top

north sundial
#

One of those electic bolt screwer things that they use in F1? :D

wraith tendon
#

ha! I got it!

#

Its a hammer! Front View!

quick terrace
#

:D

ember heart
#

the force is weak with these ones :P

quick terrace
#

it is...

tired bramble
#

IT'S A SHOVEL

#

That side view confirms it.

rotund ocean
#

a funny looking bat

wraith tendon
#

Strange looking hammer oO

#

@quick terrace

#

XD

quick terrace
#

@north sundial - don't wanna know what you do with you butt and free time thank you

wraith tendon
#

Okay: That thing reminds me on the SD Version of the AK

north sundial
#

Haha

wraith tendon
#

(from OFP i believe)

tired bramble
#

AS VAL

wraith tendon
#

Correct

tired bramble
#

SHOVAL

quick terrace
#

@north sundial not everything that is pink fits a butt lad...

wraith tendon
#

Answering for Kenny: "Challenge accepted"

wraith tendon
#

XD

north sundial
#

Just be brave!

tired bramble
#

Well, considering those things usually have those little nutsacks attached to the back.

#

It's clearly made to be put in ones butt.

north sundial
#

The pickup truck? :P

quick terrace
#

other experience worth sharing @tired bramble ?

north sundial
#

Omg haha

tired bramble
#

@quick terrace Yes, when I click on pictures, and drag them around, the camera doesn't move.

quick terrace
#

:) damn hoax

past canopy
#

really cool ak47 @quick terrace ;)

quick terrace
#

good christ lads, not even funny anymore :P

wraith tendon
#

XXDD

past canopy
#

DId you post videos about making that HP?

quick terrace
#

you mean on RHS twitch? nope

#

might do it after i get the LP done for the bakes

past canopy
#

twitch, youtube whichever

#

k

quick terrace
#

neah, i model when i have some spare time, at the office or at home

#

when at office it would be weird to talk to my monitor, when at home, i usually have a chat with the misses while i model...so yeah

white oak
#

Somehow I managed to lose all the windows and doors on the building

stuck oyster
white oak
#

Blender doesn't export them
nor does it throw an error
odd

stuck oyster
#

Are they separate objects?

white oak
#

Yup
They are marked them as arma objects however
Other buildings that I made with the same obj structure exports correctly
might just merge them, see what happens

plush trail
#

hello I'm starting my first attempt with model making and utilizing. I'm using a model of a sepecat jaguar with CC with attribution from sketchfab. So far I have painted it and seperated flaps, breaks , guns, fins, canopy, landing gear (each) and their panels (each)

#

do I need to do rigging before even thinking of going to the object maker?

stuck oyster
plush trail
#

oh

#

Also the plane has the guns like this

#

it's the marked area

#

is there a way to put the flashes in front of each barrel

#

I'll make it fire two shots each time you pull the trigger to simulate them firing. I'm decent at coding but modelling is new to me

lean furnace
#

Where can if find a Paid Arma mod tutorial ?

plush trail
#

for what?

#

there are videos for tanks, guns, and helicopters on youtube for the modelling

lean furnace
#

Yeah true, but not many Videos are out there, I need hands-on tutorials and intimacy with the Craft.

plush trail
#

I can try to make vertexes

stuck oyster
#

but the modeling the necessary components is best done in blender

#

what you should do is go back a step and make something simple like a box with a lid

#

and then get that lid animated

#

what you got now is very very very complex to practice with

plush trail
#

oh ok

stuck oyster
#

you can find model.cfg explained on the wiki and the sample models also contain example model.cfg

#

but it is better to start from simple so you learn how to write it

#

instead of copy pasting

plush trail
#

I see

#

I'll do that. I started with a plane cause the first modelling guide I saw was about the RB-22 chopper

stuck oyster
#

guides unfortunately are all little bit incomplete and dont start from the very basics. so there can be a lot of confusion in watching them

celest arch
#

quick question: do we still have the 99 components limit in the geolod?

plush trail
#

yea

#

The model I used is CC with attribution ,is that ok? As long as I attribute the original maker in sketchfab. I will pull the text sketchfab gave me

stuck oyster
#

sounds like it could be ok.

plush trail
#

yea as long as the man that made the model didn't steal it from somewhere we shall be fine I think

hollow fulcrum
#

what? no..

#

☕ @quick terrace guns lookin good brother ;)

celest arch
#

no? k

hollow fulcrum
#

@last spindle haha, you can not resist! (i bet it would ok at pretty high counts if the numbers are inside)

celest arch
hollow fulcrum
#

you people and ortho views.. meh.. if it's needed it's needed. you could also proxy it out if concerned. /shrug

#

when you start getting into the hundreds of components, like the Mk.V (400 odd), then you can actually start to see performance issues.

quick terrace
#

@hollow fulcrum cheers lad, only added internsls and cut seams since last tome you've seen it

#

reg ortho view-i never get how you can use it...

hollow fulcrum
#

i use it only when clipping becomes annoying honestly.. but thats just me. :D

quick terrace
#

i use cm or mm for most stuff for game and work

#

for this very reason

hollow fulcrum
#

mm, bar the larger stuff. and yeah cm.. suprises me how often i run across people who lack knowledge of things like, zooming with ctrl+alt+middle** mouse... (learn to use the viewing tools!)

quick terrace
#

if my typing is shit, it's my mobile, my dyslexia isnt that bad

hollow fulcrum
#

hahaha

quick terrace
#

alt both buttons

hollow fulcrum
#

yeah, i was about to correct that. (mine is not default)

#

:)

humble wraith
#

So getting into mod making and just wanted to share one of my first projects. This is going to be the Cerbrus dogs from Resident Evil. I'm really excited about it! animations are the only things that are really going to be a pain in the butt, but it'll be well worth it! I'm working on texturing right now, gotta make sure the ribs and stuff show. Lol.

stuck oyster
#

👍

quick terrace
#

neither is mine, my custom keys + scripts (pro viewport) are one of the most safeguarded files

hollow fulcrum
#

^^^^^^^^^^^^^^^^^^

#

anywho, catch you later. i'm going to allow @woeful tartan to distract me today with some Elite|Dangerous sidelining. (assuming i can hide from work successfully..)

wraith tendon
#

waits

hollow fulcrum
#

-.-

wraith tendon
#

^^

celest arch
wraith tendon
#

The is
End Now

woeful viper
#

pink blood? somebody played with red food color again?

wise coral
#

your monitor is color blind

white oak
#

Are there any blender plugins to open paa files?

stiff dagger
#

Can use texview and save it as a .tga if that helps.

white oak
delicate holly
#

Does anyone know if it is possible to perform a batch rename for vertex selections within object builder?

stuck oyster
stuck oyster
delicate holly
#

thanks for confirming that o7

lean furnace
#

Is there a Quick way to retopology this mesh for Arma 3 ?

past mesa
#

lol

lean furnace
#

Is their retopology Plugin for Software like blender ?

stuck oyster
#

Sure. The best ones just cost.

#

But you asked for quick way to do it for Arma. Which there isn't even with plugins since the retopo model would need some adjustment manually anyway.

#

To make it fit the Arma man's joints and weighting.

north sundial
#

Maybe make the blood abit more brown shultz because it would be dry

#

Looks awesome though :)

white jay
#

hey so if I downloaded a mod and the door animations don't work am I allowed to fix it myself?

fluid copper
# white jay hey so if I downloaded a mod and the door animations don't work am I allowed to ...

Part of the door anims stuff is in the model.cfg file, in order to create a new one for the building model you would have to have an unbinarized version of the model, which likely isnt included in the mods pbo. You could check the config file and see if theres something that can be fixed in that, or contact the developer to see if they can help. Worth looking at the license as well, since most prohibit the re-publishing of the mod to the workshop

white jay
#

ok i just looked at the config and found this for the door stuff, i don't plan on republishing i just wanted to fix it so i can do CQB with it on SP

#

this is what the door animations say in the config

#

i have to send it as a text doc

fluid copper
#

I'm not knowledgeable enough in anims to tell if there is an error in that, you could see if anyone in #arma3_config or #arma3_animation can assist

white jay
#

thank you

limpid obsidian
#

How would one go about adding a pistol proxy in blender to a vest so the weapon will show while holstered?

inland pawn
wind niche
#

Hey, I'm learning Blender to make a simple weapon model for arma, I'm wondering if I can use Blender modifiers for my arma models or not?

#

I'm trying to add a bevel modifier for a hilt I'm making, and a boolean modifier for a cutout

stuck oyster
#

but you will want to be careful not to make things too highpoly.

#

Id recommend looking into highpoly-lowpoly texture baking workflow

wind niche
#

Oh it's not very high poly, just around 250 vertices for the weapon I'm making, but I plan to make a very dumbed down version without bevels and things for far away LOD's

stuck oyster
#

👍

#

modifiers can just sometimes "get out of hand"

#

but like said, you can use any modeling techniques/tools you want

#

the process between 0 and ready model dont export

#

only the end result

wind niche
#

Alright cool, thanks for answering so quickly

urban geode
#

Any reason this could be happening?

woeful viper
#

yes, completely dried blood kinda looks like ironrust colorwise

#

(even smells like iron... at least my does xD)

stuck oyster
urban geode
#

How do I fix that?

#

Just remove the rvmat and textures from them in object builder?

stuck oyster
#

That could work

urban geode
#

It didn't

#

😦

#

It just made the triangles be textureless

muted tapir
#

what does this hidden selection maker actually do?

#

if i change the parameter in there, it changes for all materials

stuck oyster
#

You can make hiddenselections vertex groups manually

safe walrus
#

Hello, what file type does a tank model need to be in order to work in arma 3? (for example an imported 3d model that I want to use for artwork)

#

Would .obj work?

marsh canyon
#

You just want a prop?

celest arch
#

who said it's going to be dry :D

#

you have no idea what the proxies will be :D

safe walrus
white oak
#

Doors, how do they work
seriously though, do I need to make an animation rtm, or do I just reference a memory point

white oak
#

building doors
trying to get them to open
but making a mistake with the memory vertices I'm guessing
can't see it on the interaction menu

stuck oyster
#

have you checked the sample house model?

#

it has working doors setup

#

selections in p3d, memorypoints, model,cfg, configcpp

white oak
#

Yup trying to replicate that
door is in a vertex group in LOD1
Interaction and Axis vertices are also grouped in Memory LOD
more or less copied over the modelcfg and configcpp to the letter (with the needed changes)

#

Do I have to copy functions aswell or can I use the ingame functions?

#

Even removed the interaction conditions to make sure they display first
still nothing

stuck oyster
#

do you have the geometry lods?

white oak
#

not yet