#arma3_model

1 messages Ā· Page 11 of 1

white oak
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thought only memory and Visible lods needed for door anims

stuck oyster
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actions need geometry so the object can be detected for action to show up

white oak
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never thought I'd be so exhilarated at the sight of an opening door
arma just breaks people

celest arch
jaunty rune
urban geode
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Ok back to my issue I'm still having, there aren't any textures mapped to it. What am I doing wrong?

stuck oyster
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perhaps you have somehow broken the proxy connection to them

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and they are just mesh

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not proxies anymore

urban geode
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Idk how that happens

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All I am doing is deleting the arms and legs

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and merging them with the model

stuck oyster
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that probably messes it up

urban geode
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Sorry merge is the wrong word

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Joining the two models together with Ctrl + J

stuck oyster
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yeah that could be the cause

urban geode
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Wait Im supposed to copy the model in edit mode then paste it aren't I

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I'm so dumb

stuck oyster
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no

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but the proxies can be delicate

urban geode
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I learned it once, but I guess I forgot the correct process and when I watch the century old tutorial on youtube it confuses me bc of the old blender

stuck oyster
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the toolbox has a bit different way to set them up now

urban geode
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How is that?

stuck oyster
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theres a menu for them

urban geode
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I saw that but Idk how to use it

stuck oyster
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i dont remember the specifics off the top of my head

urban geode
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Its ok

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Hopefully someone can help me

stuck oyster
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you could copy the proxies in Object builder too

urban geode
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Idk how to use ob well

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I might have fixed it

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Tried a different way

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Yup I fixed it

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Gotta join the model to the proxies not proxies to model

stuck oyster
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that sounds it would fit the logic of the proxyies

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the proxy data is saved into the object

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and if you join one with proxies to other the data does not carry over

urban geode
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Glad I figured it out but yea it makes sense

ripe fiber
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Cordless??!

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Technology has come a long way...

woeful viper
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well... unless you plan to change textures after 12hours after release it doesnt matter what the proxies would be :P

celest arch
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I was thinking about keeping the man alive but you're right !

white oak
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With building windows
do I make to separate meshes for hide and unhide vertices?

stuck oyster
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yes

white oak
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thanks

white oak
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So if I'm reading this correctly
unhide is broken
and hide is intact
and referenced as such in the model.cfg/skeleton
but how do you connect the glass hitpoints to glass itself
by naming the vertex groups in a certain way?
or is it in the config/modelcfg

stuck oyster
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naming that corresponds between hitpoint config, p3d selections and model.cfg hide animation setup

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and yes hide is for intact stuff that gets hidden when damaged and unhide is for damaged versions that get unhidden at the same time

white oak
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I see

errant pumice
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Any ideas how to fix this?

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character model

past canopy
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Hey @schultz why does that guy have all his limbs............... what kind of unrealistic nonsense is this ;P

steel vault
past canopy
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at least take off a foot

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Foot at the knee

errant pumice
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class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};

class ArmaMan: Default
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yup

errant pumice
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any other ideas?

errant pumice
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ahh resolved. Guy forgot to rename class in model.cfg, but the filename was the same name šŸ˜‰

white oak
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Looking into obj hitpoint radius for windows
is there a unit to the radius value ie millimeters?

stuck oyster
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1.0 = 1 meter radius

white oak
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Hmm
So is the radius from the center of the vertices rather than individual ones

As when I se the radius to 0.4 it can't detect hits

Or I'm doing it totally wrong

stuck oyster
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its radius from each vertex

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teacj creating a ball

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but you also need to hit a hit geometery component

white oak
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There's a create hitpoint cloud tool in toolbox,
Have you ever used it/ anything to look out for?

stuck oyster
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well hitpoints dont need to be super dense

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these days I prefer to use the hit geometry component as hit detector instead of hitponts

white oak
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Is there an example usage of that somewhere?

uneven pewter
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Looking to put my jawa into game, how do I rig it?

stuck oyster
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and well Star Wars stuff cant be supported due to IP rights issues

uneven pewter
stuck oyster
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you would still have to get greenlight from Disney since they currently forbid all StarWars IP use outside their own platforms

uneven pewter
stuck oyster
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I cant really help you with that due to the SW issue

uneven pewter
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Okay, say I wanted to put a new character into arma via rigging/animation sets. SW aside, how would I do that?

stuck oyster
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look

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I already know youre doing SW stuff

uneven pewter
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So you're refusing to help me just because it's a jawa?

stuck oyster
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pretty much.

uneven pewter
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lmao.

stuck oyster
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well your answer there says Im correct to do so. we dont share same values on IP rights

uneven pewter
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Disney states that only "named characters" are restricted from use. I.E : Captain Rex, Ahsoka Tano, Darth Vader. Generic characters such as Jawa's, Stormtroopers, Clone Troopers, Bantha's, etc are a part of the creative use agreement, allowing for custom renditions, games and artistic use as long as the project in question is not monetized.

stuck oyster
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so far nobody has shown a licensing statement that would actually hold

uneven pewter
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Then that would be their fault.

stuck oyster
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so far you have not either

uneven pewter
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At the end of the day, this is a video game. Mods have already been put out that feature many star wars characters, even named ones.

stuck oyster
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well here its not allowed.

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at the end of the day, them are the rules

uneven pewter
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If you don't wish to help me on my modding journey, that's up to you. I can figure it out on my own, I just thought I'd reach out to the community that i'm a part of to get some tips.

stuck oyster
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I do not that is correct.

uneven pewter
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šŸ‘

vast tulip
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Heyo guys, working on a custom scope for GM guns and im having an issue, the sides of the screen are fully transparent and "brighter" than the inner, anyone know the issue?

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i tried scaling the optic reticle model with no luckk

inland pawn
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What does the texture look like

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It should be just the reticle stuff

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And nothing else

vast tulip
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@inland pawn this is the model for the reticle, i used the niarms one as a base

inland pawn
vast tulip
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the texture wouldnt affect this, the large square is procedural, the only texture is the middle reticle and the scope rim

inland pawn
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Show what the scope texture looks like

vast tulip
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thats links to a vanilla basegame one

inland pawn
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That’s what I’m asking for

vast tulip
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a3\weapons_f\acc\data\scope_view4_ca.tga

inland pawn
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That’s the scope texture you’re using?

vast tulip
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Yes

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the only thing "custom texture" is the middle reticle, which doesnt have an issue

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I think i fixed it by scaling the models center out a bit

stuck oyster
vast tulip
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i see

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i managed to fix it somehow but hey, thanks haha

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i do have another question to ask already though, what determines where the camera "moves towards" when right clicking to aim down sights?

tranquil spire
vast tulip
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ahh gotcha, thats what i was missing

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thank you

urban geode
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Anyone know of a way to make your custom uniforms to stop clipping through armguards?

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Like the arms

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see the arm?

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I was thinking about merging the armguard with the uniform and just delete the arm of the uniform.

night summit
fading sequoia
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What are you making?

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Is it related to SW?

stuck oyster
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if its SW then please dont post about it here anymore. We dont support making of SW content due to Disneys IP policy

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unless you can obtain permission from Disney to make SW mods

urban geode
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šŸ‘

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Didn't know

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Oh dang I just looked it up. I really didn't know

stuck oyster
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it is unfortunately very strict

urban geode
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Well r.i.p I guess

umbral shuttle
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will animation sources work for attachments like scopes. I want to make a holo scope where it will display the distance to where u are looking at. If not realtime then maybe using user when the player presses a button

stuck oyster
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but you might be able to draw on surfaces with some of the new scripting commands

umbral shuttle
stuck oyster
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on the model itself

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theres new things that allow you to draw UI elements on model

umbral shuttle
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oh would that be the texture thing added with 2.12 ?

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I forget wat it was called

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text and UI Procedural texture source

stuck oyster
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probably yeh

umbral shuttle
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Okay I will try

lusty wharf
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hi there, im using Femal3 heads on my A3 Server is there a way to block or remove the clipping hair if they wear a headgear by editing my headgears?

stuck oyster
lusty wharf
fluid copper
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If the hair all has the same texture selection and it was apart of hidden selections, then you could maybe write a script that would set the texture to empty when headgear was equipped. Not sure if this is possible though with heads and being able to modify their textures

last spindle
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Why can BI not make it so this doesnt happen ? http://i.imgur.com/mg0rWgV.jpg
Spawn item with editor it is upright, pick up item, move a little bit and take it out of your invetory it spawns laying down......

thin swan
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I do a slow but powerful way I can show you it if you want?

white oak
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Does geometry intersection cause problems with buildings?
ie 2 wall geometries that go through each other?

woeful viper
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normally thats not a problem

white oak
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Now I understand why there aren't a lot of building mods out there
the amount of work that went into a basic enterable building
and I'm still not done yet

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at least I'm nailing down a decent workflow so future buildings should go a bit faster

woeful viper
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its not more work than a good weapon or vehicle, but it's less... exciting. And can also be annoying. LOD, destruction stuff, AI pathways etc. All quite technical

white oak
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probably won't do ruins/damage models yet (Although putting in some effort into glass breaks/surface pen), will substitute in the ruins that best fit the models I'm making (rather easy as I'm focused on expanding the existing building sets)
at the moment more interested in getting various buildings in to support current/future terrains
atm each model goes more like
Rough Model for terrain placement -> Non-Enterable Model -> Enterable model (Maybe)

peak isle
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hello most likely goat, any clue as to why the attachments are not showing up in game, i have the proxies on the p3d what other reason would they not display?

inland pawn
sharp garnet
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Heyo! I'm planning on making my own unit and I need to learn how to edit models and make my own stuff so if anyone here could show me some youtube videos that they learned from that would be amazing! thank you so much in advance!

muted tapir
sharp garnet
muted tapir
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ah

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you need the blender toolbox for that, i believe it's somewhere in the pinned messages in this channel

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i don't really have youtube videos that i can recommend for that RN

sharp garnet
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no worries! just whenever you get the chance and or if you know someone who does that would be great!

muted tapir
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basically to export something as a model for arma you need to enable it here and set the correct LOD and export as a .p3d

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you can find sample models and configs in "Arma 3 samples" on steam

muted tapir
sharp garnet
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what if i just want to edit already existing models?

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is there a certain folder to find the models in?

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sorry im literally completely new to editing game assests in general

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if its too hard to explain dont worry about it i'll do some research online

stuck oyster
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so only thing you can do is make new things

sharp garnet
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oh damn

stuck oyster
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game models = no no
mod models = no no

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your models = yes yes

sharp garnet
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oh well damn lmfao thats ok i'll just do my best to make my own stuff even if it takes a while

sharp garnet
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lol fair

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i would be nice to just edit somone elses work but it makes sense that you cant XD

stuck oyster
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while it sounds easy. its not

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since textures etc dont work that way

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and if you dont now what you are doing and just want to shortcut, youll just mess up someone elses hard work

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and even if you know what you are doing you mess with someone elses hard work

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make stuff dont take stuff

sharp garnet
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i mean it wouldnt mess up anyones hard work because they'd just be downloaded copies?

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but i agree

fluid copper
lusty wharf
warm blade
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anyone know why my model might be unloading a texture just at close distances? if I walk a little bit away in unloads and goes invis, lod 0 on a vehicle tyre

soft kernel
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hallo, how can I get footsteps sound in my building? its completely silent

peak isle
white oak
wraith tendon
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Also: Why do Items stand on the floor, while Weapon are laying there. (or Magazines, can't remember right now)

peak isle
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this may be a hint to the issue of them now showing up

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when the scope is off

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it lines up fine

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i dont get it

peak isle
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fixed it no clue how but it works

west haven
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Okay so I joined since I've been working on this for hours and its been driving me crazy but I used blender 2.83 with the a3 toolbox to try and put this launcher into the game, but when loaded in the lighting doesn't seem to like it much

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whenever it moves around via pulling it out, it quickly changes light/darkness and the sun doesn't affect it by turning

fluid copper
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@west haven Could either be an rvmat issue if you have one on it, or the normals are weird. If its the normals then you can fix it in OB by highlighting the whole thing and tapping "w" twice, it will flip and then flip back the normals correcting it

west haven
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Alright, I'll check the RVmat tomorrow to see what happens

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holy shit the shadows work now

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yessss

lean furnace
white jay
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how do i size a model up and down in OB

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like make it bigger and smaller yk

livid canyon
stuck oyster
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@fluid copper fyi too if someone asks in the future meowheart

stuck oyster
vast tulip
west haven
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it works now although the RPG-32 I'm using as a basis for some reason isn't happy with the alignments

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I haven't seen any guides to making a new scope/optic/sight thing but I did see someone say it's a p3d?

marsh canyon
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It indeed is p3d

west haven
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any good guides to making one?

stuck oyster
soft kernel
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hallo. Does anyone have a hint for my my Parking garage geometry only works on characters? I made a building and made geometry lods many times. It has mass, is convex, closed and has components. I can drive through the walls with any vehicle but with a character i have collision. and roadway also works only for characters and cars don't get on the roadway surface.

stuck oyster
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This still for anzus servers?

soft kernel
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I also shrinked the model in object builder. If the size is causing issues. but still the same issue

stuck oyster
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Invalid geometry components most likely then

soft kernel
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I deleted all Components and Made Structure-->Topology-->Find Components. But still the same issue

bold flare
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can you show screenshot of your LOD list in object builder?

stuck oyster
white oak
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Having a problem with windows
one of the windows toggle all the broken window textures on the rest
double checked vertex groups and model.cfg/config
any Idea what I could be overlooking?
happens with texture lod only, other lods are unaffected

stuck oyster
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You need separate hitpoints defined on all of them

white oak
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all have individual hitpoints/vertex groups

stuck oyster
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What do you mean with happens only in texture lod not others?

white oak
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as in when that specific window is broken all other windows get their broken texture unhidden, intact texture stays the same along with geometry LODs

stuck oyster
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Do they all have separate animations too? And animation sources?

white oak
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yup, although all consequent animations inherit from the first
I am however overriding the relevant fields
ie
class glass_2_hide : glass_1_hide { source = "glass_2_source"; selection = "glass_2_hide"; };

livid canyon
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Do isolated points in Geometry LOD hurt anything? need a "memory" point but model has no Memory LOD atm, and would like to just stick it in Geo if that's ok. nvm, selectionNames is only looking in first LOD anyway.

soft kernel
bold flare
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You have Geometry Phys

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is that valid geometry in there?

soft kernel
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@bold flare ok thanks the geometryphys caused this.

warm blade
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anyone know why 3 of my wheels but one are floating, config is the same for all wheels and memory points are the same as the opposite sides

soft kernel
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@warm blade try to adjust in model.cfg the vehile suspension: offset0 = 0.2; offset1 = -0.3;

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@warm blade this sets for all tires same height on suspension, adjust offset to get to the ground:

#

class Wheel_1_1_Damper: Wheel_1_1_Damper
{
type="translation";
source="damper";
selection="wheel_1_1_damper_land";
axis="posun wheel_1_1";
animPeriod = 1;
minValue="0";
maxValue="1";
offset0 = 0.2;
offset1 = -0.3;
memory=1;
};
class wheel_2_1_Damper: Wheel_1_1_Damper
{
selection="wheel_2_1_damper_land";
};
class wheel_1_2_Damper: Wheel_1_1_Damper
{
selection="wheel_1_2_damper_land";
};
class Wheel_2_2_Damper: Wheel_1_1_Damper
{
selection="wheel_2_2_damper_land";
};

jaunty rune
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xcam master race

jaunty rune
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how tall are a3 characters?

white jay
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~1,8m

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eye position is at 1,6m if i remember correctly

jaunty rune
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thanks, but charaters only 5,9

wispy orchid
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anyone got some advice for making a ladder for entering the Nimitz from the water? I added a large view geometry cube for the entering the ladder, but the arrow up marker only comes very erratically when in water

white oak
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I'm a dum dum
why didn't I think of using git while making models before

tranquil spire
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how do you exactly get the batch export option to work? (Arma 3 Toolbox in Blender)

west haven
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just as a dumb question, not sure if I need to do this for it to work but do I render the rocket inside a launcher and designate it as the magazine or no

west haven
west haven
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then it should work fine i think

tranquil spire
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its a3\data_f\proxies\weapon_slots\MAGAZINESLOT.p3d

west haven
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how do I do the former

tranquil spire
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one sec lemme find you the link

tranquil spire
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then you can hide it via model cfg once the weapon has fired

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I assume its a character launcher not a vehicle weapon?

west haven
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Yeah

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still trying to wrap my head around the model cfg and everything, this is the first "new" thing I've added that isn't a retexture

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I do think I understand the whole "magazine is separate to the model"

tranquil spire
west haven
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Oke

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also this is my second attempt, first attempt looked a bit flat and my original idea had the sight not quite line up right

umbral shuttle
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When a weapon is on ur back, will its fire geo still be active and protect you from shots that hit it?

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and same for backpacks, can they have fire geos that protect u from the rear?

west haven
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weapons can definitely

tranquil spire
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I too would like to know

umbral shuttle
west haven
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Yeah, depends on the collision box

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if you shoot the rifle or launcher on someone's back and you hit the major components

umbral shuttle
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Okay ill go double check my fire geos then

normal harbor
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Is there any Drill Instructor cover?

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Preferable US Army

stuck oyster
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also this is the model makers channel, not the "is there X" channel, for general questions please use #arma3_questions

normal harbor
stuck oyster
plucky patrol
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Hy guys does anyone knows why i do not get shadows reflecting on the object texture ? For example trees shadows

stuck oyster
#

perhaps youve managed to make it transparent

plucky patrol
#

removed the alpha channel from paa still the same

plucky patrol
#

ok it seems that the texture has some king of transparency any idea on how to remove transparency. Removed the alpha from tga, saved with _co prefix in textview was set to rgb but still paa has some kind of transparency in the game

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rvmat is removed

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and paa in texview still appears with RGBA

plucky patrol
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shadows on the ground appears but on the object no

bright echo
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try setting the named property forcenotalpha to 1 in the geometry lod

plucky patrol
white oak
west haven
#

seems to be a weird lighting issue

west haven
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oh also what channels do I need to use for the SMDI? Right now Roughness is on the Green channel, and Metallic is on the Blue channel

stuck oyster
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roughness and metallic dont translate straight into SMDI

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you will need to look up information about the differences of PBR metal-rough shader and the older SpecularGloss shaders and figure out what kind of changes you need to make

west haven
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Wild, I was hoping to port an SMDI image from Substance Painter straight into game but is that not a likely thing

stuck oyster
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there are some exporters made for substance for that I recall

pallid island
#

Apparently that's what engine/shaders expect

west haven
#

idk I read this and it just feels like word salad

cedar coral
west haven
#

Cheers

#

After i get the model looking right i think i'll do animation, then ammunition, then sight

jaunty rune
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nice

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what program do you use gunner?

cedar coral
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3dsmax and marmoset

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I use PS and substance painter for textures at the moment too

jaunty rune
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nice

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oil rig?

cedar coral
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Practice makes perfect.

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I think hatchet is making one right? I created a basic platform a while ago, but go bored and moved on to something else. Let me dig it up.

jaunty rune
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im wondering what it is

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is this gonna be like pufus val

cedar coral
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oh, you mean the one showing. It is just an industrial platform, storing barrels, etc. I put an opening in aas I may have crane reach down too

jaunty rune
cedar coral
#

what is it for?

jaunty rune
#

main room in the space station

cedar coral
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ah, okay. so are you building a kitbash approach or modular?

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Or a combination of the both

jaunty rune
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more moduar

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more of both

cedar coral
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yes, it looks it

jaunty rune
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im gonna put a armory sign on the right side

cedar coral
#

ok

jaunty rune
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and then a room to the right and entrance top the right of that

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its just hard for me to get motovation to work on it, this is not the sort of thing i model nomaly

cedar coral
#

practice, and practice. That is what I do. Yes, motivation can be difficult at times, just stick with it and get feedback.

jaunty rune
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ya being in the group like this helps, im more of a map creator and just kinda picked up modeling from my brother

lusty wharf
#

Hi there, could anyone tell me how to make glass of a vehicle bulletproof?

cedar coral
jaunty rune
#

nice, where do you get your textures?

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i had a website but lost it

cedar coral
#

cgtextures mostly.

jaunty rune
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that is the site

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thanks

cedar coral
#

another new site that has come up that I am beginning to use is http://episcura.com/ has some good HDRI stuff as well.

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Maybe I should post that in the texture makers channel ;-)

jaunty rune
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ya @kerkoth should put it on the map makers site :)

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that is usful tho

past canopy
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that website is dope SGT

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the HDRIs are amazing

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<3

cedar coral
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yeah, a buddy put me on it.

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I am a HDRI junkie, especially given that I use substance and marmoset. :-)

past canopy
#

yeah

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too bad they have a file size limit

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would be better if it was 1 file a day for larger stuff

west haven
#

yo any ideas what is causing this?

stuck oyster
west haven
#

Oh the uhh

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Lighting being weird in "sections"

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where the darker lines run along it

stuck oyster
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no shadow lod perhaps or no appropriate material with shader defined in it (supershader is the one used for this kind of objects)

west haven
#

I do have a shadow volume LOD on it, do I need a stencil too?

stuck oyster
#

stencil is the default shadowing method

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volume is used in some rare cases

west haven
#

Ah okay, and the stencil should be smaller than the actual LOD model?

jaunty rune
#

idk if i was doing morte models and things i would pay 14 a month for a asset like this

past canopy
#

maybe, I would rather lurk online for free assets like those or make them myself and spend the 14 on something more important like Substance, Marmo, Zbrush

stuck oyster
#

yes

past canopy
#

for something like an indie studio though that would be an awesome asset to have especially if it was a massive library

west haven
#

Cheers, I'll do it when I wake up

cedar coral
#

I think it is always good to have choices, pay, free, make up to the artist really.

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I have bought some Zbrush brushes for $4 because I did not want to do it myself and I want to add it to a larger asset and it save a lot of time.

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So, each to their own.....

jaunty rune
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just looked up zbrush, looks cool but not sure if im ready to spend another week learning another tool

west haven
#

didn't wait till I woke up, although I tried to make my material rougher and for some reason it's still shiny?

stuck oyster
west haven
#

dang, I did use that one preset for Substance painter so hmm

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Should I try a different one?

stuck oyster
#

no but the preset might not always produce fully compatible restults

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or you need to experiment more on what works

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like you might still have a lot of metalness on it too or something like that

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basically you will need to learn to understand what the Arma shaders need

west haven
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Ah yeah, hmm

hazy shell
#

what is it?

west haven
#

Lighting issue, the launcher picks upway too much light with my own SMDI layer image

cedar coral
#

yep unerstood. I have started to getting into it a lot more.

past canopy
#

zbrush takes a lot longer than a week to learn

#

if you are in a rush you definitely shouldnt try to learn zbrush, wait until you arent as busy then try it out. Its a great tool

cedar coral
#

+1 on that @past canopy It takes a lot of learning and practice. How you intereact with it is completely different. I learn something new every day. I think you definately need a tablet if you are using Zbrush. Tried with the mouse and it was okay, but once I started using the tablet totally different story.

past canopy
#

Yeah that's what my friend says. I may end up getting one soon since my current zbrush work is pretty shit with the mouse, I do see how useful being able to apply pressure and draw natively is.

cedar coral
#

yep, it helped me a lot.

past canopy
#

The cool thing in zbrush is that no matter how good you are there is always more to learn. Even some of the best zbrush artists in the world say they learn new things every day when using it.

cedar coral
#

+1

past canopy
#

Any pics of stuff you've made in it SGT?

#

really WIP hungry right now

#

having troubles focusing on my LMG for the moment... RIP making things turbosmoothable

cedar coral
jaunty rune
#

i opnly use turbo on wooden guns personaly like ak and shotguns

marsh canyon
#

Pro tip: vanilla VR lighting is pretty poor and you should not use VR for lighting testing unless it has modded lighting

cedar coral
#

If I can get the anims working well from the samples I make some different type of people for ARMA.

cedar coral
#

Just never gone back to them to clean them up.

#

@wraith tendon Thanks! I will add that to my library.

wraith tendon
#

@woeful tartan Can we get an Extra Channel like "Texture Lib Link Collection" ?

#

:D

cedar coral
#

@wraith tendon There is a texture makers channel, so could use that

wraith tendon
#

Reminds me on the A1 (or was it A2?) buildings :D

cedar coral
#

lol, simple is sometimes the best.

past canopy
#

NO PLEASE GOD NO MORE CHANNELS

wraith tendon
#

lmao XD

past canopy
#

every day there is a new channel that spams me with notifications and I struggle to find which one it is and mute it lol

woeful tartan
#

@past canopy just wait until sub-channels and grouping is aded then you will be able mute/hide those at once

cedar coral
#

+1

past canopy
#

<3 okay

wraith tendon
#

About time, that comes in

past canopy
#

So this discord service is all free?

cedar coral
#

For the moment. :-)

past canopy
#

Ah I see, would it be us paying for the subscription or would the server host pay?

wraith tendon
#

You get your monthly bill later (depends on, how many Letters you used)

past canopy
#

k

#

thnks

#

;)

wraith tendon
#

;)

#

afaik there are no plans for paying something.

past canopy
#

@white jay should Dscha get a VACation?

white jay
#

Should you get in what?

past canopy
#

Anyways I'll post some WIP later once I finish up this collapsible stock system.

wraith tendon
#

huehue

empty vigil
#

mine is usually set at 45, the again you can bump the contrast of your smdi file to do that too

west haven
#

Will do, cheers awoo touhou

west haven
#

I fiddled with some specular settings and imo this is way better but now it makes the sights semi-matte too, I looked at a basegame RPG-42 SMDI map and I found this

#

I reckon I likely have to tweak the overall levels of light here

west haven
#

okay, I tried tweaking the metallic, the roughness, the colours of everything, the rvmat file, and it still ends up with the same level of shininess with the only determinant to the whole model's overall shininess being the specular power and the specular in the rvmat, which also makes everything that should be shiny completely flat and dull

#

in the same position compared to the RPG-42, when I copied over the rvmat file it still gives me a shiny launcher

bright echo
#

sorry if I'm asking the obvious but when you're making the rvmat specular changes are you rebinarizing your model?

#

cuz when they get binned they store the rvmat info in it - smdi changes won't need it

west haven
#

I am repacking the mod, yes. Unless you mean the p3d specifically in which case no

bright echo
#

p3d specifically but depending on your addon setup pboproject etc should be rebinning them anyway

west haven
#

so what you're saying is, after I save the modified rvmat I have to open object builder and do something to the p3d to confirm the change before I pack the mod into a pbo again in order for the change to take place?

bright echo
#

no

#

if you have the unbinned model in the addon your building pboproject/addonbuilder/whatever would be rebinarising it

#

so its probably not that then

west haven
#

I do, but it also seems like if I go crazy and make my model super shiny it will make the in-game one super shiny, if I crank everything down it's still kinda shiny instead of not at all

#

once that white reflection is eliminated and the things that need to be shiny still are, it should be fine

west haven
#

after some tweaking, the lighting now better resembles IRL launchers

stuck oyster
#

You should consider using object builders buldozer viewer to preview the changes to rvmst/textures (You will need to do a bit of fiddling to enable the real A3 lighting in it though) I have guide for that in pinned messages in one of the maker channels

west haven
#

I'll consider it, but looking at some references of real rocket launchers this is pretty close to that. If i decide to tweak it i'll deffo try that method, cheers

amber swift
#

hello everyone, how can i make the scope for my vehicle mounted weapon work like the scopes equipped in other weapons. Right now it has this exagerated perspective which fills most of the screen

livid canyon
amber swift
#

oh ok thanks, do you happen to know the usual values used in other optics?

plucky depot
#

it would make sense to match the zoom level to real live scope.

#

There was a formula to calulate fov off zoom level somewhere...

pallid island
#

opticsZoomMin="4 call (uiNamespace getVariable 'cba_optics_fnc_setOpticMagnificationHelper')"; šŸ™ƒ

amber swift
#

im a little confused as i dont find these parameters in my config.Is something missing here?

pallid island
#

oops, i'm mixing stuff with weapon optics attachments

plucky depot
#

You maybe can use the CBA functions in here too. If you depend on it.

#

And the config is not cached at game start.

#

if not that func will give you FOV for given zoom level so you can just calc it in debug console.

#

initFov
minFov
maxFov

should be the values you need to adjust.

#

the fov should be getting smaller the more zoom you need.

#

not the oposite. Your init fov is 0.45 which is roughly 0.5 zoom level

#

that's why your optics looks so weird/fisheye

amber swift
#

oh i think i understand, im going to see if i can fix it.Thank you

pallid island
#
if (!isNil "cba_optics_magnification") exitWith {0.25/cba_optics_magnification};
0.25/_this```
*CBA function* (snark removed)
plucky depot
#

simple is beautiful

empty vigil
# west haven I'll consider it, but looking at some references of real rocket launchers this i...

an other small thing i have forgot to say
in all my models, i've set the surface roughness of my model to 0.8 up to 0.89 in SP, for glass i use SpecGloss setting instead of MetRough
also i used these settings : https://github.com/MoonieFR/SubstanceToArma

GitHub

Substance Painter export presets for Arma 3. Contribute to MoonieFR/SubstanceToArma development by creating an account on GitHub.

west haven
#

Yeah I downloaded those ones although I'm not sure if I should use SpecGloss since I primarily worked with metallic and roughness layers

empty vigil
#

you can easily assemble the smdi file afterward using any image file editor such as gimp or photoshop

#

that's what i do, on one model i make different material so in SP i have a selection for each part ( plastic, steel and glass for exemple ), then with gimp i assemble everything into their respective UV Maps

#

for optics glass since they need that glossy effect, i just give them their own glass texture files, since that can also be used on other models if necessary

west haven
#

Oh, I did wonder about how to get the uhhh

#

glass effect on those

empty vigil
#

hold on , let me tell you what i used on mine

west haven
#

thank you momiji

empty vigil
#

ok, for my optics i used the "Glass film dirty mirror", keep in mind ingame it will act like one, very glossy and show terrain reflection
for base color i opted for a brown "1F1B18", same color for the dirt setting, everything else is kept at basic without any changes
specularpower in the rvmat is at "400"

#

that should give you a good enough result for optics, keep in mind if all else fail, you can use base vanilla A3 for it instead, just match the UV with the desired file you want

#

also if you want to make sure it has reflection, look at your smdi file and the glass parts should be a bright yellow while anything that shouldn't have reflection should be purple

west haven
#

I don't think my optics are on here, hmm

empty vigil
#

if they are in the purple then yeah, it's "bad"
as in they won't show reflection like normal glass would

west haven
#

Yeah, I'll try and tweak that

white oak
#

when making multi rvmats for buildings
could it be a better approach to make generic rvmats rather than building specific ones?
or even a combination of two
say you have a generic wood rvmat stashed somewhere that has 4 types of wood

stuck oyster
#

usually no since it would most likely increase the amount of RVMATS used and thus create overhead

#

and masks would still need to be changed

#

or even if "universal" 4 color split mask is used Ambient Occlusion and MC textures are unique to each object

jaunty rune
#

@cedar coral how does one play unity?

cedar coral
#

not playing, I am modeling in it.

jaunty rune
#

modeling in unity?

last spindle
#

Why is that strange?

jaunty rune
#

never seen it done before

#

never thought i was something that people did

last spindle
#

well not really, but it is possible to create primatives and use them to create things, but i think it is just a miss interpretation, of modeling things for use in unity?

cedar coral
#

correct, putting model into unity and testing it out.

jaunty rune
#

ok that makes more sence

spice narwhal
#

Is there a way to emit like music from a building? Like ambient music when in a lounge or something?

fluid copper
stuck oyster
#

There are ambient sounds that can be tied to object memorypoints

#

@spice narwhal

spice narwhal
#

Yeah I wanna put in my own one like a song or sommet

white oak
#

On a different note @stuck oyster would you be so kind to give me a sanity check
if you have short bit of time could you have a quick look over one of my models to see if I'm on a correct path?
I know, I can compare my model to the sample but an extra pair of eyes would go a long way.

stuck oyster
#

if you can post pictures and describe the issue I can offer advice. but beyond that im afraid I cant get deeper

white oak
#

I don't have issues (I think), it's just that it'd be nice if a pair of eyes more experienced than mine could go over them to make sure I'm doing things correctly.

stuck oyster
#

ah I understand, unfortuntately I cant invest quite that much effort.

white oak
#

no worries

west haven
#

they wobble around the place and fall through the floor

#

nvm fixed it

plucky patrol
#

Hi all, I have an issue with transparent glass _ca.paa file I do not know why the texture of the glass it is reflected on a surface that is behind the glass. For example a broken glass texture. https://imgur.com/a/m1XIVEL If i make the glass full transparent from GIMP nothing is reflected

plucky patrol
#

nvm found the solution , from object builder -> select face of your glass -> from menu -> face -> move top

magic oxide
#

hi mates, can anyone help me with object builder? i have a simple question, i am trying to create a mod with custom uniforms. i choose correct rvmats and textures from face properties window then i save p3d file and build my mod, but when i open my game and select uniform i created it mades my game drops for a few secs and also uniform drops to the ground can anyone tell me how can i fix it

stuck oyster
magic oxide
stuck oyster
#

that could indicate something

magic oxide
#

i checked my last created rpt log file from appdata\local but it does not show any error messages

#

i guess its something about object builder but idk what

stuck oyster
#

do you have logging enabled? and object builder does not really affect what happens in game. but your model could be faulty

#

too complex, missing some essentials

magic oxide
#

do you know any guide for making custom uniforms or equipments so i can learn from there?

#

i couldnt find

stuck oyster
#

there are few things from Sokolonko and El tyranos that are good and could be useful.

white oak
#

what could be the reasons behind models acting differently between 3den and terrain?

white oak
#

Fixed it
in config Land_ prefix is not enough
it has to be Land_p3dname

stuck oyster
#

Correct yes

frail cloud
#

My vehicles headlights are making the car pink but the headlights are normal white.

#

anyone got any idea?

fluid copper
#

screenshot?

gloomy hemlock
#

What to keep in mind when modeling tanks? (tracks, turrets etc)
Also where usually to ask regarding the importing process of such a vehicle? There are so many chats here

#

Also is there like a full tutorial?

#

i found a very promising one but that only has parts 3/4 done and will most likely never be finished

magic oxide
#

can anyone help me with the blender? i am trying to set materials to vertex groups so i can set their textures in object builder but idk how

#

for example headset to headsetcamo

#

i am really new sorry

stuck oyster
stuck oyster
gloomy hemlock
stuck oyster
#

Can't really think of anything specific. Modeling is just modeling

#

Tracks are pretty simple shapes too

gloomy hemlock
#

alright thanks. specific parts that should have its own model part?

stuck oyster
#

Everything that moves

gloomy hemlock
#

cant await the titan you are making btw. doing god(emperor)s job there

stuck oyster
#

Luke with any model

gloomy hemlock
stuck oyster
#

šŸ˜… Sorry don't have better answer

#

But imo it's all same with any model. Best not to over think it too much

#

Also the sample tank in A3 samples can be referenced

gloomy hemlock
#

thanks. we just wanted to make kind of sure we dont need to redo the whole thing afterwards

stuck oyster
#

Got a picture?

#

Well 3d tracks would need to be turned into mesh strips.

#

The sample tanks shows how those look and are uv mapped for repeating track texture

gloomy hemlock
#

do you maybe know people that are experienced in especially the vehicle porting?

stuck oyster
#

I know some sure, been at this for long time. They're pretty engaged with their own things though.

gloomy hemlock
#

do you know who i could most likely ask? I think speaking privately often is easier than asking in #creators_recruiting

gloomy hemlock
#

@stuck oyster

stuck oyster
#

Not really no, sorry. People who put stuff in game are a bit rare

gloomy hemlock
#

alr thanks

normal harbor
#

Is this the place to ask if anyone has made a drill instructor cover?

marsh canyon
alpine matrix
umbral shuttle
#

for vests, are they supposed to not have a fire geo?

#

Like lets say I have a vest that is modeled to only over the upper body (like the pecs) but has config to over upper body and say the belly, would the belly region be ignored since theres nothing modeled there?

pallid island
#

iirc vests implement armor protection via config by modifying damage resistances of player dummy

umbral shuttle
#

so the visual model doesnt really matter then?

pallid island
#

most likely not. Although i haven't really checked the model-side, so i'm not nearly 100% sure

#

modelling a bulletproof frying pan with armored firegeo rvmat onto a vest may be a nice experiment šŸ™ƒ

alpine matrix
runic iris
#

In O2/OB is one square one meter?

quick terrace
#

yes

fluid copper
#

Not sure if this the correct place to ask, but some vehicles have pieces, especially antennas that move around seemingly controlled by physics as the car drives around. Im curious how this system works?

stuck oyster
fluid copper
stuck oyster
#

not really documented

#

there is hundreds of things that can be done with animations and its not really possible to document each one

#

but they all are basically same, moving or rotating or hiding some part according to some source input

fluid copper
#

šŸ‘

livid canyon
#

I imagine gmeterx/y/z haven't been always around, but they should be best for that purpose now?

charred bolt
umbral shuttle
#

speaking of animations. I been meaning to try and make intrsuments for say a helicopter. For the artifical horizon I get I can use horizonBank to just rotate, but how would I use horizonDive to show that the helicopter is pitching? I dont really understand how a 2d image could show that

stuck oyster
#

it needs to be done like the real thing, a 3d ball

umbral shuttle
stuck oyster
#

dunno, could be mfd thingy

charred bolt
#

Probably digital display = mfd, analogue instrument = 3d animated ball

umbral shuttle
umbral shuttle
#

I just realized theres a plane in samples ill take a peep at that

stuck oyster
#

helo too

stuck oyster
#

its 2 parts

#

1 roller and the "W" indicator

umbral shuttle
#

oh the W is modeled on there thonk

#

Okay ill try this first then do digital later

stuck oyster
#

the hud cursor is basically same just made with the hud code

tulip gyro
#

Is keyframing a vest or a helmet possible? (Adding fake cloth physics, nightvision animation, etc)

opaque jolt
#

From what I understand, you’d need a custom skeleton with vertex groups for those animations

#

There is a night vision animation, but cloth physics for things like kilts, trench coats, and robes are an entirely different animal where A3 is concerned

#

It’s been on my to-do list, but from what I hear, making a custom skeleton is more than just adding more bones, it’s a whole ass config

#

And as near as I’m aware, the jury is still out on cloth physics for Reforger, so Al Qaeda is gonna be running around in 2027 like it’s Warcraft or Guild Wars 2

stuck oyster
# opaque jolt From what I understand, you’d need a custom skeleton with vertex groups for thos...

Indeed close.

It would require a new custom skeleton with all the cloth bones animated and then all the existing animations converted to that skeleton so the bone movement exists in them so thta when a uniform or piece of gear has parts that should move with them have something to move with.

It is not impossible task, I have been thinking of ways to do it for some time now, it's just quite a huge task to do.

opaque jolt
#

For minimal payoff as well though is the problem, like, as far as arma 3 goes, it might end up being redundant with A4 and Enfusion if they decide to go that route

If not however, here’s hoping the work is compatible I guess; I have a vested interest for…. reasons

stuck oyster
#

Such an extra skeleton could include bones for various things like wings, capes, extra arms too. (withing the maximum bone limit

#

Well we don't do starwars here due the IP issues with it. But there would be various uses for universal extra addition skeleton.

opaque jolt
#

I figured, but like you say, there’s more functionality than kamas; I hadn’t even considered wings or capes

#

Truth be told, I’ve mostly been thinking about World War One and Two with the different armies wearing trench coats well, in the trenches in the case of WW1, and winter operations in the case of WW2, namely the Soviets and the Germans

#

I think the Americans issued trench coats for the battle of the bulge, but that’s the only instance I can think of

opaque jolt
#

High key proud of it given that it’s the first blender project I actually finished

fluid copper
#

New skeletons have been created for the elites in the halo universe, I wonder if those modders are familiar with it

opaque jolt
#

They would likely be most experienced with it aside from the actual devs and maybe Webknight, but I think Webknight’s skillset is more along the lines of animation than skeletons

#

I do know OpTre has a skeleton for the Spartans, but I’ve been led to believe it’s just a scaled up arma skeleton

stuck oyster
#

The people who done custom characters could probably do such things but it may not be very appealing project due to the amount of work.

#

And well. There's been like 8 people who do those things in the past years and many of them have moved on from modding.

#

We have few new people getting into it too in the community

fluid copper
#

Is there any way to see the armamans sekeleton/config?

stuck oyster
#

But it's really not appropriate to push any more work on anyone

#

The want to do such things in this magnitude has to come from oneself

fluid copper
#

Im curious about looking into it, I just wasnt sure if we had access to the vanilla arma one and could use it as a reference point

stuck oyster
#

well the skeleton config really says nothing, it just defines the hierarchy of bones. the animations system is combination of character models, animation files that contain the movement and animation config that defines when X animation is used

fluid copper
#

Hm alright thanks! Ill mess with it when I have the time next :)

stuck oyster
#

the how animations are made is very separate thing

#

a new animation set with the extra stuff would just require new animation files to replace old ones

fluid copper
#

Could you not use gmeter to manipulate the bones instead of a set animation?

stuck oyster
#

only thing that would need new config is new animations for example if you made a winged character and wanted the wings do something special

stuck oyster
#

that stuff is for vehicles

fluid copper
#

Damn, would be nice if it translated

stuck oyster
#

and while everything is basically a vehicle in Arma. Characters (animals included) have simulation type that is animated by the RTM files

fluid copper
#

If a custome skeleton were to be made, would it have to be for the entire character, or could just say the backpack use it?

stuck oyster
#

entire character

#

when a backpack is on you, it uses the characters animations

fluid copper
#

Hmm, not very practical then, would have to have uniforms and everything else to go with it then

stuck oyster
#

even now backpack uses entire character animation

#

its just typically weighted to few spine bones to move along the back

#

you could have arm and leg parts on the mesh too

#

just like uniform and helmet

#

every peace of gear can be full character looking

fluid copper
#

Hmm, so you might be able to add some wiggle to it too then, if you worked the weights correctly

stuck oyster
#

well not really very good one since there is no bones that wiggle

fluid copper
#

Alright, thankyou for all the info today!

stuck oyster
#

you are not the first one to want these things and look for answers. many have been down this very same path before šŸ˜„

#

with basically the very same questions

#

almost word to word šŸ˜…

fluid copper
#

The path must be littered with corpses then meowsweats

stuck oyster
#

it is yes.

#

animating stuff is an acquired skill, takes some time and effort to get good with it

umbral shuttle
#

Time to pin horriblegoats animation speech

white oak
#

when making a glass door should I attach the glass hitpoints to the door skeleton aswell?

stuck oyster
#

yes

warm blade
#

my model has distorted textures only in-game/buldozer, but the uvmap is fine?

stuck oyster
#

the model probably is not game readyt made judging from the amount of materials it has. hard to say how it could get that badly distorted but maybe it gets broken on export somehow

wispy orchid
#

when the co-pilot starts with a zoomed in view, what might cause that? With right mouse button I can get the regular view back

quick terrace
warm trench
#

It's clear there was a 'fix' for 2D optics that grey/black out everything outside the optic tube for ultra wide screen monitors.
I'd missed this was done and didn't update my stuff.
It looks like vanilla scopes now have 2 model.p3ds so I'm guessing the second one is used to sort out what happens on ultra wide monitors.
I'm sure those model optic .p3ds used to be unbinarised so you could look at them in Object builder but it seems the latest ones are binarised.
Does anyone know what the trick is for ultra wide monitors or has an example they can share?

white jay
#

Hi anyone here willing to be paid and do some modeling of vehicle paintjobs for me?

warm trench
white jay
warm trench
#

As in there's a channel just for that

#

Under the Creative Events section

warm trench
stuck oyster
warm trench
stuck oyster
warm trench
#

Depends what you mean by 'settings'. Most things are inherited from vanilla - I just use different 2D model .p3ds for my reticles for each zoom. (And obviously different 3D models too etc.)
But the 2D reticle .3pds were based on an unbinarised example from about 5 years ago.
So if the trick is in what the reticle .p3d is, (which I suspect it is), I'm a bit stuck.
I was hoping someone on here would know how it's been sorted in the vanilla game but no luck so far. And if you're not aware, @stuck oyster (who I've found to be one of the most knowledgeable and helpful people about) it's unlikely I'll get any new info!

stuck oyster
#

if you set them up to use the vanilla 2d reticles does that work?

#

you could try expanding your reticles sideways to cover more area

warm trench
#

That's something that will be a pain to test as I don't have an ultra wide monitor! But probably the best way to go forwards is make a test .pbo with that in and send it to someone with a wide screen

plucky depot
#

no need for ultra wide monitor

#

you can force your aspect ratio in the settings.

stuck oyster
#

šŸ‘† good idea

plucky depot
stuck oyster
#

it will squish your view but will essentially be same as what wide monitor would see

white jay
#

I wonder if that could also affect 32:9 aspect ratios

stuck oyster
#

this might be a solution

white jay
#

It might be possible.. I did do a 90 FOV overlay for USP with ACE NVGs and had to upscale it to fit properly.

plucky depot
stuck oyster
pallid island
#

inb4 it gets shrunk to fit the screen

plucky depot
#

futre proofing for 128:9? ;D

stuck oyster
warm trench
#

Yeah, although last time I played with this, there was some scaling that Arma did...
So trying to remember if the key I to keep the original aspect ratio.
(I think that was the important bit)...

white oak
#

when making a folder structure for models
is there a limit to how many that can be done
either from hard limit/performance problems

stuck oyster
#

dont think anyone has ever said there to be any. should not cause problems other than your own sanity when browsing them

white oak
#

Having a deeper structure keeps my sanity more though
atm thinking on a building set
with a structure of
main -> variants -> shapes -> colors(maybe)

stuck oyster
#

should not be a problem

#

šŸ‘ if it works for you then its better

white oak
#

there should be a config at each level right

stuck oyster
#

not necessarily

#

packing starts from a folder with config.cpp

#

but not all sub folders need a config.cpp

#

depends how you want to structure your configs

warm blade
stuck oyster
#

oof

#

so its unlikely from a legit source

#

waste of time

warm blade
#

its originally from crew 2 by the looks of it, but it was imported from sa to gta and obvs now to arma lol

stuck oyster
#

this is after all the makers channel not the takers channel

warm blade
#

clearly it cant be used, its fucked lol

stuck oyster
stuck oyster
#

I mean you are friends with doug jumper from anzus which is the most craptastic stolen asset festival

#

you cant play the I didnt know card

stuck oyster
#

comeooon everyone in the life mod circles know this stuff

#

why else you have to go to shady sites where they say X was ripped from game Y

storm flume
peak pawn
#

i hope this isnt the wrong place to ask but I have a modded gun and uniform that has no shadows (SPS Weapons' M302 GL and a uniform and vest i forget which mod it is) can someone point me in the rough direction, where I can add back the shadows?

marsh canyon
#

Report the Mod author. You cannot alter what a model that is from Mod offers

peak pawn
marsh canyon
#

No

peak pawn
#

that sucks, thanks anyways

woeful viper
peak pawn
plush trail
#

Hello how do I make a hitbox for the object

muted tapir
warm trench
warm trench
peak pawn
plush trail
#

I made a geometry lod but the hitbox and collision is only at center

stuck oyster
#

Hitgeometry lod is separate lod. And geometry lod needs to be valid (convex shapes, each individual shape named with component name and for collision the geometry lod needs to be set with mass)

plush trail
#

oh I pressed to search non convex and made them convex and my asset ended up from normal small plane looking like a F117

#

is that normal

woeful viper
#

you cant represent the shape of a plane with just one convex body, so yeah, thats normal. I suggest to manually model the collision geometry, you can use multiple objects (but keep it down to as few and simple as possible. 4-5 cubes for example that you fit to the plane shape as well as possible

past mesa
#

Is it possible to load a proxy in blender?

stuck oyster
fading sequoia
#

Alright

#

Who here can model?

stuck oyster
hot hornet
#

ah, sorry, I thought you were looking for artists to help you on a project notlikemeow

stuck oyster
ocean patio
#

Can anyone link me a resource on doing custom buildings? I'm having trouble getting the Paths LOD right, the AI can never seem to enter the building I made unless I put a ramp object or some other thing they can walk on first near the entrance. Otherwise they just meander around it, never going inside, sometimes walking back and forth along a wall, seemingly intending to clip through it but never actually doing so (thankfully). I've looked at the sample house several times over and still can't understand what I'm doing wrong or even what I'm doing different to it

bleak tangle
#

a proxy for a model you made or a bis one?

past mesa
#

a proxy of a model i made

plush trail
#

hello how do I binarrize my p3d

bleak tangle
#

I know blender has some built in proxy abilities but you could always use the "append" option to bring in the object from the other .blend file and delete it once your done. When making some headgear I used the sample character model that way to position and size my headgear and then delete the character when I was done

wraith tendon
#

QuickQ: Anybody knows, if is there any (noticable) impact on performance, when giving almost everything on a map a classname (e.g. Trees)?

stuck oyster
stuck oyster
plush trail
#

oh just packing the PBO does it

#

I use Pbo manager

#

will it work

stuck oyster
#

No

#

Well the newer one might but can't say for sure. Usually one people have does not do it.

plush trail
#

will then use addon builder

past mesa
#

@bleak tangle Ah ya that will do the trick nicely

#

thanks

stuck snow
#

So I'm trying to make a mag proxy for my gun (Wan't to have diffrent texture depending on what mag is in the gun or on ground) I'm running into an issue of the mag not showing on the gun, the ground model works, the mag model in the gun p3d also works but as a proxy it doesn't work.
I've followed this https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies but not sure if it is outdated and I need something extra?

tribal rain
#

Sup people, so im making a vehicle and was wondering how do i set up the proxies?

Its basically an IFV, so itll have:
1 driving seat
1 gunner
10 cargo passengers

charred bolt
tribal rain
ocean patio
ocean patio
#

Nevermind... it worked, but only if the building is perfectly flat against the terrain, otherwise, if it's at an angle of any kind, or slighty above ground, it's the same result as before šŸ˜”

stuck oyster
#

your path in points probably dont connect with ground correctly otherwise

gilded gyro
#

Is someone know how to open scope model in p3d ? Trying to open "\rhsafrf\addons\rhs_optics\vehicles\rhs_pgok9_of_scope.p3d" as an example for newone optic but it won't opens (

stuck oyster
#

they are binarized and not meant for you to open them

#

for examples you can use the Arma3 Samples on steam

gilded gyro
stuck snow
#

this is from examples provided by bi

frigid roost
#

Hi!

I'm trying to open an RVMAT file so I can edit the textures of it and I don't know what to use, I've tried watching YT videos and searching out on google what I wanted but after searching a while they come up with "Armed Assault" and when I tried to search it on steam it doesn't showed up.

Does someone knows what can I do to edit that texture?

stuck snow
#

are you trying to edit the texture of something or the rvmat? To edit texture all you need is the .paa file (use textview from arma 3 tools to convert it to png)

#

rvmats are for materials, for example if you want to make something look like leather or iron you use rvamts to get that effect. But colors, design etc is .paa files

#

also don't edit the original but make a new one and apply it to the object you are trying to edit through config

pallid island
#

and .rvmats are text files and can be edited by the notepad or any other text editor šŸ¤·ā€ā™‚ļø

frigid roost
stuck snow
#

On blender go to UV editor go in edit mode select your whole belt and you should have the UV for that model

#

That rvmat is binarized

#

Have to make a new one. Since you have the model you could use something like Adobe Substance Painter

#

Also you could just edit that .paa file you pointed at

#

Arma 3 tools > text view > open paa> save as > somename.png

pallid island
#

I mean, you can get Arma 3 tools from steam and debin the binarized whatever text with CfgConvert. But the ethics and legality are under the question at that point

stuck snow
#

Then edit the png and save it back as paa

frigid roost
stuck snow
#

you need to find this

#

blwout_mc,paa

#

that's the texture

frigid roost
stuck snow
#

usually you can leave it unless you want it to look like diffrent metrial

frigid roost
stuck snow
#

yes that is it

frigid roost
#

So that's it?

#

Just convert to .png

#

and edit it on PSHop

stuck snow
#

yes with Textview 2

frigid roost
#

Yep!

#

Alright, Thank you mate!

stuck snow
stuck oyster
#

since it has ready rvmat definitions already

#

is this someone elses model?

#

@frigid roost this smells like forbidden stuff

frigid roost
stuck oyster
#

no

#

this is forbidden and if you continue I'll have to ban you

#

this is not how you learn anything but the wrong way of doing stuff

frigid roost
stuck snow
#

here if all you want to do is textures you don't need models etc

frigid roost
#

@stuck oyster

Just for being fair, Can you give me a warning for the thing that you just saw?

torpid vine
tranquil spire
#

if so, it won't show up if you have it configured correctly. it will only show up in game

#

to make it show up in OB, you have to change the proxy path from a3\data_f\proxies\weapon_slots\MAGAZINESLOT.p3d to yourmodelpath/model.p3d then export and preview

tranquil spire
stuck snow
#

No I only test in game

tranquil spire
#

one sec

#

your CfgNonAIVehicles should look like this

class CfgNonAIVehicles {
    class ProxyWeapon;
    class ProxyNameOfYourP3D : ProxyWeapon {
        model = "yourpath/model.p3d";
        simulation = "magazine";
    };
};
#

so

class CfgNonAIVehicles {
    class ProxyWeapon;
    class Proxytigg_emag : ProxyWeapon {
        model = "\SG_Weapons\data\FD_Alligator\Mag\tigg_emag.p3d";
        simulation = "magazine";
    };
};

if I'm not mistaken

stuck oyster
#

no tutorials on such specific things.

#

you should be able to use the vanilla scope overlay and just put your own texture on it

stuck oyster
frigid roost
plucky patrol
#

Hi guys, I have a strange issue, I have a glass and one soldier in the right side of the glass , when i shoot on the right side, soldier does not die, when i shoot in the left, side soldier dies, in both cases the damage rvmat is applied to the glass. Why the soldier dies when i shoot in the left side I do not know

stuck oyster
#

Luck?

plucky patrol
#

somehow the bullet si devienting to much on the right side

#

every time no is not luck

stuck oyster
#

Is it flat glass?

#

Is it thick?

plucky patrol
#

no it si not flat

#

thick is 1

stuck oyster
#

1 meter?

plucky patrol
#

hmm in bisurf is set to 1

#

so it is in meter ?

stuck oyster
#

Is it custom bisurf/penetration rvmat?

plucky patrol
#

Density=1;
Thickness=1;
rough=1;
dust=0;
bulletPenetrability=10;
soundEnviron=Empty;
isWater=false;
friction=0;
restitution=0;
impact = hitGlass;
soundHit = Glass;
deflection = 0;

#

a little bit custom yes

stuck oyster
#

Then anything can happen

#

There isn't really documentation on that. Could be you broke it

#

Compare with vanilla ones

#

It's not really glass anymore since it's custom

plucky patrol
#

it is the same with vanilla rvmat and bisurf

stuck oyster
#

maybe its the shape then

plucky patrol
#

Found it

#

in fire geo armaproxy's were not ordered as it is in resolution lod šŸ˜„

#

my bad

#

so the driver in fire lod was on a different chair

stuck oyster
#

that would do it too šŸ‘

tulip gyro
#

having a bit of an issue with my insignia selections

#

here's the insignia selection in OB

#

It doesn't display

#

why

stuck oyster
#

do you have it listed in model.cfg sections?

tulip gyro
#

I've added it but it's still not working

#

is it because it's not a perfect rectangle?

stuck oyster
#

No.

#

Shape don't matter for displaying texture

tulip gyro
#

arma wiki stressed that it should tho

stuck oyster
#

It can affect uvmapping and thus deforming likely happens if its not square

#

But texture would still show

tulip gyro
#

yeah I've tweaked the UVs to work

stuck oyster
#

Could be your config does not have the insignia definition

tulip gyro
#

It inherits from the Uniform_Base class

#

and the B_Soldier_F class

stuck oyster
#

It would be in the unit class. The soldier base probably should contain it but you can check in the in game config viewer if it's inherited

tulip gyro
#

whats the name of the insignia definition?

stuck oyster
#

Oh can't remember

#

Sorry

tulip gyro
#

šŸ˜† dw

#

Arma wiki time

stuck oyster
#

The sample unit config probably had it

tulip gyro
#

wait

#

Do i have to include the insignia in hiddenselections?

plucky depot
#

Yes

#

All textures that can be changed at runtime needs to be in here.

tulip gyro
#

That doesn’t need a selection

stuck oyster
#

its internal mechanic

tulip gyro
#

Ah

stuck oyster
#

its defined elsewhere in the unit conifg

plucky depot
#

dafuq is hl

tulip gyro
#

It adds a skin texture

stuck oyster
#

skin color selection

stuck snow
west haven
#

Hey so two quick questions that may or may not be dumb

I made a "magazine" model (rocket) for my launcher but for some reason no matter what I do, it remains invisible

and two is uh

why do my rockets have no bullet drop? Is it because the model and thus the collision/weight isn't rendering?

stuck oyster
#

perhaps the model path is not valid and it cant find it

#

do you get any errors on startup?

#

does the rocket have a valid geometry lod with component part and mass?

#

and it might need autocenter = 0 named property too

west haven
#

No errors on start up and geometry LOD does work

stuck oyster
#

you could try a vanilla rocket as ammo to see if that works

west haven
#

pathway for the model is valid

stuck oyster
#

that could indicate fi you need to look into the weapon

#

if the vanilla rocket shows up that is

west haven
#

the weapon itself shouldn't affect the model of the rocket appearing on the ground

stuck oyster
#

no

west haven
#

... it does?

stuck oyster
#

no I was agreeing with you

west haven
#

Oh

stuck oyster
#

I suppose could have said yes

#

or no, it shouldnt

#

anyway then it could indicate issue with the rocket model or its pathing

west haven
#

I have LOD 1, stencil shadow and geometry LODs

#

nvm I am extremely dumb

#

the config had L12A1_R_TandemHEAT.p3d and the actual file was L12_R_TandemHEAT

stuck oyster
#

do you have separate models for the proxy and the actual flying rocket?

stuck snow
#

Heard that if you use profiling there was a bug with mags not showing

stuck oyster
west haven
#

there seems to be a slight issue with the proxy

west haven
#

so for some reason the magazineproxy textures work fine but not the projectiles or the ground ones

west haven
#

suboptimal

stuck oyster
#

flying sideways?

west haven
#

yeah

stuck oyster
#

thats why you want separate model for the flight one šŸ˜…

#

since its direction is different

west haven
#

... dang

#

I guess that also means I can fold out the fins for all of .3 seconds you see them before getting sent to the shadow realm

stuck oyster
#

yes

west haven
#

what an incredible game

stuck oyster
#

you can even make it spin and whatnot if you want

#

if thats what it does

west haven
#

It is a rocket so I'm not sure on that part

#

also does the Geometry LOD Mass/Weight thing matter?

#

for the ballistics

stuck oyster
#

have not really thought about that before but Id suppose yes

#

but also some is always required to enable the simulation

west haven
#

Yee fair, taking a break now because I feel like I'm gazing at insanity

#

I always wondered why new guns and new poses/reload animations are rare and just

#

I get it now

stuck oyster
west haven
#

kinda a double edged sword since

#

I have a gun drawn up I wanna add after and on one hand, I know what to do now

#

and on the other

#

it does feel kinda like a marathon

stuck oyster
west haven
#

Yeah, this one is a regular rifle, albeit with a friend who may be able to make a custom anim for it

#

dunno if I should post the image here or somewhere else tho

stuck oyster
#

this is place where WIP models are appreciated šŸ˜„

west haven
#

it's not quite a model yet but

#

it's very basic and needs a decent amount, I may have to suffer through doing a transparent magazine

#

Not sure if I wanna do the scope too

stuck oyster
#

cool! šŸ˜„

#

do show more pics when you progress

west haven
#

also for the rocket launcher, are there any good guides to making a scope?

stuck oyster
west haven
#

pain

#

cause my rocket launcher does need it's own scope

stuck snow
#

Anyone with spare time willing to fix some weights on a vest for a coffee? It's a 6b43 vest most of the weight are good just straps glitch out

#

Just finished this one. Struggling with mag proxy but it mightve been because of the profiling bug

#

First gun port

stuck oyster
#

big gun

west haven
#

wait I've seen that gun before

#

that's a Snipex innit

stuck snow
#

Snipex alligator antimaterial

west haven
#

Nice

stuck snow
#

Got lucky with the animation fitting pretty well

west haven
#

Yee, it does look a little high but honestly pretty baller

stuck snow
#

Yea next stage gonna try to do the animation

stuck oyster
#

you will need to position the weapon inside the weapons p3d

#

and then make the animation around that

stuck snow
#

Yes from the little research I did I gather that much still a very alien subject tho

#

Saw there was a tut on YouTube an hour long

stuck oyster
#

there should be a short guid pinned in the #arma3_animation for making static animations

tribal rain
#

Heyo so im back at making my vehicle mod so i want to make a boat with 1 driver, 1 main gun and 10 cargo pasengers.

BUT id like for the 10 cargo passengers to be able to shoot from their sitting positions.

Whats the relevant code/info needed for this just so i can get a headstart and get to it.

thanks peeps!

stuck oyster
#

youll need to look up how vanilla cargoTurrets are set up (passenger who can shoot)

#

there are no specifc guides or tutorials on that though but you might find some info by searching old posts on BI forums

true spear
#

Can someone please help me out with this?

I had gotten a 3D model of a custom helmet made for the game, and I sent it to a friend who knows how to put it INTO the game, but apparently the model works but the 3D textures and such don’t. As in it isn’t showing up in game, they can’t open or don’t know how to open the p3d, and I have no clue how to solve this problem. Can someone lend me a hand? My DMs are open.

#

I don’t have any other options for help, I just want this helmet in the game for myself to use and I’m a little over Arma being Arma and not working

stuck oyster
true spear
stuck oyster
#

But probably would be good for whoever to puts them in game to be able to use object builder too.

stuck snow
#

Does anyone currently have a working proxy mag?