#arma3_model
1 messages Ā· Page 11 of 1
actions need geometry so the object can be detected for action to show up
never thought I'd be so exhilarated at the sight of an opening door
arma just breaks people
something along these lines http://i.imgur.com/MtvLnQl.png
@wraith tendon ez, cordless screw drive https://upload.wikimedia.org/wikipedia/commons/thumb/1/1c/Screw_Driver_display.jpg/220px-Screw_Driver_display.jpg
Ok back to my issue I'm still having, there aren't any textures mapped to it. What am I doing wrong?
perhaps you have somehow broken the proxy connection to them
and they are just mesh
not proxies anymore
Idk how that happens
All I am doing is deleting the arms and legs
and merging them with the model
that probably messes it up
yeah that could be the cause
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
the toolbox has a bit different way to set them up now
How is that?
theres a menu for them
I saw that but Idk how to use it
i dont remember the specifics off the top of my head
you could copy the proxies in Object builder too
Idk how to use ob well
I might have fixed it
Tried a different way
Yup I fixed it
Gotta join the model to the proxies not proxies to model
that sounds it would fit the logic of the proxyies
the proxy data is saved into the object
and if you join one with proxies to other the data does not carry over
Glad I figured it out but yea it makes sense
well... unless you plan to change textures after 12hours after release it doesnt matter what the proxies would be :P
I was thinking about keeping the man alive but you're right !
With building windows
do I make to separate meshes for hide and unhide vertices?
yes
thanks
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
naming that corresponds between hitpoint config, p3d selections and model.cfg hide animation setup
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
I see
Any ideas how to fix this?
character model
Maybe more of a question for #arma3_config
Hey @schultz why does that guy have all his limbs............... what kind of unrealistic nonsense is this ;P
Did you define a Default in your CfgModels?
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class ArmaMan: Default
yup
any other ideas?
ahh resolved. Guy forgot to rename class in model.cfg, but the filename was the same name š
Looking into obj hitpoint radius for windows
is there a unit to the radius value ie millimeters?
should be in meters
1.0 = 1 meter radius
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
its radius from each vertex
teacj creating a ball
but you also need to hit a hit geometery component
There's a create hitpoint cloud tool in toolbox,
Have you ever used it/ anything to look out for?
well hitpoints dont need to be super dense
these days I prefer to use the hit geometry component as hit detector instead of hitponts
Is there an example usage of that somewhere?
Looking to put my jawa into game, how do I rig it?
wont work without custom animation set.
and well Star Wars stuff cant be supported due to IP rights issues
I don't plan on monetizing it.
you would still have to get greenlight from Disney since they currently forbid all StarWars IP use outside their own platforms
How does one go about making a custom animation set/rig?
I cant really help you with that due to the SW issue
Okay, say I wanted to put a new character into arma via rigging/animation sets. SW aside, how would I do that?
So you're refusing to help me just because it's a jawa?
pretty much.
lmao.
well your answer there says Im correct to do so. we dont share same values on IP rights
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.
so far nobody has shown a licensing statement that would actually hold
Then that would be their fault.
so far you have not either
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.
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.
I do not that is correct.
š
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?
i tried scaling the optic reticle model with no luckk
What does the texture look like
It should be just the reticle stuff
And nothing else
@inland pawn this is the model for the reticle, i used the niarms one as a base
Not the modelā¦the TEXTURE
the texture wouldnt affect this, the large square is procedural, the only texture is the middle reticle and the scope rim
The scope itself is a textureā¦
Show what the scope texture looks like
thats links to a vanilla basegame one
Thatās what Iām asking for
a3\weapons_f\acc\data\scope_view4_ca.tga
Thatās the scope texture youāre using?
Yes
the only thing "custom texture" is the middle reticle, which doesnt have an issue
I think i fixed it by scaling the models center out a bit
i see
i managed to fix it somehow but hey, thanks haha
i do have another question to ask already though, what determines where the camera "moves towards" when right clicking to aim down sights?
defined memory points on the weapons* config
usually opticView for scopes, eye for iron sights
Anyone know of a way to make your custom uniforms to stop clipping through armguards?
Like the arms
see the arm?
I was thinking about merging the armguard with the uniform and just delete the arm of the uniform.
you will have to look into weight-painting to fix issues like that
if its SW then please dont post about it here anymore. We dont support making of SW content due to Disneys IP policy
unless you can obtain permission from Disney to make SW mods
it is unfortunately very strict
Well r.i.p I guess
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
no
but you might be able to draw on surfaces with some of the new scripting commands
when u say surface, do u mean like just on screen or on the model it self
oh would that be the texture thing added with 2.12 ?
I forget wat it was called
text and UI Procedural texture source
probably yeh
Okay I will try
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?
dont think so. you would have to ask the author of the mod
in DayZ is a function like this. Was told to me from a buddy of mine, so i thought it could be possible in A3 too :/ to edit the Femal3 Mod isn't a problem i got the premission and source files to do so too.
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
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......
I do a slow but powerful way I can show you it if you want?
Does geometry intersection cause problems with buildings?
ie 2 wall geometries that go through each other?
normally thats not a problem
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
at least I'm nailing down a decent workflow so future buildings should go a bit faster
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
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)
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?
Are they set in config? Are the proxies on the view pilot
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!
imma assume that you mean that you do not yet know how to edit 3d models in which case i would recommend learning how to use blender.
regarding blender beginner tutorials, i would recommend the donut tutorial. https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD
oh no i know how to use blender i just dont know how to import stuff from the game to blender
ah
you need the blender toolbox for that, i believe it's somewhere in the pinned messages in this channel
i don't really have youtube videos that i can recommend for that RN
no worries! just whenever you get the chance and or if you know someone who does that would be great!
all lods
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
you can find sample models and configs in "Arma 3 samples" on steam
how complicated the whole thing gets also depends on what you want to make, making a static model is pretty easy, uniforms and weapons are harder
what if i just want to edit already existing models?
is there a certain folder to find the models in?
sorry im literally completely new to editing game assests in general
if its too hard to explain dont worry about it i'll do some research online
game models are not in editable format
so only thing you can do is make new things
oh damn
oh well damn lmfao thats ok i'll just do my best to make my own stuff even if it takes a while
lol fair
i would be nice to just edit somone elses work but it makes sense that you cant XD
while it sounds easy. its not
since textures etc dont work that way
and if you dont now what you are doing and just want to shortcut, youll just mess up someone elses hard work
and even if you know what you are doing you mess with someone elses hard work
make stuff dont take stuff
i mean it wouldnt mess up anyones hard work because they'd just be downloaded copies?
but i agree
@maiden inlet #creators_recruiting
you could talk to other modders and ask for permission to edit or use there stuff. thats sometimes a good way, but doin' it by yourself is still the best way š
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
hallo, how can I get footsteps sound in my building? its completely silent
anyone else have any ideas about this? i have the proxies on every lod
You need to add a texture to the roadway LOD, pick one from
A3\data_f\surfaces
Also: Why do Items stand on the floor, while Weapon are laying there. (or Magazines, can't remember right now)
this may be a hint to the issue of them now showing up
when the scope is off
it lines up fine
i dont get it
fixed it no clue how but it works
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
whenever it moves around via pulling it out, it quickly changes light/darkness and the sun doesn't affect it by turning
@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
Alright, I'll check the RVmat tomorrow to see what happens
holy shit the shadows work now
yessss
Sure I'm Interested.
also fair
you need to complete the install of arma toolbox by defining the o2script exe path in the blender addon settings
@fluid copper fyi too if someone asks in the future 
you have written config wrong and created a weapon called "iteminfo" and game cant find required config entries for it
apologies for the ping, im just curious cause im concerned i've done something wrong with this. what does the o2script do?
it works now although the RPG-32 I'm using as a basis for some reason isn't happy with the alignments
I haven't seen any guides to making a new scope/optic/sight thing but I did see someone say it's a p3d?
It indeed is p3d
any good guides to making one?
The exporter uses O2script through the exe to write certain data into the exported P3d. Like the vertex normals
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.
This still for anzus servers?
no my lokino map https://steamcommunity.com/sharedfiles/filedetails/?id=2195406221
I also shrinked the model in object builder. If the size is causing issues. but still the same issue
Invalid geometry components most likely then
I deleted all Components and Made Structure-->Topology-->Find Components. But still the same issue
can you show screenshot of your LOD list in object builder?
They also need to be convex and have mass
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
You need separate hitpoints defined on all of them
all have individual hitpoints/vertex groups
What do you mean with happens only in texture lod not others?
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
Do they all have separate animations too? And animation sources?
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"; };
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.
@bold flare https://imgur.com/a/p2nVLzs still have the same issue. It is close, it has mass, it has components and I made component convex hull
@bold flare ok thanks the geometryphys caused this.
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
@warm blade try to adjust in model.cfg the vehile suspension: offset0 = 0.2; offset1 = -0.3;
@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";
};
xcam master race
how tall are a3 characters?
thanks, but charaters only 5,9
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
I'm a dum dum
why didn't I think of using git while making models before
how do you exactly get the batch export option to work? (Arma 3 Toolbox in Blender)
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
I believe you need to directly link o2script.exe that's in your arma 3 tools
yea thats already in
then it should work fine i think
turn the rocket into a proxy, in the launcher model, add the magazineslot proxy
its a3\data_f\proxies\weapon_slots\MAGAZINESLOT.p3d
how do I do the former
one sec lemme find you the link
then you can hide it via model cfg once the weapon has fired
I assume its a character launcher not a vehicle weapon?
Yeah
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
I do think I understand the whole "magazine is separate to the model"
then you are good, just follow along that page. If you want to preview the location of the rocket in object builder, swap the proxy path in the launcher from ...MAGAZINESLOT.p3d to your proxy's p3d then load via OB
Oke
also this is my second attempt, first attempt looked a bit flat and my original idea had the sight not quite line up right
When a weapon is on ur back, will its fire geo still be active and protect you from shots that hit it?
and same for backpacks, can they have fire geos that protect u from the rear?
weapons can definitely
that is a great question
I too would like to know
even if I have the weapon on my back? like the rifle is holstered
Yeah, depends on the collision box
if you shoot the rifle or launcher on someone's back and you hit the major components
Okay ill go double check my fire geos then
whats that?
also this is the model makers channel, not the "is there X" channel, for general questions please use #arma3_questions
It was more of a question if there was a modpack for it
such questions still belong to the questions channel as it has nothing to do with making models
Hy guys does anyone knows why i do not get shadows reflecting on the object texture ? For example trees shadows
perhaps youve managed to make it transparent
removed the alpha channel from paa still the same
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
rvmat is removed
and paa in texview still appears with RGBA
try setting the named property forcenotalpha to 1 in the geometry lod
Thank you ! Now is it OK and the shadows are reflecting on the object !
Are you using blender
if so rename your UV maps to UVSet0 / UVSet1
seems to be a weird lighting issue
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
roughness and metallic dont translate straight into SMDI
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
Wild, I was hoping to port an SMDI image from Substance Painter straight into game but is that not a likely thing
there are some exporters made for substance for that I recall
Apparently that's what engine/shaders expect
idk I read this and it just feels like word salad
Some morning messing around structures - http://puu.sh/l4xFn/094abaa21a.png and http://puu.sh/l4xz1/2e4596884d.png enjoy!
A barrel to go with it - http://puu.sh/l4yeI/3fa053bd2c.png
I use MatRough from this link https://github.com/MoonieFR/SubstanceToArma
Cheers
After i get the model looking right i think i'll do animation, then ammunition, then sight
Practice makes perfect.
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.
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
http://i.imgur.com/zt9oqrD.png this one
or this one http://i.imgur.com/FupFz9u.png, i will ask you guys since i cant get a response from hollow
what is it for?
main room in the space station
ah, okay. so are you building a kitbash approach or modular?
Or a combination of the both
yes, it looks it
im gonna put a armory sign on the right side
ok
and then a room to the right and entrance top the right of that
its just hard for me to get motovation to work on it, this is not the sort of thing i model nomaly
practice, and practice. That is what I do. Yes, motivation can be difficult at times, just stick with it and get feedback.
ya being in the group like this helps, im more of a map creator and just kinda picked up modeling from my brother
Hi there, could anyone tell me how to make glass of a vehicle bulletproof?
answered #arma3_config
Here is a rig platform, funny I used some same textures from a texture set I have. Re-use is good. http://puu.sh/l4A3C/99a5de7854.png
cgtextures mostly.
another new site that has come up that I am beginning to use is http://episcura.com/ has some good HDRI stuff as well.
Huge Free Library of CG Textures, HDRI, and Snapshots
Maybe I should post that in the texture makers channel ;-)
yeah, a buddy put me on it.
I am a HDRI junkie, especially given that I use substance and marmoset. :-)
yeah
too bad they have a file size limit
would be better if it was 1 file a day for larger stuff
yo any ideas what is causing this?
what is this?
no shadow lod perhaps or no appropriate material with shader defined in it (supershader is the one used for this kind of objects)
I do have a shadow volume LOD on it, do I need a stencil too?
Ah okay, and the stencil should be smaller than the actual LOD model?
idk if i was doing morte models and things i would pay 14 a month for a asset like this
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
yes
for something like an indie studio though that would be an awesome asset to have especially if it was a massive library
Cheers, I'll do it when I wake up
I think it is always good to have choices, pay, free, make up to the artist really.
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.
So, each to their own.....
just looked up zbrush, looks cool but not sure if im ready to spend another week learning another tool
didn't wait till I woke up, although I tried to make my material rougher and for some reason it's still shiny?
Arma does not use roughness as is. you will likely need to tweak your rvmat manually
dang, I did use that one preset for Substance painter so hmm
Should I try a different one?
no but the preset might not always produce fully compatible restults
or you need to experiment more on what works
like you might still have a lot of metalness on it too or something like that
basically you will need to learn to understand what the Arma shaders need
Ah yeah, hmm
what is it?
Lighting issue, the launcher picks upway too much light with my own SMDI layer image
yep unerstood. I have started to getting into it a lot more.
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
+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.
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.
yep, it helped me a lot.
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.
+1
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
When I first started in it, I did this http://puu.sh/jM6m8/658dcb746e.png I was enspired from 28 days later creating a english type zombie look. :-)
i opnly use turbo on wooden guns personaly like ak and shotguns
Pro tip: vanilla VR lighting is pretty poor and you should not use VR for lighting testing unless it has modded lighting
If I can get the anims working well from the samples I make some different type of people for ARMA.
Here is another one, around the same time. Though my proportions were all over the place -- http://puu.sh/l4CSq/cf3242efd7.png
When it comes to Textures, i mostly use these 3 Sites:
http://texturelib.com/
http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
Just never gone back to them to clean them up.
@wraith tendon Thanks! I will add that to my library.
Here is another texture site - http://seamlesstextures.deviantart.com/
@woeful tartan Can we get an Extra Channel like "Texture Lib Link Collection" ?
:D
I have this WIP, trying to create an island theme - http://puu.sh/k6JAd/1253bf23a3.png
@wraith tendon There is a texture makers channel, so could use that
Reminds me on the A1 (or was it A2?) buildings :D
lol, simple is sometimes the best.
NO PLEASE GOD NO MORE CHANNELS
lmao XD
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
@past canopy just wait until sub-channels and grouping is aded then you will be able mute/hide those at once
+1
<3 okay
About time, that comes in
So this discord service is all free?
For the moment. :-)
Ah I see, would it be us paying for the subscription or would the server host pay?
You get your monthly bill later (depends on, how many Letters you used)
@white jay should Dscha get a VACation?
Should you get in what?
Anyways I'll post some WIP later once I finish up this collapsible stock system.
huehue
i also use SP for my models, try to lower the diffuse level
mine is usually set at 45, the again you can bump the contrast of your smdi file to do that too
Will do, cheers awoo touhou
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
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
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
I am repacking the mod, yes. Unless you mean the p3d specifically in which case no
p3d specifically but depending on your addon setup pboproject etc should be rebinning them anyway
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?
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
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
after some tweaking, the lighting now better resembles IRL launchers
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
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
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
change the fov config in YourTurret >> OpticsIn >> YourOpticsMode
oh ok thanks, do you happen to know the usual values used in other optics?
it would make sense to match the zoom level to real live scope.
There was a formula to calulate fov off zoom level somewhere...
opticsZoomMin="4 call (uiNamespace getVariable 'cba_optics_fnc_setOpticMagnificationHelper')"; š
im a little confused as i dont find these parameters in my config.Is something missing here?
oops, i'm mixing stuff with weapon optics attachments
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
oh i think i understand, im going to see if i can fix it.Thank you
if (!isNil "cba_optics_magnification") exitWith {0.25/cba_optics_magnification};
0.25/_this```
*CBA function* (snark removed)
simple is beautiful
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
Yeah I downloaded those ones although I'm not sure if I should use SpecGloss since I primarily worked with metallic and roughness layers
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
hold on , let me tell you what i used on mine
thank you momiji
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
if they are in the purple then yeah, it's "bad"
as in they won't show reflection like normal glass would
Yeah, I'll try and tweak that
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
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
@cedar coral how does one play unity?
not playing, I am modeling in it.
modeling in unity?
Why is that strange?
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?
correct, putting model into unity and testing it out.
ok that makes more sence
Is there a way to emit like music from a building? Like ambient music when in a lounge or something?
@spice narwhal check "playSound3d" and use #arma3_scripting for more help
Yeah I wanna put in my own one like a song or sommet
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.
if you can post pictures and describe the issue I can offer advice. but beyond that im afraid I cant get deeper
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.
ah I understand, unfortuntately I cant invest quite that much effort.
no worries
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
nvm found the solution , from object builder -> select face of your glass -> from menu -> face -> move top
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
just pop the question and if someone knows they usually answer
i edited my message i hope i find it mate thanks
you can check RPT log file for what errors pop up there.
that could indicate something
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
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
do you know any guide for making custom uniforms or equipments so i can learn from there?
i couldnt find
there are few things from Sokolonko and El tyranos that are good and could be useful.
Sounds like no model.cfg
what could be the reasons behind models acting differently between 3den and terrain?
Fixed it
in config Land_ prefix is not enough
it has to be Land_p3dname
Correct yes
My vehicles headlights are making the car pink but the headlights are normal white.
anyone got any idea?
screenshot?
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
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
Pretty much like with anything there are no "full tutorials" they are pretty difficult to write to cover everything.
You can ask here or possibly #arma3_config, there is always some overlap between the channels.
It is recommended to learn basic blender use through basic blender tutorials before jumping into the Arma things.
ok thanks. do you maybe know what to keep in mind with models of tracked vehicles? iirc i heard especially the tracks are a hard part somehow and a mate of mine is looking if he can start with the texturing process and so on or if he has to adapt the vehicles models
Can't really think of anything specific. Modeling is just modeling
Tracks are pretty simple shapes too
alright thanks. specific parts that should have its own model part?
Everything that moves
cant await the titan you are making btw. doing god(emperor)s job there
Luke with any model
alright thanks
š 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
thanks. we just wanted to make kind of sure we dont need to redo the whole thing afterwards
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
thank you very much man. i appreciate the help
do you maybe know people that are experienced in especially the vehicle porting?
I know some sure, been at this for long time. They're pretty engaged with their own things though.
do you know who i could most likely ask? I think speaking privately often is easier than asking in #creators_recruiting
@stuck oyster
Not really no, sorry. People who put stuff in game are a bit rare
alr thanks
Is this the place to ask if anyone has made a drill instructor cover?
This is a channel for creators, you can ask in #arma3_questions
if you need anything just dm me man
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?
iirc vests implement armor protection via config by modifying damage resistances of player dummy
so the visual model doesnt really matter then?
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 š
no need for a fire geo
In O2/OB is one square one meter?
yes
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?
by using various animation sources in clever way to fake the physical behavior
Alright I thought as much, do you know of anywhere where this process is documented at all?
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
š
I imagine gmeterx/y/z haven't been always around, but they should be best for that purpose now?
We used gmeterx/y/z animationSources on SOG vehicle segmented antenna, mudguards etc.
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
its not a 2d image
it needs to be done like the real thing, a 3d ball
so the artificial horizon on the ghosthawk is a 3d ball?
dunno, could be mfd thingy
Probably digital display = mfd, analogue instrument = 3d animated ball
well thats the neat part, the only part of it thats an mfd is the W, compass and roll at the bottom
cause theres a paa that has the digital parts. I also looked at the mfd config and the only thing I could find was the W and compass.
I just realized theres a plane in samples ill take a peep at that
helo too
its 2 parts
1 roller and the "W" indicator
the hud cursor is basically same just made with the hud code
Is keyframing a vest or a helmet possible? (Adding fake cloth physics, nightvision animation, etc)
From what I understand, youād 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
Itās been on my to-do list, but from what I hear, making a custom skeleton is more than just adding more bones, itās a whole ass config
And as near as Iām aware, the jury is still out on cloth physics for Reforger, so Al Qaeda is gonna be running around in 2027 like itās Warcraft or Guild Wars 2
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.
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, hereās hoping the work is compatible I guess; I have a vested interest forā¦. reasons
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.
I figured, but like you say, thereās more functionality than kamas; I hadnāt even considered wings or capes
Truth be told, Iāve 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 thatās the only instance I can think of
My model for the record, textures and weight paints are someone elseās though
High key proud of it given that itās the first blender project I actually finished
This is actually why I asked about it, would be very cool to see pouches on vests, or backpacks moving with the character
New skeletons have been created for the elites in the halo universe, I wonder if those modders are familiar with it
They would likely be most experienced with it aside from the actual devs and maybe Webknight, but I think Webknightās skillset is more along the lines of animation than skeletons
I do know OpTre has a skeleton for the Spartans, but Iāve been led to believe itās just a scaled up arma skeleton
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
Is there any way to see the armamans sekeleton/config?
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
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
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
Hm alright thanks! Ill mess with it when I have the time next :)
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
Could you not use gmeter to manipulate the bones instead of a set animation?
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
no
that stuff is for vehicles
Damn, would be nice if it translated
and while everything is basically a vehicle in Arma. Characters (animals included) have simulation type that is animated by the RTM files
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?
Hmm, not very practical then, would have to have uniforms and everything else to go with it then
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
Hmm, so you might be able to add some wiggle to it too then, if you worked the weights correctly
well not really very good one since there is no bones that wiggle
Alright, thankyou for all the info today!
you are not the first one to want these things and look for answers. many have been down this very same path before š
with basically the very same questions
almost word to word š
The path must be littered with corpses then 
it is yes.
animating stuff is an acquired skill, takes some time and effort to get good with it
Time to pin horriblegoats animation speech
when making a glass door should I attach the glass hitpoints to the door skeleton aswell?
yes
my model has distorted textures only in-game/buldozer, but the uvmap is fine?
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
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
where do you have that model from?
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?
Hi anyone here willing to be paid and do some modeling of vehicle paintjobs for me?
use the creators_recruiting channel might get better response?
SOrry - I'm being dumb - the 2 models are just the 2 different zooms.
So I still have no idea how ultra wide screens are being dealt with!
Ultra wide monitors have not existed at the time the game and the optics features been built so there may not be a solution
I donāt have an ultra wide but a friend has sent me screenshots of my scopes and vanilla scopes. Vanilla work properly with his ultra wide but mine donāt!
So there is a solution, I just donāt know what it is!
If you set yours to use vanilla scope settings do they work?
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!
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
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
š good idea
also see: https://github.com/CBATeam/CBA_A3/pull/1245
It had some p3d changes to add support for UW
it will squish your view but will essentially be same as what wide monitor would see
I wonder if that could also affect 32:9 aspect ratios
this might be a solution
It might be possible.. I did do a 90 FOV overlay for USP with ACE NVGs and had to upscale it to fit properly.
yeah basically. Before and After linked PR:
inb4 it gets shrunk to fit the screen
futre proofing for 128:9? ;D
exactly!
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)...
when making a folder structure for models
is there a limit to how many that can be done
either from hard limit/performance problems
dont think anyone has ever said there to be any. should not cause problems other than your own sanity when browsing them
Having a deeper structure keeps my sanity more though
atm thinking on a building set
with a structure of
main -> variants -> shapes -> colors(maybe)
there should be a config at each level right
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
gta 5 mods
its originally from crew 2 by the looks of it, but it was imported from sa to gta and obvs now to arma lol
Then it cant be used. We have 0 tolerance on IP theft
this is after all the makers channel not the takers channel
clearly it cant be used, its fucked lol
it being fuked has nothing to do with it. it being stolen from some other game is the problem
it really should not come as surprise
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
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
what about that shiny SEP plane in the trailer? Cirrus maybe. Will it come to arma3? ;D http://arma3.com/assets/img/post/images/arma3_tanoa_screenshot_04.jpg
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?
Report the Mod author. You cannot alter what a model that is from Mod offers
okay, what if the author doesnt fix it for one reason or other, can i fix it myself for private use?
No
that sucks, thanks anyways
reported the author to steam, thanks for the suggestion, lack of shadows are inacceptable. (just kidding)
Yeah man i reported him straight to the CEO of sex (Don Cheadle)
Hello how do I make a hitbox for the object
You add a geometry LOD
I hadn't noticed I'd forgotten the shadow on the GLM weapons!
I'll add that to the to-do list.
However, if you'd just put this in a comment on the steam workshop page, I would have added it to the list much earlier!
Really quite easy to get in touch with the mod author when they allow comments on the steam page you subscribe to it from.
(But I'm guessing the fact you've not done this suggests you've got a ripped copy from somewhere.... š³ )
You'll be amazed at how nice mod makers tend to be if you respect their IP and give useful feedback on faults/issues
Nah mate you are a God, the mod author not responding was referring to the gear mod which turned out was ripped from a private mod š³
I made a geometry lod but the hitbox and collision is only at center
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)
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
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
Is it possible to load a proxy in blender?
Yeah that's not right way you can't automate making it
Everyone. Even you.
ah, sorry, I thought you were looking for artists to help you on a project 
That too lmao
for recruiting the #creators_recruiting is indeed the right channel
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
a proxy for a model you made or a bis one?
a proxy of a model i made
hello how do I binarrize my p3d
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
QuickQ: Anybody knows, if is there any (noticable) impact on performance, when giving almost everything on a map a classname (e.g. Trees)?
There are none. But path in point should be outside of the objects geometry bounds and needs to connect to ground
Pack pbo with addon builder, pboproject or other proper pbo packing tool.
No
Well the newer one might but can't say for sure. Usually one people have does not do it.
will then use addon builder
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?
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
Put in 1 driver proxy, 1 gunner proxy and 10 cargo proxies (numbered 1 to 10) in all resolution LOD's + View Cargo + View Geometry + Fire Geometry.
cargoProxyIndexes[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
class Turrets
{
class gun1_turret: NewTurret
{
proxyType = "CPGunner";
proxyIndex = 1;
gunnerName = "Gunner";
<...rest of gunner config...>
};
};```
Based as hell thanks for this!
ā¤ļø Thank you! Removing the collision component I had on the stairs used to enter the building from the View Geometry LOD allowed the AI to path into it
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 š
your path in points probably dont connect with ground correctly otherwise
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 (
you cant open models from game or mods
they are binarized and not meant for you to open them
for examples you can use the Arma3 Samples on steam
Got it. Ty
Can anyone help me out? Can't get the mag proxy to show on the gun. It works it's just invisible
this is from examples provided by bi
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?
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
and .rvmats are text files and can be edited by the notepad or any other text editor š¤·āāļø
Like I want to change the texture of a medic_pouch on the back of my belt but I don't know how to do it bc when I checked the Material propeties or tried to change it by any posibility it didn't allow me or showed me an error trying to opening it.
š¤·āāļø
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
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
Then edit the png and save it back as paa
The file is .RVMAT so I'm looking or trying to modify the material of it so it looks better.
But what about the blowout,rvmat on the right, Do I have to edit that part or I can leave it there?
usually you can leave it unless you want it to look like diffrent metrial
yes that is it
yes with Textview 2
wheres the model from?
also enable file extension in your widnows so you can see .paa .png etc at the end of files
since it has ready rvmat definitions already
is this someone elses model?
@frigid roost this smells like forbidden stuff
It is from elses model but I'm only learning to how to edit and that stuff.
It would not be on steam or else.
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
Alright!
I'm deleting it them rn.
Seems reasonable
Welcome to my Arma 3 tutorial series where I show you all the basics required to start creating your very own Arma 3 mods, from retexturing existing game assets to importing and implementing new ones.
Project Files Download:
https://drive.google.com/file/d/0B6voDxYIREkgQ2I4VXdubkN6VG8/view?usp=sharing&resourcekey=0--WkZzElEp_FzlbE1Nqqhog
Elite...
here if all you want to do is textures you don't need models etc
Lovely, Thanks!
@stuck oyster
Just for being fair, Can you give me a warning for the thing that you just saw?
any material listed above the one you want to make that object the material of takes precedence over. I would recommend splitting the object you wish to texturize by utilizing the p key after making the selection of vertices. Texture it by itself then join it back together
are you checking in object builder?
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
oh I just noticed an error in your config
No I only test in game
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
no tutorials on such specific things.
you should be able to use the vanilla scope overlay and just put your own texture on it
well sure if you really want one š
Seems fair, I was doing something not allowed so it's the minimum punishment I can get (for the 1st time)
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
somehow the bullet si devienting to much on the right side
every time no is not luck
1 meter?
Is it custom bisurf/penetration rvmat?
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
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
it is the same with vanilla rvmat and bisurf
maybe its the shape then
Found it
in fire geo armaproxy's were not ordered as it is in resolution lod š
my bad
so the driver in fire lod was on a different chair
that would do it too š
Do you mean vanilla 3d model ?
having a bit of an issue with my insignia selections
here's the insignia selection in OB
It doesn't display
why
do you have it listed in model.cfg sections?
arma wiki stressed that it should tho
It can affect uvmapping and thus deforming likely happens if its not square
But texture would still show
yeah I've tweaked the UVs to work
Could be your config does not have the insignia definition
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
whats the name of the insignia definition?
The sample unit config probably had it
What about HL tho
That doesnāt need a selection
its internal mechanic
Ah
its defined elsewhere in the unit conifg
dafuq is hl
It adds a skin texture
skin color selection
Still didn't work š¦
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?
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
No errors on start up and geometry LOD does work
you could try a vanilla rocket as ammo to see if that works
pathway for the model is valid
that could indicate fi you need to look into the weapon
if the vanilla rocket shows up that is
the weapon itself shouldn't affect the model of the rocket appearing on the ground
no
... it does?
no I was agreeing with you
Oh
I suppose could have said yes
or no, it shouldnt
anyway then it could indicate issue with the rocket model or its pathing
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
do you have separate models for the proxy and the actual flying rocket?
Heard that if you use profiling there was a bug with mags not showing
you can actually define separate models for the mag being on the ground, when loaded in weapon and when the rocket is in flight
there seems to be a slight issue with the proxy
nah
so for some reason the magazineproxy textures work fine but not the projectiles or the ground ones
suboptimal
flying sideways?
yeah
thats why you want separate model for the flight one š
since its direction is different
... 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
yes
what an incredible game
It is a rocket so I'm not sure on that part
also does the Geometry LOD Mass/Weight thing matter?
for the ballistics
have not really thought about that before but Id suppose yes
but also some is always required to enable the simulation
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
level up!
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
it does get easier the more you make things
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
this is place where WIP models are appreciated š
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
also for the rocket launcher, are there any good guides to making a scope?
no š there are unfortunately very little in the way of specifc guides made
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
big gun
Snipex alligator antimaterial
Nice
Got lucky with the animation fitting pretty well
Yee, it does look a little high but honestly pretty baller
Yea next stage gonna try to do the animation
you will need to position the weapon inside the weapons p3d
and then make the animation around that
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
there should be a short guid pinned in the #arma3_animation for making static animations
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!
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
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 donāt. As in it isnāt showing up in game, they canāt open or donāt 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 donāt have any other options for help, I just want this helmet in the game for myself to use and Iām a little over Arma being Arma and not working
Commonly textures not showing up mean the paths in the model do not match with the paths to the actual files in pbo. Can you not get support from whoever made the model?
I reached out to them, so hopefully I do soon
But probably would be good for whoever to puts them in game to be able to use object builder too.
Does anyone currently have a working proxy mag?

