#arma3_model
1 messages · Page 10 of 1
It is defined in both mem point and config
are the default memory points usti hlavne and konec hlavne or is there another for the smoke?
Can't remember Czech rn, but you can check them in the Samples
Also middle of the vehicle you mean is the default pos (aka 0,0,0) of it, because it is defined nowhere
oh ok, so theres probably a missing mem point or no reference in config
That's the typical reason
in the config, is it this line that creates the smoke animations : selectionFireAnim =
Can't tell rn but you can check this?
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference
Or CfgVehicles equivalent article
ok thanks
Some one has a tip for this part because a dont know how to duplicate then and put into the base
I dont really understand
work on the main shape first
also i think i misunderstood your problem
so i would just add a loopcut down the middle first
copy and separate that
convert to curve
normalise the curve handles
then do the ribbing as an array and use a curve modifier to array it along the grip
im ssry. What i mean is how can i do this thing and duplicate then in the base of the grip
id start with some more tutorials then
also this is stuff you can just google "blender loopcut"
ok, thanks for the help
@white jay https://youtu.be/FLnvwgoH8RA
How to Make a Glass With a Curve in Blender 3.4.I hope you will enjoy it.
your Malikose.
#shorts
#tutorial
#blender
i think this could help
thank you
Replying to the first new message and ignoring the many that followed, some CG porn .......
http://i.imgur.com/AlT5137.png
Took about 10minutes............. and obv in Unity5
This is 10 minutes to convert and import the Revit model..............many many hours spent creating the Revit Model :p
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
i havent done graphics in years. im a coder myself, nice to see what the comunity is making though
@last spindle 👍 nice building there. you should chop that up and put it in RV. :D
hmmmm 300,000 atm lots of chopping
oof, yeah that might be felt in an urban environment.
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
that would work.
always wanted to do a small map with a large shopping mall or something. just for CQB foo.
hmmmmm, it is actually a Primary School :p but interior could be modified to make what ever you want i guess
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
lol
ha, nice!
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????
i think you mentioned once that it might be possible to have custom models for ropes? or was i dreaming?
ermm.. you can actually model another rope.. but you are still limited to the technical details..
might be easier to draw lines.. not sure.
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.
not sure actually, i was just straight replacing the default rope model while tinkering.
so it worked just fine.
yeah so, if you did sling loading though, then you would get the massive rope for that aswell
i have an issue exporting a model into .p3d
what's the issue?
i don't think you can define a custom rope, it would be super nice if you could for lots of things
do you have faces with more than 4 corners?
this is the model im trying to export
can you show the wireframe?
did you enable the arma properties?
you have not set it with arma object properties
thanks
without this the exporter does not know it something you want to export
we could do a lot with the ropes if we could define more and had control over the properties for sure..
did you apply transforms before exporting?
i only enabled the arma object properties before exporting
could even sub that for a ball joint honestly. wouldn't be perfect, but it would be pretty damn good.
do ctrl+a
all transforms
yes, obv, just have a rope that has no elasticity and massive breaking strength
but this would be even better.... for that https://resources.bisimulations.com/wiki/createJointExt
yeah a physx ball joint would be great....
Yet another thing VBS has?
that is effectively all it is.. VBS has had that for a long time.
it's stupid simple to do a great number of things with those connectors.
technically 'joints'...
how can i import the model into game? as like a suppressor for example
Download ArmA toolbox here: https://github.com/AlwarrenSidh/ArmAToolbox
He? That’s literally me
Yes, as a quick thing for people getting into custom p3ds
But, what do you mean specific?
ok thanks
@shy kernel do you know how to build a mod?
lol yes
make a folder, put a file named config.cpp into it
into that file write a cfgPatches https://community.bistudio.com/wiki/CfgPatches
thanks
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
thanks
then once you've built and loaded the mod you can spawn your model with https://community.bistudio.com/wiki/createSimpleObject
should it look like this?
done
now open the addon builder
set the source directory to the folder that stuff is inside of
then pack?
no
make a folder where you want your mod to go in
inside that make a folder addons
set that as the destination
ok
klick options
check if list of files to copy contains *.p3d
set path to project folder to the same path as your source directory
ok
i dont think so
in the launcher press this
thanks
here select the folder above the one named addons
once you've launced arma you should see it in the bottom row of the main menu as a loaded mod
@shy kernel how is it going?
huh
its supposed to be like this right
put the addons folder into a seperate folder
is there a .pbo file in the addons folder?
no its empty
in that case, build your mod again.
remember to set the correct destination folder
ok
does it say build successful when you pack the mod?
i make another folder then put the addons folder into it?
yes
do i have to put something in the destination directory or leave it empty?
the folder named addons goes in there
oh ok
if you're still having trouble now send me ascreenshot of the addon builder with the options page open
k wait
i have a question
i leave the temp folder as it is right
yes
ill send it to the dms if you are ok with it
sure
lalalalalala don`t wanna hear whats possible in VBS lalalalalalalala
Its so depressing :(
can a Paths LOD be animated using single vertex animation?
have not tried it myself and dont remember anyone else reporting on that so 50/50 maybe
I have some ideas where I could use that myself too but just have not had a chance to try it out
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:
multimaterial is for that yeh
anyone have any idea how i'd fix this first person shadow issue?
make proper shadowlod
i've only got ShadowVolume LODS at a basic level, theyre not even made around the uniform
character should not have 1000 and 1010
0 and 10 should be enough
and you can copy those from the sample character
if you are unsure on making them
ah, i see. Thank you my friend.
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
oh i have also checked geometry lod
have you tried the physX settings?
its fixed, it was the max droop value
i have another problem now, the thing cant go offroad, it just becomes too slow and in some areas like sand it just stops
@amber swift trying playing with terrainCoef
yes! that fixed it.Thanks man
@white jay you may stay but Id also like to hear a genuine "sorry"
also any even remotely forbidden smelling stuff and youre out.
i’m sorry
Alrighto. We make stuff here dont take stuff.
Pinned messages on #arma3_terrain have links to tutorials
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?
for example gunner and cargo proxy index connects that proxy to config index
yep but can I just set it to anything? (in both config and model)
well if they match in both config and model they should work
buut there is no data on if the engine expects them to be in sequential order
yeah I didn't think so either. thanks!
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.
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
well that can work yes though it will still keep the driver in same pose
should i use UserActions for this or is there another way?
turnout is a engine feature so you would use the turnout source for the animations
but also there are some config parameters that enable/disable the turnout feature
what should i do to enable it?
dont remember off the top of my head. related config parameters have turnout or turnin in them if I remmeber right
driverInAction = ```
```class Turrets
{
class MyTurret: NewTurret
{
...
gunnerAction =
gunnerInAction =
...
};
};```
JCOVE then?
so if i have my model and textures how do i get that into game?
blender model
is there a video for that
how do i export just my selection for the UV
is arma 3 tools for blender illegal @stuck oyster?
no if you mean the arma toolbox addon
yeah
so i exported my model to p3d
but it says ' Unale to load file. Load error. '
when i put it in OB
its used to be an fbx file
It is because you try to load binarized p3d
Why you think so?
you have not se the objcet(s) with arma properties
so exporter dont know what to export
how do i do that
find the arma3 tool tab and click arma properties checkbox
yes those are the toolbar tabs
also in this view you will need to set up th o2script.exe path
you can use this channels search history for more info
yeah idk what i did wron
i did the o2script path
i checked off arma 3 object properties
any fixes?
delete the old file first
and you may need to close and reopen blender
failed exeport usually locks the p3d file so further exports wont write
so delete the .FBX model once i export it as a .P3D?
the fbx and p3d are not related in any way
wait so what am i deleting once i make my model a P3D?
hold up
gimme a second
might have fixed
@stuck oyster Could this be the reason why it's not working?
yes
do i reinstall armatoolbox
it says your model has n-gons which Arma cant use
what are n gons
so you need to triangulate it
you can google it up.
the modeling basics stuff is up to you to learn on your own
ok i see
i cant find the properties panel
wtf
do i select keep normals?
for traingulate?
select all faces in edit mode and hit ctrl+T
i did
now it won't export at all
no errors tho
i think
the p3d is red tho
so
i fixed it
how do i path it properly to my vest in OB
wheres the vest from
@fluid copper problem?
No I think the events with this person are funny
Im not particularly happy.
@white jay honestly I gave you a chance yesterday
dont go pulling any crap now
I don't blame you, I was going to ask them to open the vertex selections tab earlier when I saw the image
also that BIS CORE Folder makes me thing dude has pirated VBS
idk what vbs is
what's BIS CORE supposed to be?
i opened it and it has arma3.cfg
and my BI profiel
where would vertex selections be
i am not doing anything
I was just curious if there are any values in it, like Spine1, 2, 3, etc
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 ?
i have 0 clie
i’ll take a look when i’m home
VBS kinda sucks from a performance and graphics perspective.
you'll have to start learning modeling from the basics so you understand the tools, terminology and methods
hi, i'm trying to learn how to create mods, where i can start to learn about it?
what kind of mods do you want to make?
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
youll need to start simpler. custom characters are one of the most complex (and undocumented things) which practically requires you to learn everything there is
Animation and skeletons are one of the hardest things to do
Not the best starting point
Start with a crate
i'm not going to add animations to start with it because i know it's a thing for it's own. I'm trying to export a model i create from blender to arma 3 to make it a custom character that is a box. at least i want to know where i can start with creating a box or something basic
Look into making a storage crate or something
howdy gents what would be causing this?
like what is wrong? sum of weights? i dont even know what that is lol
That’s a warning, you can usually ignore those. Unless it’s causing an issue to where the asset doesn’t work as intended
You have some mesh that is in more than one named selection, that are also bones in the skeleton.
In this case, either:
-
remove one of the named selections which is assigned incorrectly.
Example: the trigger is intriggerand also incorrectly inotochlaven, so remove it from otochlaven -
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.
Out of interest, those who use Quixel which export profile preset do you prefer for textures? (E.G Unity, PBR, UE4 etc)
☕ PBR (GGX Spec) generally.. but thats very much a personal preference thing. Metalness workflows are still the preferred route for most studios right now.
what do you guys use to create simplified lods for range?
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.
guys how can i make a set of objects an option in the vehicle garage?
They're either animation sources or texture sources
ive already made the hide animations for the components but i dont know how do i define them as options in the virtual garage
Add displayName = "My Animation"; to the animationSource sub-class.
that worked, thanks!
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.
Thank you for this I’ll look into it, I was to tried to respond when you sent it but I’ll let you know if it works thank you
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
Are you using the origin for measuring?
Or some other point
Wich one?
🙅
wacom bamboo, so nothing too expensive :)
Decimation in blender
At least :D
Was able to fix thanks
@woeful viper well, 6yrs is a pretty good life. Mine never seem to last that long. I blame ArmA.
@hollow fulcrum I like Metalness for renders and such but ARMA not so much
yeah 6 years is pretty good
@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............
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)
speaking more directly about the lack of intuitive use of common tools, due to lack of specular color.
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
yerp. that is what the current scheme seems to be.
Maybe for ARMA 4 but not A3 I imagine
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.
Hello gentlemen, I'm venturing into my first weapon attachment after buildings and structures
made the model, config inherits from the 9mm silencer muzzle_snds_L
do I need anything else eg on the handgun config to "link" the attachment to the weapon?
because right now, I can't attach it
(noob alert, of course)
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)
@celest arch are you by chance using ASDJ joint rails?
@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.
@white jay nope
does anyone have any idea why this happens? http://bugs.cup-arma3.org/view.php?id=82
thanks @hollow fulcrum
and also, i dont remember if we put our Muzzle stuff in ASDG_JR or not. we do have things for this.
it doesn't seem to have anything out of the ordinary from any regular vehicle we make
which is proper.
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
@kind lion Model centered?
you need to define attacheable elements in the weapon config, so that it knows which are compatible
^^
alright so if I define that in the attachment config, with the relative inheritances? should work?
@wraith tendon i never do that yet other vehicles blow up and sit on the ground just fine, is that required?
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
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;
};
};
?
@kind lion Since the models will be simply exchanged, they should be on the same level (I didn't ment the namedProperty thingy there!!)
there is no wreck model, it's the same one with destruct rvmat and a bunch of stuff hidden
Ah, missunderstood then.
yes compatibleItems[] is it
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?
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...
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..
hgun_P07_F should have the proxies I need
it is the same concept/issue though.
what if
does anyone know of a proper config dump script, that dumps everything of one class including inherited stuff?
give me one sec and I'll show you my idea, so you can laugh at it :P
well it seems it only works to a degree, the option is there but when i select it nothing happens. Is it related to the values in the model.cfg?
class camonet_hide
{
type="Hide";
selection="camonet";
sourceAddress="clamp";
source="camonet_hide";
minValue = -1;
maxValue = 0;
hideValue = "0.2";
};
Let me get you my code that confirmed works
One moment
class showcamonethull
{
type="hide";
source="showcamonethull";
selection="attach_net_hull";
sourceAddress="clamp";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
hideValue=0;
unHideValue=1;
};```
Then source= correlates to an animation source with the same name
thanks a lot, i will try it out
damn, it worked, thanks again
yeah that will work. the compatibility with other mods is more what we address in JR/Muzzles.
well thanks for helping
I got my first attachment in!!
now I need to model the actual model, not a cylinder :P
That's usually the important part lol
^^
it's done already, just need to p3d it
do you remember the walking dead flashlight makeshift suppressor? that
" the walking dead flashlight makeshift suppressor" dat word :D
I wan't that in the Description :D
thats me!
that looks more like a soundamplifier to me...
^^
Any idea why my textures are flat? for example the grey in this image is supposed to be concrete. http://snag.gy/aO9r7.jpg
wwwhhooaattt! Yoou a sayin dat murican hallywoott is lying to uuss an is unriieeelll
@past mesa do you have an RVmat?
@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.
Yeh looks like a lack of Normal Map in the RVMat
thanks guys will look into that, it was working previously though
@hollow fulcrum thanks again for the help yesterday
initially no and the texture appeared fine.
I dont have a normal map for the texture so thats probably my issue
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..)
Heck there's even concrete textures out there that come with Normals and Specs
@hollow fulcrum im using the same textures in the model I sent you yesterday
ah, k. i'll send you the missing pieces and a corrected .rvmat*. ;)
then it will all make sense.
Ah great thanks man
how do I go about making a lamp object?
there is a sample lamp post you could use as reference in the samples
Thanks!
how do tank tracks work in arma? they look like an animated texture. how can i make some for my custom vehicle?
you can find example in the arma 3 samples on how the tracks are modeled and uvmapped
i cant find it, is it in the test_tank_01 folder?
yes
is it the p3d that contains that information?
yes that is the arma 3d model format
oh ok i though there would be like an texture example, thanks
you can unpack textures from the games pbos for refrence
can someone maybe send me a dm with help to get all i need to have to start doing models and animations
thats all i need?
no, but its what you need to first focus on
what i need more tell me
"All" would be going to school for this stuff or spending the necessary time to learn everything needed
get the program, start doing tutorials on youtube
spend next few months practising and learning how modeling is done and how animating is done
You texture the tracks normally and then name the left track PasOffsetL and the right track PasOffsetP
It’s a shrimple as that
Cool, thanks for the help!
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?
yes by adding a roadway lod and giving it appropriate surface type
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?
they are textures from P:\A3\data_F\Surfaces\
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
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;
};
};
};```
Can you show us your model.cfg ?
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!
thx mate got it ❤️
Here's the model.cfg I've set up just now.
I've also adjusted the folder structure so it's now like the attached screenshot. I'm using Aegis' git repo as an example of how to set it up.
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.
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
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
Also a Glasses option. It's a cosmetic option.
Then probably the origin pos of the model is different than uniform itself
head origin? 🤣
Ye
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.
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.
Turns out I needed to add a named property to a geometry model as per this documentation.
https://community.bistudio.com/wiki/Arma_3:_Modding_Characters
Geometry LOD has to be present, even if it is empty, and has to have "autocenter = 0" set in Named Properties window.
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
firegeo's assigned rvmat
got it, so that means I'd have to duplicate and tweak the glass rvmat then
iirc, penetrability/thickness are the needed rvmat properties, lemme check
correction, in A3 it seems to be defined in linked .bisurf, bulletPenetrability and whatever else 
and Thickness
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;
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 
oddly there is no thickness in this bisurf
it takes firegeo's thickness then
so in this case higher values are what I need, I assume
Thickness in bisurf is there to override the real model thickness for thin "panel" material (https://community.bistudio.com/wiki/Arma_3:_Damage_Description#Fire_Geometry_Placement recommend using it for components thinner than 10mm). As in: have like 20mm thick model and Thickness=5; in bisurf on 5mm panel to avoid simulation problems or something. 
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?
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?
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
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.
So I tried making a local copy of both adapted the rvmat's filepath so it picks up the bisurf, and assigned it to the corresponding firegeo. The mod built without issue, and when loaded ingame, it gives me a default dirt effect on hit, but there are no error messages
will try that, a super thin firegeo might just be what I need
if you're building with Bohemia's Addon Builder you may need to change its settings to include rvmat and bisurf files.
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

I'll try updating the firegeo with thinner meshes to see if that changes anything
well slap me silly because that worked
thank you for that, it's the solution I needed all I along. You're a lifesaver 
one more question guys, in my silencer, what should I assign the named selection "zasleh2" to?
thats the muzzle flash proxy for the silenced shot
ah the proxy itself?
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
If you're working in Blender, you don't really need to use Object Builder.
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.
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
any videos that you recommend? I appreciate your response
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
geezus man, did you move the island next to the sun? haha, looks functional enough to me though. 👍
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
:P
i gotcha thank you
what to do while role-playing ... obviously carve scary faces into flashlights. ;)
forgot to set ultra settings on textures
Anybody know why i cant throw grenades in my custom building lol
physx lod.
if it is not there or does not represent the geometry properly, nades will fail.
yup
@hollow fulcrum gonna check if i can fix it
@icy dirge if your geoLOD is valid, just copy it over, tris it, make components if needed. probably mostly solved.
copy over to geoPhysxLOD..
Copy that. Thanks
@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
What software does everyone use to make ArmA 3 clothes?
Blender and Substance painter
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
My workflow: marvelous designer for the garments > zbrush for the details > blender for the low poly models and UVs and Substance Painter for the textures
autodesk does a game engine now?
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
I vaguely recall hiddenselctions not working on NVGs, but I heard that got fixed
I never tested it myself tho
How do people get their models working then?
oh are the textures just flat out not working or just the hiddenselection ones?
They flat out aren't working
well that's somehting else entirely then sorry
You think it's the rvmat?
Figured it out it was the rvmat
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?
does the proxy exist in firegeo
thatd be why
cheers mate
np
thought it was just to make making tools easier
and i am awear that you can import revit into max
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? 🙂
Since you are new to blender I'd recommend also joining one of the blender community discords so you can tap onto the general blenderer populace knowledge more directly
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
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
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)
is it possible to switch out the materials of hiddenselections in the config?
Have a look at the muzzleImpulseFactor[] for the weapon's magazine.
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#muzzleImpulseFactor.5B.5D.3D.7B1.0.2C1.0.7D
Yes, hiddenSelectionsMaterials[] =
thanks, i assumed it would be that but i couldn't find any reference to it on the wiki
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
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?
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
yes all surfaces require path lod for reliable navigation. AI can walk off a surface just fine without it but they take shortest route "out of the object"
i see
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)
does the roadway and geo lod need to belong to the same object?
for path to be valid in all cases, yes
i see
how good is the ai at going from one object to another without touching terrain inbetween?
it should work
do you think giving all the concrete-colored objects a path lod is a viable way of making ai capable of pathfinding over them
is this a single object?
every triangle is an individual object
it's the geo lod part of them
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
then they'd have to have their own geo and roadway lods, right?
no they would have their own simple geoblock and roadway too
that's what i meant
a yes sorry 😵💫
np
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
looks good
i assume the ai will manage transfer between seperate blocks as long as the IN funnels overlap?
yes
that's great
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
makes sense
didnt mean that as a reply to that message, sorry
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?
That's good
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?
If that works most of my concerns are gone
in theory it should
Imma have to go to sleep now.
Thank you very much for your help!
Just wanted to get your guys opinions on my first full model uniform/armor
I haven't weight painted it fully, having some trouble.
@hollow fulcrum I thought fk it, lets make that building work in ARMA :p starting to clean it up, down to 190k
Imo it looks nice. It's the armor clones wear during training, right?
That giant visor is quite recognizable
Would there be any problems if the surface under the path was an edge instead of a plane?
Kinda like this?
no problem
Great
Hi does anyone have an idea how I can manipulate the order of the road decales? I want that the one road is always on top:
https://i.imgur.com/TvseZgo.jpeg
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?
You’ll need to either model gloves with it. Or no gloves
if they are not covered you will want to copy the hands from the sample character so you get the uv mapping and weighting and identity selections correctly
decal objects?
Has anyone made a cable car for A3 and why not? 🙂
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
Don’t know if anyone has done it, but now i am going to bother @white oak to have him make one. Sorry, not sorry Ken. Thanks for the brilliant idea
😦
Difficulties on making them move and have collision due to object size limits.
Is there a way to find what model position a vertex will be after autocenter takes place?
I think they'd be quite nice map objects
but having moving ones would indeed be too much work for something that would see very limited usage
A3Life people would be the main users I'm guessing
Live or while editing/making the thing?
While editing. trying to find snap points for cup terrains stuff based on A2 samples models xD
like these points.
Here's my super-scuffed method for live-finding simple 90-degree intersections. https://www.youtube.com/watch?v=p6ZfttEUaN4
Turns out it was pretty easy to bring them in game.
Its just a normal object that is placed via xCam and is always attached to the ground
and in the p3d?
if its a class land_decal the not in there either if I remember right
@last spindle - instead of making a game engine no one will use, they should have done PBR RT viewports for both max and maya
So they are alway randomly ordered?
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
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
How do I properly implement insignia support on uniforms?
https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia
Basically this
I've tried adding an "insignia" selection thinking that It'd act the same way as an HL selection
yeah
An insignia selection is just done with the same way with vehicle retextures
Not with how the skin part (hl)
According to the wiki page you've linked I should just make it a transparent material and I should be good to go?
And it should have the proper weights (apparently) and basically it's done
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
your sample character you are using as reference is too high up
good shout
yeah you were right
i tested it by chucking in a helmet i know that works
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)
and low and behold it was way off
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
next question though,
Are these vert groups right?
yes
alright bet ill give it a go
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.
there are multiple ways of doing things yes. As an "absolute beginner" you will want to choose a program (Blender for example is widely used and free) and start by doing basic non arma related tutorials on it to start learning how modeling works and then move onwards to texturing and such related things
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
Thank you I downloaded blender as that seemed to he the one that was used most. Any tutorials you would recommend to start with?
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
the donut tutorial is nice https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD
i don't think you really need anything past part 9 for doing models for arma
Thank you
it is good to understand the tools in depth though
the more you know the more easier it is to do things
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
youll want to put sharp edge there
that is shading from smooth edge as it tries to shade the surface round
@tulip gyro
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
will putting the points on the uv outside of the texture make the texture loop in arma the same way it does in blender?
Yes
Its Friday........get ur WIP's out for the channel!!!!!
:)
heres mine http://i.imgur.com/PPGFbiZ.png
new Tyre for my ford raptor
come on folks dont be shy :-P
so the autocenter property, https://community.bistudio.com/wiki/Arma_3:_Named_Properties
having autocenter to 1 would move the model so its object center is at (0,0,0)?
that's indeed what it does iirc
can a vertex be part of multiple hiddenSelections?
vertex should be able to be part of multiple selections yes
its the face that has the texture
great
https://community.bistudio.com/wiki/Model_Config
maybe there should be a hint on this page stating which characters are legal in classnames
typically in computer stuff letters and numbers are safe.
special characters are for special use only
- in my filenames broke my model.cfg which i was not expecting
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
😅
Ooohhh pretty, what is it?
I bet, its a Sandwichmaker.
lol close
baby cannon?
uuhhh, firing little crying babys at your enemys! Yeaahhh!
Well not only the babies, they come with extra "Chemical weapons" http://s3.amazonaws.com/theoatmeal-img/comics/kids/kids.png
yyeeeaaaahhhhh
good grief lads...let's see if this makes more sense...http://i.imgur.com/iRbYqkg.png?1
Its a lamp!
a potato smasher?
pepper mill?
A Magazine with something on top
One of those electic bolt screwer things that they use in F1? :D
the force is weak with these ones :P
it is...
a funny looking bat
@north sundial - don't wanna know what you do with you butt and free time thank you
Okay: That thing reminds me on the SD Version of the AK
Haha
(from OFP i believe)
AS VAL
Correct
SHOVAL
@north sundial not everything that is pink fits a butt lad...
Answering for Kenny: "Challenge accepted"
XD
Just be brave!
Well, considering those things usually have those little nutsacks attached to the back.
It's clearly made to be put in ones butt.
The pickup truck? :P
other experience worth sharing @tired bramble ?
Omg haha
@quick terrace Yes, when I click on pictures, and drag them around, the camera doesn't move.
:) damn hoax
really cool ak47 @quick terrace ;)
good christ lads, not even funny anymore :P
XXDD
DId you post videos about making that HP?
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
Somehow I managed to lose all the windows and doors on the building

Blender doesn't export them
nor does it throw an error
odd
Are they separate objects?
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
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?
well rigging does not really transfer, but can be very helpful in setting up the vertex groups that you want to animate and for creating the memorypoint axis pairs. There isnt really anything you really need to do in OB expect try out the animations in buldozer
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
Where can if find a Paid Arma mod tutorial ?
for what?
there are videos for tanks, guns, and helicopters on youtube for the modelling
Yeah true, but not many Videos are out there, I need hands-on tutorials and intimacy with the Craft.
So the animations are made in OB, buldozer or blender?
I can try to make vertexes
model.cfg by procedural code
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
oh ok
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
I see
I'll do that. I started with a plane cause the first modelling guide I saw was about the RB-22 chopper
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
quick question: do we still have the 99 components limit in the geolod?
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
sounds like it could be ok.
yea as long as the man that made the model didn't steal it from somewhere we shall be fine I think
no? k
@last spindle haha, you can not resist! (i bet it would ok at pretty high counts if the numbers are inside)
I think im a bit over it (in the 120ish range) for this: http://i.imgur.com/9iB5OLk.png could also split it up
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.
@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...
i use it only when clipping becomes annoying honestly.. but thats just me. :D
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!)
if my typing is shit, it's my mobile, my dyslexia isnt that bad
hahaha
alt both buttons
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.
👍
neither is mine, my custom keys + scripts (pro viewport) are one of the most safeguarded files
^^^^^^^^^^^^^^^^^^
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..)
waits
-.-
^^
REPENT! http://i.imgur.com/1IrzJGW.jpg
The is
End Now
pink blood? somebody played with red food color again?
your monitor is color blind
Are there any blender plugins to open paa files?
Can use texview and save it as a .tga if that helps.
well yes
but I'm more looking for a quality of life plugin
so I can just open the paa file while UV mapping rather than having 2 copies of every texture and go digging for them
Does anyone know if it is possible to perform a batch rename for vertex selections within object builder?
Nope
There isn't any inbuilt rename tool but there are addons that have such advanced search and renaming functions
thanks for confirming that o7
Is there a Quick way to retopology this mesh for Arma 3 ?
lol
No.
Is their retopology Plugin for Software like blender ?
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.
Maybe make the blood abit more brown shultz because it would be dry
Looks awesome though :)
hey so if I downloaded a mod and the door animations don't work am I allowed to fix it myself?
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
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
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
thank you
How would one go about adding a pistol proxy in blender to a vest so the weapon will show while holstered?
Add the proxy in the p3d. If you own it
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
you can use all the tools you can find. the end product you export will just have all of those applied to make them "real"
but you will want to be careful not to make things too highpoly.
Id recommend looking into highpoly-lowpoly texture baking workflow
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
👍
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
Alright cool, thanks for answering so quickly
Any reason this could be happening?
yes, completely dried blood kinda looks like ironrust colorwise
(even smells like iron... at least my does xD)
Yes you have assigned material to proxies which break them
That could work
what does this hidden selection maker actually do?
if i change the parameter in there, it changes for all materials
You can make hiddenselections vertex groups manually
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?
You just want a prop?
P3D
yes
Doors, how do they work
seriously though, do I need to make an animation rtm, or do I just reference a memory point
what doors?
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
have you checked the sample house model?
it has working doors setup
selections in p3d, memorypoints, model,cfg, configcpp
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
do you have the geometry lods?
not yet

