#arma3_model

1 messages · Page 12 of 1

stuck oyster
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@frigid roost you can ask here, no need to DM me. this is the right place to ask

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yes

stuck snow
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I just can't get it to work. Even using the examples provided by bi

frigid roost
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So, I'm trying to open Arma 3 Samples with the direct access and steam acces and it's not working.

How can I use this?

stuck oyster
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what do you mean its not working?

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you need to open the folder

stuck oyster
stuck snow
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If I use a proxy mag instead of a mag in the gun.p3d the proxy doesn't show in game

stuck oyster
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is it possible you have animation that hides it?

white oak
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First set of many variants (hopefully)

stuck oyster
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and multimaterial is used from the looks of it? 👍

white oak
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Only the ground floor
And yup using a very "basic" multimat

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Current idea is to make many combinations in 4 categories
Architecture/Shape/Color/Floors
So that I can get a wide set of buildings to build out cities

stuck oyster
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👍 if you like to add some more details you could use 2 multimaterials too. 1 for non damaged yellow plaster and 1 for damaged plaster so you could change the damage patterning at will

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or you could move the top part uv a little bit to the side to break the big damage mark from repeating

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small things

white oak
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Is there a limit to how many multimaterials can go to a model
These already have 2

stuck oyster
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not really

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the least you can use the best of course

white oak
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Fairs

stuck oyster
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but also devil is in the details

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this water damage should maybe continue too

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theres some great details happening here already

white oak
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Oh these are 4 seperate buildings in a square pattern

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Only difference here is the floor count

stuck oyster
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aa

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even better! 👍

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though Id still continue the water damage 😅

white oak
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Fair enough, just need a way to align them

stuck oyster
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you can for example edit multiple selected objects together in blender and uvmap them together too

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and that way snap their tiling mappings exactly aligned

white oak
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I see

fluid copper
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Your weights are messed up or theres no model.cfg file

stuck snow
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isn't this the missing lodnoshadow 1 issue?

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or no autocenter 0 in geo lod

fluid copper
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@frigid roost You can use the sample model.cfg file

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and just change the class name of it to match the p3d file name

frigid roost
fluid copper
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ya, under the character stuff

frigid roost
fluid copper
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its the model.cfg file under "Test_Character_01"

alpine matrix
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ive defined the muzzleFlash in the model

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anyone got a clue as to why this could occur?

inland pawn
alpine matrix
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muzzle flash proxy isnt part of any other selection

fluid copper
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option 2

frigid roost
fluid copper
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theres a class at the very bottom, change its name to the name of your p3d

frigid roost
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This part?

fluid copper
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no

frigid roost
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lass Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};

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This?

inland pawn
inland pawn
fluid copper
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@frigid roost Bottom should look like this, change sHelmet to whatever your model name is

inland pawn
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The p3d file name

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To be more clear

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Otherwise none of your model.cfg animations will work with your model

frigid roost
fluid copper
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the class sHelmet bit

frigid roost
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class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};

class ArmaMan: Default
{
    htMin = 60;          // Minimum half-cooling time (in seconds)
    htMax = 1800;        // Maximum half-cooling time (in seconds)
    afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
    mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
    mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    tBody = 37;  // Metabolism temperature of the model (in celsius)

    sections[] =
    {
        "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
        "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
    };
    skeletonName = "OFP2_ManSkeleton";
};

class Chale_Toki: ArmaMan{};

};

fluid copper
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ya that looks right

frigid roost
fluid copper
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nono, the model.cfg file is seperate. It does not go in the config.cpp file

fluid copper
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you've cut the file in half... you need the skeletons bit at the top. It should literally be the sample file with the addition of class Chale_Toki: ArmaMan{}; inside the cfgModels section

alpine matrix
fluid copper
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dont really want to download that, try sqfbin

frigid roost
frigid roost
fluid copper
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haha, no I mean like pastebin, the website

frigid roost
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OHH BRUH

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MB

frigid roost
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The link works?

fluid copper
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yup, that looks good

frigid roost
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Can you check it?

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I added an other .p3d

fluid copper
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you dont need to copy paste the whole thing again, just add class Cint_Hiatus : ArmaMan {}; under the other custom class

frigid roost
fluid copper
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ya

frigid roost
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and where do I put it on the pbo?

frigid roost
fluid copper
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as model.cfg, just put it in the same folder as the model

frigid roost
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This one?

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or the mod file

inland pawn
frigid roost
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Here then

inland pawn
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Yes

frigid roost
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Thx

frigid roost
# inland pawn Yes

I do have 2 problems now.

1st The belt doesn't want to go into the belt zone

2nd Some accessories are at the knee part

Do I need to add the view pilot to the 3d?

inland pawn
frigid roost
inland pawn
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For parts of a model to be on the player, they need to be apart of a certain selection that is on the ARMA man. So, you want a helmet? That would have to have the entire thing in a ‘head’ selection

frigid roost
inland pawn
frigid roost
inland pawn
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What?

frigid roost
frigid roost
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I think 1-1

fluid copper
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in blender its referred to as vertex selections

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Another term adjacent to it is weight painting

frigid roost
gloomy hemlock
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what was an acceptable size for a pistol again?
Regarding tris/verts

glacial compass
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Hello, I have an issue with a texture that appears translucent (and should not). the suffix is correct (I tried both _ca or _co), I tried without binarizing (in Addon Builder), but still the same.

tranquil spire
glacial compass
tranquil spire
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do you happen to have any sort of second material for your model that contains a texture that has an alpha to it?

glacial compass
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In gimp yes

glacial compass
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(in object builder)

tranquil spire
glacial compass
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Thanks I will try

stuck oyster
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is the visor separate texture?

glacial compass
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yes procedural transparent

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#(argb,8,8,3)color(0.5,0.5,0.5,0.15,ca)

stuck oyster
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does the _co texture still have alpha channel although it has no transparent pixels?

glacial compass
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Yes...... could it be that lets try!

stuck oyster
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if it has alpha channel thats what is likely reason the engine still counts it as transparent surface

glacial compass
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Compiling... sounds logical

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does not seem to work if I delete the channel from the png so trying to export from gimp in rvb...recompiling

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No it does not work I have the same issue

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Will try the force not aplpha

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Also, this transucent issue seems to be more visible depending on light è- could it be a RVMAT issue?

stuck oyster
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if I remember right its basically issue with how the binarization flags the object/p3d as transparent or not

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and thats determined by the amount of _Ca surface I think

glacial compass
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I'll retry without binarized ticked

stuck oyster
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no no

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you will want to binarize it

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did the forcenotalpha named property do anything?

glacial compass
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No nothing

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Just tried now

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Wait.. i retry, there was a typo sorry

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It worked!!!, but I have a coupleof artifacts now

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Visor is still transparent, but the care has no texture trhrough it

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while if I move the soldier, the soldier has textures

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And I have strange shadows, but I might sure to my RVMAT not being correct

glacial compass
tranquil spire
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that seems to be the shadow of your object

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so shadow lod not fully enclosed by the visual lod

glacial compass
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Trying to work on the shadow

stuck oyster
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you could also try adding a transparent texture for the visor instead of procedural color.

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the procedural transparency might cause negative impact on the transparent or not flagging

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so with a texture you might not need the forcenotalpha property as that property is likely what causes the jeep to not show correctly through it

glacial compass
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I will try that

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meanwhile, I scale the shadow lod to 0.9 and I have a n interesting issue:

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When I move the APC a bit further, the texture (comes back)

stuck oyster
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so scaling shadowlod wont likely work. youll have to actually remake it to fit

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you might have also made it too simple so it cant follow the round shape of the helmet

tribal rain
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Hey again so ive setup the Proxies how do i make it so the passengers can sit on top of the vehicle?

Like in the picture above but perhaps not as haphazard lmao.

currently they all sit inside the vehicle.

charred bolt
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Add more proxies on the top of the tank. Use cargo proxies if you want them to be passengers, or gunner proxies with accompanying class Turrets if you want FFV (firing from vehicle).

stuck oyster
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you will also need to either position proxies so that your selection of vanilla proxy stance animations fit or you need to create new animations that work with your proxy positioning

tribal rain
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ok coolio cheers guys

glacial compass
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Thanks a lot for your help I am trying few thinks and will let y'all know if it worked !

glacial compass
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Ok so I fixed the shadow issue by making sure no textures of the model or the rvmat has an alpha channel (but I nevertheless still need the forcenotalpha property on)

But still have the problem with the texture of vehicles that are close. I am gonna try to use a texture file as suggested rather than a procedural one and see the outcome.

You both helped me very much!

stuck oyster
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remember to delete the forcenotalpha propert when you test just the texture

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you could also try making the visor separate p3d and adding it as a proxy to the helmet. 🤔 I dont fully remember if that worked though

glacial compass
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I thought about making it an NVG as well, but that would make it disappear when in vehicles. We'll see for the texture

stuck oyster
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no I mean just by adding the other modle to the helmet as a proxy part

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not as a nvg or such

glacial compass
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What puzzles me is that the artifact is appearing only for vehicles, at close distance

stuck oyster
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proxies can be 2 things

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the NVG, Head, Weapon proxies that define where engine connects things to

glacial compass
stuck oyster
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or just plain model added to another

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as a proxy that paths to the other model

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it does not work in all situations

glacial compass
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Might look into that actually, thanks

white oak
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Is there a way to change the centerpoint of the object?

inland pawn
white oak
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Models have a center point, to be used as a reference for manipulations
Found a solution, disabling autocenter then changing the model

west haven
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Okay, now that I've tested all the ammunition and it flies in the correct direction, now I need to make a scope

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How should I best go about this?

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Like is there a guide or someone who has done it before to guide?

stuck oyster
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xD

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the madness that is autocenter

stuck oyster
white oak
stuck oyster
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yeah turning it off makes things so much easier 😄

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for buildings

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other things unfortunately require it to work

stuck snow
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Probably best option

muted tapir
stuck oyster
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Vehicles for example

stuck snow
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What controls how the weapon goes on your back? like the position of it? It's inside my custom vest and I'd liek to move it back a bit

marsh canyon
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Animation does

stuck snow
marsh canyon
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Every animation

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Or, to make it clear, it is human animation side. None of weapons tweaks it

glacial compass
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Hello nice helping people! I tried using a texture file instead of a procedural one, and I still have the translucency issue if I remove the forcenotalpha. Initially I thought it was becausue of the hiddenselections I put in the model (have one model with the position up and down together as hiddenselections) that would increase the proportion of transparent (alpha) parts. I tried to remove one of the HS but stilll the same.

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So I investigated a bit and seems that other models from other (more talented than me) modmakers have the same issue

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here for western sahara basic helmet with goggles

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Thus seems a common artifact (as suspected by you above). Now I willl look into the proxy approach, but I might need to live with it.... What is the worst immersion breaker though? A big white patch when you are too close from a vehicle, or a translucency? - I wonder

stuck snow
marsh canyon
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If you really need to, you can. You will need to replace every vanilla animations which you don't want to

west haven
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Right now I'm using the RPG-32 as a placeholder but it lacks a few things I was aiming to add like a rangefinder

stuck snow
west haven
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I did set up that point and it does enter the RPG-32 scope, I'm just wondering if I have to make a whole new p3d for that display or not

stuck snow
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I don't think so, I've seen a model with a scope on it before and it used selections don't really remember exactly what it did

west haven
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Hm

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I might have to peer into that ModelOptics folder to see how it's made

stuck oyster
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So the weaponsinfo parameter is what dictates what special things your scope view has

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Yours is using the default empty. But you can check other weapons if they have something suitable and try their RSC entry

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Or make your own.

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The model optics is the visual overlay and if you want to make a new different looking one, then that needs a new model. (no tutorial)
You can get example from the arma2 publid data packs if I remember right.

west haven
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Yeah I was hoping to make a different visual overlay

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since this scope is really a full fire control system and I was either thinking it has graduations to a high range and a laser rangefinder, or a dynamic-ish crosshair

west haven
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actually I'm not sure, do I put this stuff here or in the config makers? I might draw up how it's supposed to look

stuck oyster
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I'd suppose you can split it but the thing is 2 part. The model overlay that has the black border and Crosshair texture (modelOptics) and the dynamic ui stuff configs (weaponInfoType)

west haven
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Is the modelOptics a 2d image? Is there more on this or is it guesswork to get it all together

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The range graduations too

stuck oyster
west haven
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Uh

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So its a p3d

stuck oyster
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yes

west haven
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how big?

stuck oyster
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uhh, someone was just making one some days ago if you scroll the history a bit

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maybe they could share the model base

supple tangle
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Anyone have a guide or anything like that for making custom hand gestures?

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same usage as the ACE ones but just different movements

stuck oyster
supple tangle
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what tools should I be using to accomplish this and what will this process look like roughly?

stuck oyster
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well I suppose Blender is the simplest approach as there are community tools that can create the animation RTM files directly (Blender ArmaToolbox) and community made animation rig that can be used to make them. (Macsers Armarig)

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you would make animations, export them in RTM and create configs that use your new animations as gestures and then do something for the ACE usability (config stuff you may need to refer to ACE documentation or devs for assistance with)

umbral shuttle
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for model.cfg, is there an animationsource that tells if someone is aimming down sight?

wispy monolith
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Might be able to make a custom one, not entirely sure how those work.

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Is physx tanks sitting at an angle and sliding backwards sometimes a common issue?

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It also flings itself off into the distance when I spawn it, but weirdly, if I spawn like 5, they all land in roughly the same spot.

stuck oyster
humble haven
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Hello, i want to create a 3D cube and import it into the empty flat terrain. I am thinking of doing my own meshes in blender and maybe some interesting architectural stuff.

stuck oyster
bright echo
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hell i'd be content with just a viewGunner lod or something that's used for optics view

wispy monolith
# stuck oyster not common but probably result of missing essentials

I'm working off of the physx config from the sample tank, following instructions from the tank physx guidelines on the wiki. I've tried looking at the vanilla tank configs for physx, even mods like RHS, but I have each line from those configs under the physx area. I know there are also selections necessary in the P3D, and I've done all of those including the centers and bounds, as well as the dampers on the wheels (defined in the model.cfg). What's most curious to ME is that it's standing up like that, like there's some bit of geometry that's propping it up. Nothing in the LODS that would be doing that tho...

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Is there a shortlist of essentials that I could run it all by really quick? I'm not looking to make a perfect suspension here I'm basically just trying to learn physx

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Whatever the very basics are is fine

stuck oyster
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could be your physX wheels are not created in correct size

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due to some error/typo/missing thing

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you could try the diag exe from dev branch as it has some extra developer commands in use that can visualize things like how physX is behaving

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if you pack up just the sample tank, does it work normally?

umbral shuttle
wispy monolith
stuck oyster
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config parameter that connects to the memorypoints that define axis of the wheel and size of the wheel

wispy monolith
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I assumed that was the "center" and "boundary" parameters

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Which I've double checked, they were copy-pasted and only moved via X-axis so they should be PERFECTLY, aligned, I guess I can triple check to make sure none of them are grouped or something

ember heart
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HP G.Mery, the rest myself

shell sail
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So I'm working on this spotting scope that works like a turret(Ig that's a given lol) but I need a model.cfg for it

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So how do I write that?

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Or could someone point me in the right direction for a model.cfg for a turret like that

bright echo
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id point to a static sample if there was one, so your best would be the tank sample

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just omitting the 'moving' parts

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and only focusing on the turret

woeful viper
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use arma 3 tank sample

quick terrace
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UTTER shit :(

past canopy
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PuFu any progress on that AS VAL?

ember heart
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:;(

quick terrace
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@past canopy - focus is on vss, as val will remain the same until i finish the whole pack...why?

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@ember heart - crybaby :P

glass pine
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Probably a silly question - is it possible to disable ambient occlusion on certain P3D's? I have a small number of models that don't seem to go together with it well.

stuck oyster
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First thing that comes to mind is you should fix your models so they work right. But if you explain what you mean perhaps better advice can be figured out

glass pine
stuck oyster
modest cliff
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@stuck oyster thanks mate. Il copy and paste and delete

glass pine
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Would setting the named property canocclude to 0 work as a temporary stopgap?

stuck oyster
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no its not meant for that

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there is forcenotalpha that affects it but can add artifacting on some semi transparent parts

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you can scroll up a bit to see how it works

glass pine
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I'll give it a try, thanks!

terse elm
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anyone had an issue when configing a custom uniform/unit where in game it hides all the heargear options in the arsenal?

stuck oyster
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Perhaps overwrite of some base class happens?

terse elm
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fixed, not sure how i did it but its fixed haha

modest viper
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Is there a way I can "lock" a certain portion of my model in Object Builder, so it only shows the polygons that are selected? Similar to the Eden editor where you can lock a certain layer that disables you from editing all objects within

stuck oyster
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there is both hide/unhide and lock/unlock tools

white jay
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@ember heart Did you texture using Substance?

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or Quixel

modest viper
ember heart
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substance this time

stuck oyster
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importing the p3d back to blender is a possibility too

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but exactly because of this it is really recommended to do everything in the source model so you can always go back to it if needed

tender hemlock
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No matter what I do, the screen is not fluent at all.How can I find a solution to this?

grizzled halo
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is there a way to sequence model animations?

For example, something that plays on the reload animation going from
custom anim a to custom anim b all while still being in the phase for reload anim?

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or is that something that should be handled using event handlers or cba?

stuck oyster
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reload plays only the one anim set on it so no, chaining inside it does not work

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what would be the exact use?

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hypotheticals are difficult to answer and may not even be accurate to the intended use

grizzled halo
stuck oyster
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i dont follow what the problem is

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you can animate all movement both in weapon and in the rtm just like you want between the 0 - 1 of the reload

grizzled halo
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can a translation and a rotation be done in a single animation?

Can the translation be played only after the rotation?

I see what you mean, sorry for the obvious question

stuck oyster
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no it may not be always obvious. but yes you can have any number of different movements between between 0 and 1 state of the reload action like turn0-0.3 slide0.3-0.53 turn other way0.45-0.6 slide back0.6-1.0

errant forge
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who got a idea how i would be able to create the M1296 Dragoon for a milsim server i play on

stuck oyster
errant forge
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oof and how much does it cost to get some1 to do it ? XD

stuck oyster
# errant forge oof and how much does it cost to get some1 to do it ? XD

well you cant really pay for all of it since arma tools are non commercial so you would have to learn that part at least (or get extremely lucky to get someone do it for you free). Good quality vehicle on commssion could be something like 3-4k€ to begin with. with interiors and stuff a lot more

tender hemlock
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RCWS displays are not fluent

stuck oyster
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I dont know what fluent means in this context

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do you mean smooth?

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@tender hemlock

tender hemlock
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Although I set the PIP feature to the highest, the image given by the mirrors is of poor quality.

cedar coral
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@ember heart Nice job! Though you are going to add some dirt and grime to it, right? ;-)

stuck oyster
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it is possible the vehicle is set with low resolution PIP in the model or config. Dont remember exactly where it was defined.

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test if PIP looks better in other vehicles

tender hemlock
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"it is possible the vehicle is set with low resolution PIP in the model or config." Where can i find it and fix it?

stuck oyster
alpine bramble
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how can i rotate object from all sides instated of right and left

alpine bramble
stuck oyster
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ok, next Im not quite sure what you mena by all sides?

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but there is a roation tool widget that you can type in rotation values for all axis

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buut honestly I dont recommend doing heavy editing in OB

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its always best to do edits in the source files in the modern modern 3d programs

alpine bramble
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ok thank you

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is blender good?

stuck oyster
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what program did you use to model the thing you have?

alpine bramble
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object builder lmao but i heard that some pepole use blender

stuck oyster
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well yes Blender is good and has lot of Arma friendly plugins.

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depends what you want to learn to use then

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Object Builder can do a lot of things but is extremely difficult to learn since it has nearly 0 documentation

wispy monolith
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Speaking of Object builder, buldozer is previewing my animation for a bolt-action working just fine, but then when put into game the animation off-sets almost like it's reading the wrong axis. I've tried screwing with the Autocenter property to no avail.

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Oh, sidenote, Goat I fixed my physx issue, so thank you for helping with that.

stuck oyster
wispy monolith
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Shouldn't be, I've checked to make sure it's not in multiple selections or parented to anything

wispy monolith
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Why is it that whenever I ask for help I then immediately find the issue, often before I even hear back

grizzled halo
# stuck oyster no it may not be always obvious. but yes you can have any number of different mo...

I got a question regarding this:

Why does using translationX and rotationX (or any other axis binded movement) does not takes in consideration the begin and end phases for the model animation but using the non axis binded movement does? Is it intentional?

That was actually my issue, ditched the axis binded ones and it instantly worked as you mentioned it would work.

To put it into context, i was moving along an axis during a 0.08 phase interval but it was moving from the very beggining as is begin phase was 0 to up to 0.08 when the phases were actually 0.20 and 0.28

stuck oyster
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dunno

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I dont really use the X Y types ever myself

grizzled halo
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I see, i will stick to those basic movement types then. Was following along ElTyranos weapon import video but its a bit old at this point so it might be outdated

stuck oyster
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you might want to use min/max value instead of phase

tender hemlock
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Did you see the difference?

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one gives a more fluid image than the other

stuck oyster
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well it could be configured that way. idk. You should probably ask the mod maker

tender hemlock
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here's the problem i'm the mod maker 😄

plucky depot
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You have more PIP screens in your vehicle.

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IIRC game has limited time for PIP render to keep the framerate somewhat playable, so the more of the PIP cameras on your vehicle the less time each of them gets => lower framerate

tender hemlock
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Thank you, I will try to implement what you said.

woeful viper
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@ember heart very nice. There's some slight clipping on the strap on the upper right though

wraith tendon
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wow oO 1 Restart gave me that (0 Messages before):
Warning: UV coordinate on point 1482 is too big UV(142.386993, 6.437750) - the UV compression may produce inaccurate results

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wth?

white jay
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yeah ODOL file format (I think since v42?) employs a UV compression. the bigger the scale the more inaccurate it gets

wraith tendon
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Strange this is: I didn't touched the Models for a few weeks. Now that appears, after i restarted oO

white jay
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do you get this in rpt or from binarize?

wraith tendon
#

Nope, when opening Bulldozer in TerrainBuilder

#

Almost every model i imported from A2 seems to have that Prob now.

#

Re-Packing it again atm

grizzled halo
#

is there any attribute or special property to control the time of ejection of the cartridge from the ejection port of a weapon?

stuck oyster
grizzled halo
stuck oyster
#

the particle effects and such do go into the deeper undocumented level Im afraid

#

each effect has its own class in the configs and the weapons call upon them.

plush trail
#

hello are there any model samples?

#

also is there a way to duplicate a memory point

stuck oyster
plush trail
#

So the p3ds in samples are unbinarized?

stuck oyster
#

yes

plush trail
#

Oh ok

#

I tried to duplicate one with copy paste but the little cross thing didn't get copied

stuck oyster
#

paste would put it in same place blobdoggoshruggoogly

wraith tendon
#

hm, the Proxys generating those things.

icy dirge
#

Hey guys i've got a problem with Textview 2 When i drag my png file and save it, its getting fuckes up so it moves automatticly to DTX

wraith tendon
#

Resolution of the Texture?

icy dirge
#

Nvm found the problem i saved it wrong from photoshop

plush trail
#

if I have a light memory point and want to duplicate it with copy paste will get me a second l_light?

#

or if not what name would I get

livid canyon
plush trail
#

ok

#

thanks

plush trail
#

I put a new memory point on my mig-29 project (copied over the ejections from test_plane and now it's all white

#

I'm loading the unbinarized for the testing. Do you think that's the issue

#

I only added the pos_eject and pos_eject_canopy memory points and moved them a bit above the plane

white oak
#

When there's a fire geometry LOD, does Geometry no longer stop bullets?

inland pawn
grizzled halo
#

in order to define hiddenSelections[] in a weapon, do i need to follow a special procedure or just including my selection names in my array is enough?

charred bolt
grizzled halo
wise coral
#

ok so im not much of a model artist but im trying to figure out this config i have for multiple images im using for billboard using an Arma3 blank billboard. I'm placing them but when i get in game they're all blank without the images I put in the config

#

is this a question for here or scripts?

wide viper
#

I'm making an improved warrior IFV for arma, the model is done as is most of the code. Snagged a bit on the model.cfg anyone got any idea how to do those effectively?

stuck oyster
wide viper
#

Yes everyone keeps saying that

#

But it doesn't make it work any more

#

If I could attach an image I'd show you

#

But the muzzle flash won't turn off for the main weapon

stuck oyster
#

Best way to start with it is from blank file. Don't just copy paste existing modelcfg as then you don't understand how the parts work together.

Also you will want to use buldozer preview through Object builder to verify the model.cfg works

#

Start derom something simple enough like a turret and create a cfg Skelton with single bone that is named same as your turret selection in the model and single set up the cfgmodels class with correct naming (same as your P3d name) and add single animation for rotating the turret (tank sample has that for example)

#

Usually people try to rush this without learning to understand how it works

wide viper
#

Honestly I just want the thing to work, I don't exactly get too much free time so it'll probably take a while to do.

#

At least when I get it, it'll be easier next time XD

stuck oyster
#

it takes what it takes. cant rush these things, that is just waste of time

#

one piece at a time

stone cargo
#

I got a question about p3d geo lod limitations

i've heard that you can't make a geometry lod larger than 50x50x50m. Is that because there is a box around the model space which cuts off 50m in all directions from the center....

OR

is that a limitation on an individual basis per geo lod component?

stuck oyster
#

the first one

#

but its not a box around the model space

#

it has to do with how terrain grid works and how object collision calculation works in tiles

#

and when object is in a tile

#

then it will be detected by things in that tile

#

and tiles around it

stone cargo
#

So the tile is 50mx50mx50m. Does that mean the whole geo lod breaks

#

or just whats not in the tile, doesnt generate?

stuck oyster
#

it means that beyond the next terrain grid the collision wont work

#

50x50 meters is considered safe

#

there can be some variation but commonly larger things dont work very well

marsh canyon
#

I heard there is no height limit?

stuck oyster
#

have not come up with any

#

buut the bigger the object the larger simulation sphere it has

#

big enough object and its always being calculated

marsh canyon
#

AFAIK Contact's biggest Alien Ship does have like 200m height

stuck oyster
#

it is more a distant visual entity though, it does not even need collision for its purpose

marsh canyon
#

True point, but it does have some collision

stuck oyster
#

it could be done in the safe limits for sure

last spindle
#

You will find a answer here. But the correct place would be in scripts or configs

plush trail
#

hi

stuck oyster
#

No idea. Could be related to not binarizing it. Do you even use P drive? Probably something messed up the paths.

echo violet
#

I think there is a problem with the transfer. Usually the file sizes are between 0kb and 5kb, why is it like this, I wonder what am I missing...

stuck oyster
#

What is it you try to do?

#

0 size P3d indicates there is nothing in it so if you are trying to export a P3d from Blender that means the export fails due to error or because you have not set anything to be exported (Arma properties)

plush trail
#

I load the files from within my disk

#

but the mlod is in the mod folder with all the textures

stuck oyster
#

Honestly I don't know how to debug that workflow.

plush trail
#

I can show you how stuff are if you want

shell sail
#

How do I rescale an object in OB?

#

By numbers

#

Like i wanna change it from like a 1

#

to a 1.5 maybe

stuck oyster
#

there is scale tool dialog

#

what are you trying to scale though?

#

it usually can break a lot

shell sail
#

A ladder

#

It's a bit small

#

I can just bring it into blender and rescale

stuck oyster
#

I do recommend editing in source model and easier to use tools

grizzled halo
#

Regarding proxy visualtization in object builder:

For testing purposes (especially when you are repositioning magazine) it is good to directly link in proxy to p3d containing your magazine so you can easily see it in buldozer

Does this mean i can see proxy objects in buldozer in order to make it easier for me to adjust?

If so, how do i do it?

empty vigil
#

sorry for my bad english btw

grizzled halo
empty vigil
#

all you need to know about proxy is very simple : if you want to see whatever model you've set as proxy in bulldozer, make sure their path is from the P: drive

stuck oyster
#

👆 this, though it works on unbinarized p3ds as proxies only if I remember right

empty vigil
#

all p3d can be visualized

#

case on point, Arma 3 vanilla helo, binarized p3d file

#

as long parent directory is P: you can see everything

stuck oyster
#

they open up in dozer yes

#

but not in OB views

empty vigil
#

it really help when you make your own model and need a reference or size

stuck oyster
#

witht he show proxy objects

empty vigil
#

ah yes, i though you meant in bulldozer

stuck oyster
#

no, dozer loads it all

empty vigil
#

👍

grizzled halo
#

so to recap, i create a proxy and as path I use my p3d in in P drive

#

visibility in ob will be dependant on binarization and display should be ok as long as i set the proxies to show for object builder and bulldozer

#

correct?

tranquil spire
#

oh this is great, didnt know it was an option

vast tulip
#

Heyo guys, im working on a "animated grass" object per say, and im trying to bruteforce it into working. currently im up to a stage where my grass planes are causing my model to turn partially see through, any ideas on how to fix that?

#

its hard to tell on the angle, but the planes are CA textures and make the whole thign slightly transparent

stuck oyster
#

which is pretty similar to what you got

#

the forcenotalpha should do it

vast tulip
stuck oyster
#

means you have white background from under the alpha bleeding on the color

vast tulip
#

hmm, is there any way to fix that? i pathed to teh vanilla textures

stuck oyster
#

might need to make a copy and edit them

white jay
#

Anyone know the max number of Vertex per model for character items?

stuck oyster
quaint stream
#

One message removed from a suspended account.

stuck oyster
# quaint stream One message removed from a suspended account.

there are quite a lot of information about that in the BI forums editing section history and there are couple of tutorial series that could be useful for you but I think there may not be any complete vehicle tutorial out there. at least cant remember any off the top of my head

#

Look up El Tyranos and Sokolonkos tutorials for starters at least

#

as to importing things, the basic blocks are same for everything

#

so learning to get something in game eventually leads to understanding how the stuff works and then being able to import anything

grizzled halo
# empty vigil 👍

thank you, quite simple indeed but a note about it somewhere in the wiki could be useful

stuck oyster
grizzled halo
#

gonna ask Lou if this could be included into that magazine proxy section, for it to be atleast mentioned somewhere

muted tapir
quaint stream
little sky
#

has anyone made the patriot missile launching station before?

stuck oyster
feral cave
#

so im working on this helicopter model, and i cant remember how to fix this visual bug ive run into in the bulldozer, where some object behind glass don't actually appear properly, any ideas?

#

nvm fixed my issued thanks to this post ^

white jay
stuck oyster
#

well you never want to go to a "max" in game models. Rule of thumb is always "as few tris as you can make it"

#

uniforms could go say 5000 tris

#

vests 3000

#

helmets 1000 ish

grizzled halo
#

are weapons in Arma 3 accurate sized or are they perhaps slightly bigger than their source material?

I have some models made by real life standards and when compared to weapons already ingame their proportion seem off

stuck oyster
#

accuracy varies.

#

commonly things made in real size should fit

grizzled halo
#

they do, actually mags seems to be more accurate sized since they fit a lot of stanag magwells

#

just wondering if I was going crazy or if the spar-16 was huge compared to a standard m4

#

xD

marsh canyon
#

Is there any way to let my alpha texture'd polygon behind a glass looks normal? Similar to this situation

#

I'm making a facewear kind of model, which has alpha textures. Heard is more of a glass (in this case the car) side of issue, so not fixable?

wise coral
#

thanks P1nga

stuck oyster
#

Alpha sorting is the thing that could perhaps help with that

grizzled halo
#

Can weapons be built out of proxies?

I know you can do base vehicles that add or remove stuff using proxies, can the same be done with weapons?

For example, I have multiple weapon variants that have different components, but each p3d has the base + the components as selections.
Would it be possible to make a single base "stripped" weapon and then use proxies to create the additional components so its easier to texture each component globally?

That said, does using proxies decrease the polycount of a p3d since the additional components are rendered in a different p3d file?
Im sorry if this questions seems pretty obvious for the veterans, but the google-fu doesn't really throw relevant info.

stuck oyster
#

weapons need to be all one mesh and only the attachment/magazine proxies work on them (engine feature proxies)

#

thing about variants is that

#

well

#

there is the question of what is too much

#

😅

#

variant blindness is a thing when creating stuff

grizzled halo
#

and im not even nearly done, they all share the same base since they are based on the same weapon, but they become "different models" itself since they are used for different roles, its not just the case of "this weapon has an MOE stock, oh this one has magpul rails, of this one has MLOK handguard etc"

plucky patrol
#

Question, regarding a model, There is an optimal poligons number or quads number for the model to not cause FPS drop ? Becasue I a have fps drops on my model. My model has around 28k vertexs and 35k faces and triangles around 57k

grizzled halo
stuck oyster
#

but you do need the reduced distnace lods so at long distance it not necessary to draw all the 60k tris

plucky patrol
#

well my fps drop from 200 to 19 when i change the view to model

#

and if a put a standard car and look at it fps drops are very little

stuck oyster
#

then you have done something else to it that breaks it

#

are you sure the tri count is actually 57k

#

and not like 570k

#

did you make the model?

#

does it use 100 different textures?

plucky patrol
#

nop I did not make the model I have imported it but in blender It tells me that it has Tris: 45k

#

it has 43 textures files

stuck oyster
#

oof

#

yeah thats not a good model

#

Id say best to put that one away and make new one that is properly set up

plucky patrol
#

I can modify it if know what the problem is, faces, or tris or number of vertexes or number of textures

stuck oyster
#

probably a combination of things

#

its not really possible to say for sure but definitely the model is not made for game use

#

and in my experience fixing a bad model takes same time or longer than making new one to proper specifications

plucky patrol
#

😦

white jay
#

Are the new sample models for 1.54 released yet?

#

Talking about soldiers with new selections like "face_hub".

celest arch
#

Question: what would be the best approach for achieving slightly glowing trees? I'm talking about radiations and chemical pollution, but don't know if thats something do-able

abstract mirage
#

P1NGA Is there a channel for configs? I don't see one.

quick terrace
#

RVMAT with emission turned up

#

@celest arch - that would be the best bet, not really certain what shader trees use

white jay
#

@celest arch
Probably with emmisive[]={255,255,255,255};, which makes the texture ignore darkness and shadows.

#

But I doubt the tree shader supports this

celest arch
#

I am planning to create all new trees, without leaves to avoid shadows, so yeah thanks I'll try that rvmat emmissive property

#

that way I should be able to avoid the specific tree shader right?

quick terrace
#

@white jay - treenofade

white jay
#

Maybe the tree shader is no issue. Just the first possible problem that came to mind. No tree glows

quick terrace
#

shader for trees support emissive

white jay
#

^

celest arch
#

thanks

white jay
#

I feel the sudden urge to make a christmas tree

celest arch
#

:D

quick terrace
#

when i get home i can check more "internal" info about it, but that should be a good start either way

#

the issue with trees is not the shaders/material files

#

but the way the normals should look like

#

only a couple of ppl within arma got those right irc

celest arch
#

I can't expect to be the 3rd one, but I can try

quick terrace
#

of course - i don't remember nicknames right now

#

but there is info on the subject on BIF and polycount

#

search his posts on BIF and polycount, there are also links towards what i am talking about in the bottom of the above link

celest arch
#

I think what I need is less complicated, given I don't need foliage

#

It would be just the wooden parts, as I'm talking about dead trees

quick terrace
#

ahhh, you mean only branches and trunks

#

yeah should be easier then

celest arch
#

I'll start experimenting now, creating various rvmats on a single mesh and testing them all together

quick terrace
#

yeah it is a pity you cannot control the emissive parts via textures per see

white jay
#

How would that work?

quick terrace
#

what do you mean?

#

similar to how other engines deals with this

white jay
#

Having the emissive parts in the diffuse/texture

quick terrace
#

i mean emissive being driven by a texture file

#

dunno, could be a greyscale map, could be a RBG(A) map

white jay
#

Yeah. That makes sense.

#

Alpha channel isn't used at all in _co.paa I think

ember heart
#

yeah only way would be assigning the glow mat to to the specific parts of the mesh

#

@white jay it is

white jay
#

co?

ember heart
#

yup

#

in fact I dont use _ca at all anymore as it gives very strange artefacts

quick terrace
#

so the mesh itself needs to have the parts already done for it to be assigned

#

@ember heart - you need ca for decals and glass mats either way :P

ember heart
#

i think only for hiding water you should use _ca

#

@quick terrace no I actually dont think so

#

_co seems to work just fine

quick terrace
#

ahh, sorry, read only from your comments downwards

ember heart
#

but any _ca file will hide water!!!

quick terrace
#

really? the CO texture if you let it O2 convert it by default will remove the alpha layer

#

will be RBA insteand of RGBA

#

i know of the water issue

ember heart
#

I am 99% sure it wont remove the alpha

#

TexView doesnt do it

quick terrace
#

hmm, will check laters i guess

white jay
#

By strange artefacts, do you mean a blue glow on the border of the alpha parts?

ember heart
#

in anycase using _ca makes the parts that have that texture shimmer when particles pass through it and shadows do not work

white jay
#

Especially when looking at other alpha textures?

quick terrace
#

anyhow, the whole idea is about being able to drive emissive values out of a texture file, which is not possible, which in return means you need a lot of aditional detail in the mesh if you want let's say a bleeding tree

ember heart
#

@white jay nope i mean the last comment i wrote

white jay
#

k

quick terrace
#

or you use a ca texture for some sort of decals

#

@ember heart - i told you before, if you want the shadow to pass through the ca texture (afaik the lights doesn't go through co + alpha either)

#

you need a special shadow lod

ember heart
#

yah but this is not about it throwing shadow, but rather receiving shadows from other elements

white jay
#

This cockpit uses 2 textures, one emissive and one not emissive.
http://i.imgur.com/Jz7kfSP.jpg
It would've been super helpful if you could put the emission into the texture.

celest arch
#

so if I got it right, emmissive won't affect nearby objects right?

white jay
#

it won't

celest arch
#

yeah so I need something to do it

white jay
#

From what I can tell it only ignores darkness

#

So in sunlight there is no difference and in the dark it looks like at day

celest arch
#

what if I proxy a chemlight?

white jay
#

Then you have a huge amount of light sources

#

If you want to make a whole forest of these trees

celest arch
#

well yes, some of them can have the light source some not

#

we have no other light sources on the terrain, so that might be affordable

white jay
#

Maybe look into street lamps to make the light source. Would be better than a chemlight or sqf lightsource I think

celest arch
#

but afaik street lights only force you on having a topdown light source

#

which wont work well in my case

white jay
#

Dunno

celest arch
#

chemlight proxy is ignored apparently

white jay
#

@celest arch Spooky scary trees

celest arch
empty vigil
#

43 texture files
holy fuck lol

#

try with that first, red oyour UV maps and texture

#

there's no shame in your model not looking absolutely good, it's arma 3 after all not NFS

icy dirge
#

Damn

grizzled halo
#

for view-pilot LOD for weapons, is removing the faces contrary to the vision/camera of the player a good idea or should this be acounted for with a specially made mesh?

stuck oyster
empty vigil
#

you can if you want but it's not needed

#

just make sure to remove useless bits that no one see, like the internal parts

grizzled halo
empty vigil
#

in my case i just make the first LOD and the view pilot use the same model

#

i don't make them different like in A2

#

but my model are relatively low poly and i do most details with the normal map

grizzled halo
#

how much distance lods is common for weapons?

First lod is really REALLY high poly so im kinda worried about the poly count in the p3d

empty vigil
#

distance LOD is a must, always use them

grizzled halo
#

that why i was asking for the weapon proxy making for individual components

empty vigil
#

for weapons i go from 1 to 5

#

i never tried using any other proxies for weapons other than the accessories one, one way to figure it out is to try it but i honestly think it won't work

#

also did you made the models or did you brought them ?

grizzled halo
#

i did them

empty vigil
#

ok, next models you make you should avoid large poly number with arma 3

#

reforger can handle it fine but not A3

#

take a look at the Arma 2 sample model and try to keep it like them but with some more details

grizzled halo
#

being honest, that the train of tought, they are intended to be used in higher quality environments but if they work on arma 3 that a plus

empty vigil
#

ah i see

grizzled halo
#

so i was wondering if i could find the tricks and nooks to make them look good in all places

empty vigil
#

i think if your model tris is around 20k you can already made good looking models with enough details

#

if i remember well, arma 3 can handle up to 35k tris

grizzled halo
#

i might as well do attachments with components even if that means i have to do more config, it will still allow me to pump more poly on scene without having to worry with render issues

grizzled halo
empty vigil
#

i remember one mod actually doing it like that, laser and lamp along with the handguard was an attachment

#

you can for exemple make a gun model with just the receiver and barrel with stock and then the handguard was not present and instead you have to use the side attachment to have it

grizzled halo
stuck oyster
#

But starts to naturally strain performance in large quantities

#

Weapons generally are somewhere between say 5k to 15k

#

With some exceptions of course

wide rain
stuck oyster
#

Tupically around 10k I recall

sharp coral
#

What config entry or model property defines how an object is seen through a glass type surface? Here are two screenshots showing a WS's fence, it's unrealistically brighter when seen through two layers of glass, compared to any other model or surface around.

stone dew
#

alright, haven't a clue what I'm doing but I learn through doing it till I get it right-
so where would I find the folder for outfit models? and what tools/apps would be good for making/editing models? I use clip art studio for my art so I have a solid program from any texture related stuff, I also have blender which seems to be a commonly used app for most model related stuff to my knowledge, already got arma toolbox- but I'm sure I am missing something or could add something to make it a bit easier or overall better lol

stuck oyster
#

and overlapping transparency can often have issues

bleak tangle
#

Say I have a building and interior with about 40k faces, is my best option to proxy the interior and only show it in LOD 1 but keep all the geometry in the normal model?

grizzled halo
#

is the rig found here the latest version?

stuck oyster
quick terrace
#

best thing would be to proxy everything together. as in visual + geo fire etc

thorn spire
#

Im.struggling how.to.approach retopology.on.arm on max

#

Im.worried about proportions being too.huge on.cylinder

#

How do u guys usually do it?

#

Polydraw the.whole arm seems just to time.consuming

sharp coral
stuck oyster
#

It could perhaps be solvable through alpha sorting and material tweaks, but the issue could be something in the fence model, not the glass.

bitter turtle
#

Hi guys, Anyone here have knowledge on multimaterial assets? I'm wondering if I can use the UVset 2 in some TexGen ... The fact is that I have a weird UV Map but with texture done and I want integrate a multimaterial map in my house, so the idea is to have UVset 0 (uvsource="tex") the different texture mapped (wood, metal etc..), the UVset 1 having the ADS and MASK maps (uvsource="tex1") and another one in UVset 2 having the MC (which it's the texture I actually have modified into a MC) with the old UV map (uvSource="tex2")

past canopy
#

@white jay lets see what the model looks like, then you will be able to decide which method to use to retopologize

thorn spire
#

On Phone at work at at the moment

#

@past canopy im.basically trying to.Do.base mesh over sample charecter

#

Which i will then.sculpt, but

tulip portal
#

anyway to get a list in object builder of all p3ds proxys, texture names, and materials in the a p3d?

thorn spire
#

I got torso pretty ok altough the.collar and arms. Are undone

past canopy
#

ah, you can use the surface placement method where you can paint vertex point over the mesh and connect them

stuck oyster
tulip portal
#

to get a list of what files i do and dont need to reduce size

#

which Dialogs would show these

stuck oyster
#

ah that stuff xD

#

honestly I would go at that completely different way. Get Mikeros tools and use pboProject to pack your mod and move everything but configs out

tulip portal
#

i tried just deleting everthing and reading the rpt complain but it wasent very effective

stuck oyster
#

and then pack it so it reports missing files

#

then start adding the missing stuff back

tulip portal
#

never could get mikeros to work

#

tried it before

stuck oyster
#

not work how?

#

well it does expect a P drive setup

tulip portal
#

cant remember this was a year ago

stuck oyster
#

most times people who have trouble with it dont use P drive

#

in OB proxies show in the named selections and used texures and materials in the resource library

thorn spire
stuck oyster
#

Star wars IP is not allowed to be used in mods by Disneys policy, so no thats not possible here

stuck oyster
#

if you can obtain a permission then that would be another matter

chrome barn
stuck oyster
#

no, like I said Disney does not allow such use unless you get a permission

chrome barn
#

Alright, thanks

tribal rain
#

so im trying to export a model into p3d and keep getting hit with this error?

(note ive blacked out my user name for privacy purposes)

stuck oyster
#

in the object

#

that are not assigned to any part of the model

#

or empty vertex groups

tribal rain
candid atlas
#

Hey, i go a problem with the shading of lights from vehicles on to my bridge. Anyone has a clue what could cause this?
I got a Geo LOD, FIRE LOD, Roadway set up and sharp edges set in blender before export. Textures are all _co

tribal rain
#

so im looking at the config for the example house right and theres no mention of textures?

is it jut Hidden selection camo, Hidden selection?

Or is it handled differently?

warm blade
#

If you don't want to change the textures say for different wall textures there's no need for a camo selection

#

Buildings quite rarely have camo selections unless they have different variants, such as the wall textures changes or the roof texture changes

tribal rain
warm blade
#

Yeah bud, I'd probably just delete the hidden selections

tribal rain
real fox
#

Hello there! Do the developers behind the base game models happen to be part of this server? Like the model author for the J2M Viper suit?

stuck oyster
#

@tribal rain yeah buildings typically don't use hiddenselections as they are mainly used as terrain objects and those dont use hiddenselections

stuck oyster
real fox
#

Ah I understand. Mainly just wanted to reach out and post an inquiry about potential model tweaks for an additional “one-piece” undersuit variant. We do community fan-modding, and with one of our recent sets of armor, the viper suit is almost perfect aside from some minor clipping. Figured I’d make an attempt at contacting the model author before we go down the route of making our own undersuit model

stuck oyster
thorn spire
#

@past canopy how much is ur helmet lod0

#

The NORAF ops core

#

It isnt 20k isit?

past canopy
#

hahahahhahahaha

#

it's under 8k with the max amount of accessories on it

#

or under 10k

thorn spire
#

Oh wheewh

past canopy
#

I set either a 10k or 8k limit for myself which is decent considering the detail

thorn spire
#

Because u may have seen earlier I was terrified to think it was 20k :D

#

I agre

#

E

past canopy
#

Ah no I didn't see

thorn spire
#

It was a week ago

past canopy
#

Previously the version Koffein gave me from his BW mod was around 16k

thorn spire
#

Lol

#

Ahh

past canopy
#

But my friend GMery on here as like sha9ow or something stupid like that redid the whole thing

#

So the base helmet is like 3-4k

thorn spire
#

Yea we finished our mich 2000

past canopy
#

Oh yeah? What team are you on? EuroSOC guys?

thorn spire
#

So next thang for.me is to create the ops core

#

Opsec at thr moment

past canopy
#

Ah no don't even bother

#

I'm releasing my my files for everyone to yse

thorn spire
#

Not at eurosoc

past canopy
#

any source files my team creates will be released in source form.

#

Ah

thorn spire
#

Lets say, something related to Finnish

#

;)

past canopy
#

Ah okay

thorn spire
#

Cool

past canopy
#

Well if you guys ever want to collaborate on anything let me know

thorn spire
#

Any idea when thats gonna happen, I could just sculpt the helmet cover then

past canopy
#

I really enjoy modeling small things like the lights and lasers, idk why it's just fun to be able to toss out like 2-3 of those really fast

thorn spire
#

@past canopy Will do!

past canopy
#

I'll give you them now if you want as long as you don't release the source files

thorn spire
#

Have to ask the team if there is something now we dont have time to do yet

past canopy
#

Ok just pm me or something

thorn spire
#

That means you would be ok us to publish them, not the source files obviously? :)

#

More likely source files will be published before that happens

#

But ur the.man :D

#

Could you send them by email any chance? At work at the moment

past canopy
#

Yeah if you release your pack before Jan 1st 2016 which is when the first version of mine comes out

thorn spire
#

Well I think the helmet wont make that release anyway

past canopy
#

I'm pretty relaxed about sharing because I think it improves the community, shoot me your email and I'll send it over

thorn spire
#

Awesome

cunning kelp
#

Can I pay someone to make a sledgehammer and a violin object mod?

empty vigil
#

i'm sure you can already found them for free online

fluid copper
cunning kelp
finite wave
#

Hey! Working on a custom asset, got the model all rigged and textures setup for the base of the helmet. However encountering an issue with the texture for the hidden selections of the object.

  • All are properly defined in the config
  • Hidden selections are defined in config and can be found in the model.cfg
  • Textures are applied (with their own rvmatts)

The texture however is all black (not missing, but black).

#

(The backpouch, and black cover are the hidden selections we have used to test, the actual helmet is textured and works without a problem).

marsh canyon
#

Have you ever made an asset that worked flawlessly?

finite wave
#

First time we’re even trying!

marsh canyon
#

Good, I've just wanted to know where to start

#

Since I have no source of your asset, can't say exactly but...

  • Texture name?
  • Texture resolution?
  • How about without custom rvmat (aka default rvmat)?
finite wave
#

Textures are named properly, checked over a billion times.

Dropped the resolution but they are massive. Is there a specific one you’d recommend?

Default Rvmat will work with the cover but not anything else (different initial textures) even with the default one for the cover it doesn’t work.

marsh canyon
#

First and second, how are they actually? What is the name and what is the res?

finite wave
#

Naming formats are BCO_SHC_BP(based on whichever part it is)_as(or co, nohq, smdi).paa

Res is currently 1024x1024, which is dropped substantially. These models were designed by another source not for ARMA, we’ve just been trying to get them to work.

#

Have hope it will work because we got the model rigged, and an initial texture on the helmet but following the same steps hasn’t worked for these.

stuck oyster
grizzled halo
finite wave
stuck oyster
#

👍

finite wave
stuck oyster
#

what do you pack the pbo with?

#

and do you use P Drive?

quick terrace
#

@bitter turtle - this is how multimats works...where is the iessue?

finite wave
#

I do, may not have it working properly but it says it's mounted.

#

Pack it with addon builder.

stuck oyster
#

Right so addon builder does not really do much any error checking for you so if you want more debug on packing you might want to consider Mikeros Toolset and using pboProject from there to pack

#

and if you did P drive setup from the arma tools launcher you may need to disable/unistall that one and create new simpler setup with your own mapdisk bat with simple subst command to mount the drive and then use arma3p from mikeros toolset to extract the game data on it.

bitter turtle
#

@quick terrace Ok I'll be more clear... The ADS and MASK are working well, but the MC which the UV Map for MC texture is on UVsource="tex2" (having tex with UVmap scaled to match the texture of the individual material, tex1 for the mask and ADS) is taking UVSet 1 instead of UVSet 2!!

#

the result looks like this

#

So my question is if It's possible (at low level engine) to handle 3 differents UVSet to do the multimaterial in the way I want ("Recycling" the texture it's actually done converted to MC with UVMap saved on UVSet 2. UVSet 0 and UVSet 1 working as always a multimaterial work)

bitter turtle
#

Ok I have resolved my issue on my own by using only 2 UVSets but I'm curious if that's possible..

past edge
#

good morning; could somebody shed some light on how to configure models to be sling-loadable? I've already got the memory points set up and am using the corresponding config entry, do I need anything else?

#arma3_config message

quick terrace
#

it should be possible yes

#

in fact, i think you could use second uvset for all multimat textures

#

and primary uv set for ads, mc, mask

#

or 1 set per texture if that is what is needed

#

there is a hardcoded uv set number, but is surely more than 6 irc

stuck oyster
past edge
#

good point, but I verified that it's light enough (100kg), yet it doesn't show as liftable even for the Huron

past edge
#

d'oh, nevermind... I figured out why meowfacepalm

apparently, Arma checks for obstacles when trying to slingload and will temporarily prevent objects from being slung, even if they're normally sling loadable

#

left-most barrel is sling loadable, the other 2 are too close to the power line

stuck oyster
#

spare ermine
#

hello, please tell me how to fix this bug. model.cfg seems to be registered, and the config is assembled correctly. And the helmet is still in the legs

#

unfortunately, I have not found a single lesson (video / form) where a helmet is added

#

in a bulldozer, everything is ok. but when I transfer to arma, then there in the legs

marsh canyon
#

Possibilities:

  • How you pack is wrong
  • model.cfg is wrong
  • Weight is wrong
spare ermine
#

is there a lesson where there is a solution to these problems?
Or can I throw you into a bos and you tell me what's wrong? 🙂

#

The way you pack is wrong - how can this be, I pack having a disk P , I pack through Addon Builder

#

model.cfg is wrong - maybe, but I took from the arma 3 lessons for helmet (but there is no detailed description there

marsh canyon
#

AB is one of the worst way than HEMTT or pboProject

spare ermine
#

Weight is wrong - this is quite possible, but I do not know how to check it

marsh canyon
#

But not the worstest

#

Which software you use to make the helmet?

spare ermine
stuck oyster
#

check top pinned message 😄

#

@spare ermine

spare ermine
spare ermine
#

I watched Arma 3 Samples, but there is no description (understandable), there are only small hints

spare ermine
#

Hello, it's me again. Can someone please help with this helmet (I'll throw off all the files). I sit all day and he does not move, as if between but, and remained

Yes, I saw the tips and tried to play with the scales, but nothing worked out and the helmet also remained in the legs

stuck oyster
#

does it have the autocenter 0 named property now?

#

in geometry lod

#

whats the name of the p3d?

#

and whats the name of the class in model.cfg you made for it

#

you will have to figure it out yourself if you want to make stuff

#

cant give up now

#

@spare ermine

bitter turtle
#

Ok Thx, I will keep researching!

spare ermine
# stuck oyster cant give up now

it seems that everything is as you write, but I do not understand the account (does it have the auto center 0 named property new? ), the class in model.cfg matches the name of the model. The rest also seems to have checked everything

spare ermine
#

I found such a guide, but I don't understand where to install it. In object builder ?
https://forums.bohemia.net/forums/topic/162407-rotation-displacing-selection-it-is-suppose-to-rotate/

#

Maybe I'm asking stupid questions, but the brain is already melting

stuck oyster
#

get some rest first ´then look at it again. check the bi forums for Blender To Arma tutorial series

#

El Tyranos and Sokolonko and Battlestad have made some good ones that can help

spare ermine
#

I added but nothing has changed, everything is the same as it was

#

@stuck oyster

stuck oyster
#

how about the model.cfg?

#

did you copy the one from the samples and add your helmet.p3d name class at the end?

spare ermine
stuck oyster
#

cant do that

#

have to use the name it has in the sample

#

@spare ermine

spare ermine
#

but that's how it should be

stuck oyster
#

no

spare ermine
# stuck oyster no

tell me how it should be, can I use an example or what do I need to change?

stuck oyster
spare ermine
# stuck oyster

Oh, thank you. Just while I was looking for a solution, maybe I accidentally changed it

stuck oyster
#

you have not copied it

#

copy it

#

and the other paramteres it has too

#

😛

#

please make absolutely sure you follow the advice given

#

all you need to do here is to change these to your p3d names

spare ermine
spare ermine
#

thank you so much!

stuck oyster
#

👍

spare ermine
#

I now have another question what to do if such a miracle? 🙂
I sort of figured out the hats, now the bulletproof vest, everything seems to be OK. But the straps are coming off, how to fix them, please tell me

#

the model is displayed normally in the editor. But when I add it to arma 3, it flies off

fluid copper
#

It could be a weightpaint issue, could you send a pic of that?

spare ermine
# fluid copper It could be a weightpaint issue, could you send a pic of that?
class R_afgan_vest : Default
    {    
        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)

        sections[] =
        {
            "camo",
            "leftarm",
            "leftshoulder",
            "rightarm",
            "rightshoulder",
            "spine2",
            "spine3"
        };
        skeletonName = "OFP2_ManSkeleton";
    };
spare ermine
spare ermine
fluid copper
#

Did you use blender to define the weights?

spare ermine
fluid copper
#

Ouch, when the player moves with the vest on does it move correctly?

spare ermine
#

I'll check in the morning, but everything seemed to be working properly except for what I described above

#

this can happen if I specified the wrong Supply?

fluid copper
#

If the selection is correctly defined as rightshoulder it might cause that

supple tangle
#

I'm trying to edit the movement speed of one of my client side mods but I'm unsure how to do so.
What I'm specifically looking to change the speed of is tactical jogging with rifle horizontal ready to shoot, left, right, front+left, front+right, back+right, back+left

#

These are the files I think are responsible for the movement speed

#

And I believe (might be wrong) this is the sort of "path" of the movement, AmovPercMtacSrasWrfl(Dfl/Dfr/Dbl/Dbr/Dl/Dr)
everything in parentheses are the movement directions that can be subbed in

#

I tried changing the speed variable in both config.xml and config_proper.xml

#

nothing changed in game

#

This is in config.xml

#

this is in config_proper.xml

stuck oyster
#

would probably be just easier to alter characters animation playback speed in game instead of configs

#

with scripting

supple tangle
#

Please elaborate

plucky depot
#

These xmls are for internal BI tools

#

Pretty sure these are used to generate animation configs.

#

Which are normal mod config.

supple tangle
#

So where should I be looking instead to change the movement speeds?

plucky depot
#

CfgMoves

stuck oyster
supple tangle
#

can such script be added in as a mod that can then go into a modpack?

#

also, I'm trying to change a couple specific movement speeds

#

not all of them

stuck oyster
#

modpack is not required

#

modpacks are bad

#

mods are good as they are separate

supple tangle
#

That's not my concern though

stuck oyster
#

but no thats a script command you could run in live game to do stuff

supple tangle
#

so it's not really going to solve my issue

plucky depot
#

And is not really compatible with a lot of mods.

muted tapir
stuck oyster
#

not reload at least according to the description

supple tangle
#

I don't want it to change overall speed

#

issue with the mod above is that lateral movement with gun up are so slow

#

I need to up that movement speed a little for the D, A, W+A, W+D, S+A, S+D

plucky depot
#

Then you need to patch that mod config

supple tangle
#

what do you mean?

stuck oyster
#

you create another mod that is loaded after this one and it applies your wanted changes on top of it

#

so you dont edit or publish the original mod

supple tangle
#

I copied the contents of the mod and put them in my personal computer to edit for myself, not redistributing it or publishing it anywhere it will only be used for me

#

that's what I'm editing above

stuck oyster
#

thats just silly

#

its easier to do it right way on top so you dont have to worry about breaking the original

#

well not the files anyway

supple tangle
#

I'll just reiterate

#

Where do I need to look to change the movement speeds of some of the movements included in this mod I posted above?

stuck oyster
#

cfgmoves config

#

where the animation states and their speeds are defined

supple tangle
#

where can I find that? Is there a path or is it packed in some files in the Arma 3 directory?

plucky depot
#

In the mod config

#

Do you have any modding basics?

supple tangle
#

No I only know how to read code and upload mods

#

I can unpack and pack Pbos and read their contents

plucky depot
#

Then maybe it's time to learn basic addon making.

supple tangle
#

oh wait

#

is it in the config.bin?

plucky depot
#

I do not condone modding via unpacking changing a few values and packing as that approach ends up in needing to be handheld all the time due to zero understanding about what's going on.

supple tangle
#

I understand what's going on the classes are referencing the animations and assigning values to variables associated to the class such as speed and interpolation speed to different classes

#

all I needed to know is what actually changes what I see in game

plucky depot
#

Yes, this is animation config.

supple tangle
#

I adjust the speed here but nothing translated to in game

#

I'm suspecting the speed is related to the animation itself which I reckon needs to be edited using some 3D viewer/editor tool

stuck oyster
#

no playback speed affects how fast an animation goes

#

you may be just editing wrong place

supple tangle
#

config

#

in cpp form

stuck oyster
#

this exactly is why you would want to make a config mod that works on top of the other one so you dont have to manage the huge configs

supple tangle
#

yeah so what exactly am I not doing right?

#

because even if I do what you say I don't even know what exactly I should be looking for and changing to achieve what I want

stuck oyster
#

cant do it for you, sorry.

lone minnow
#

Does anyone have a good example of a vest mod (pre-binarizing everything)? I'm struggling with the configs and model.cfg. Currently learning all this stuff so I'm just trying to add a vest I already have a model and textures for

fluid copper
#

the example stuff is pretty solid

lone minnow
fluid copper
#

textures are probably a path issue, and its likely at your feet because the model.cfg or weighting is incorrect