#arma3_model
1 messages · Page 13 of 1
Actually I think it was that Geometry LOD wasn't present
you need autoCenter 0 in your geometry lod
When I tried that it stopped appearing at all
Alright let me wind it back. I got a few plate carriers in .fbx, .blend, .mtl, and .obj files. I would like to add these to arma as a mod. Where should I start? How should I convert these to p3ds, etc. ?
(note: same plate carrier in each file type, just highlighting that I have some options)
Another note, no I didn't rip these from anywhere I actually paid for them and they're royalty free
Please tell me how to understand what I have tied to the right guests?
It seems to me that this is due to the fact that I made a mistake in them
hello, how can I add an inventory space to a model. I am using Arma default models. I have tried to add class TransportItems{};, but no luck so far. to remedy this I have been inheriting NATO_Box_Base, but that messes up the model position on the ground
the full thing class ap_BuildGarage: Land_TouristShelter_01_F { scope = 2; vehicleClass = "Ammo"; displayName = "AA BuildingGarage"; model = "\A3\Structures_F_EPC\Civ\Tourism\TouristShelter_01_F.p3d"; icon = "iconCrateWpns"; class TransportMagazines{}; class TransportWeapons{}; class TransportItems{}; };
decide which format you are gonna use and move from there, you can import into object builder using .obj and .fbx, but blender (.blend) will probably be best to streamline your process while using the armaToolbox addon from Alwarren. Read about configuration file setup in the wiki, you also have a fairly simple follow-along tutorial video by Sokolonko to implement clothes (https://www.youtube.com/watch?v=yqU3K9m2kMc) which altough not exactly a vest, will share probably like 80% of the process.
I'm sorry for the poor resolution, hope it doesn't burn your eyes out, if not this video, the pboProject errors will. It's just making your suffering a bit longer.
I'll add timestamps later on
Legendary man, thanks for the reply! Will check it out
eh, can I have a video lesson on adding a bulletproof vest?
try the one with the helmet, I think its either Sokolonko or ElTyranos for the author of that. If i remember correctly he/they go over ballistics on it.
Sokolonko does not have a tutorial on body armor
there probably is not tutorial for everything
some things just got to be figured out
And ElTyranos has only equipment/weapons
I was able to add any other vest, but the one above has defects, prichet made them the same
I added the same, but it was this vest that decided that it would not work correctly*
from the look of it, just just bad weighting
probably the vest strap is part of some other bone selection by mistake
I tried to delete / fix it, but for some reason everything remained
, I can throw off the model to you, maybe you will see with a professional look what the problem is?(
I probably could but I dont have time for that.
Id never get anything done if I fixed everyone elses stuff too
:)))
look for general weighting tutorials in blender. Once you understand the fundamentals, you can apply it to arma and any other game
ok
While I work through the sokolonko tutorial, I was playing around with the arma 3 samples and trying to add the sample vest to the game to ensure I'm doing the scripting stuff right and the vest still appears at the feet of the character in the game. Surely the example vest has the right LOD/weights right. I think the issue is in the model.cfg. Does anyone have a good example of a model.cfg for a vest? Or is this something that isn't used?
the model.cfg in the samples is correct, you just need to change the class name it uses to the name of the p3d of the vest
these need to match
Will go try this now, thanks
It worked 👍
So when I supplanted the test vest with mine, it went down to his feet again so it's definitely a weighting issue in blender
wall-of-text. Killing me on the smart phone trying to read that
Welll that is a +1 for Slack, the above displays nice on the desktop app, but is nothing more than a wall of text on the phone app.... my bad for being a ass about it, Discords fault
the problem
Computers > Windows
phones > Apple
Don't use Apple PCs it's horrible
Phone = Computer
Lol
these days Toaster = Computer
phone = anything the size of a laptop that makes calls
yes and no, make sure your geo level has 'autocenter=0' setting in it
by default it's set to 1 and will always show your model at ground level
Do you need seperate UW for proxies in arma?
why does it change scale and location when i export with blender to object builder ?
you have moved and rotated it in object mode
i didnt
you have to apply all transformations for it to export out correctly
well then someone else did
how ?
siince I can seee it is not in right place for starters
idk , when i choose open .p3d , it just put it here as i shows
where is it from?
i made it
blender manual/googling should get you to applying transformation, for the basic "how to use blender stuff" it is very important to be able to look up the stuff on your own
i did and found nothing
you typed in "blender apply transformation" into google?
no
well try that then
👍
another question tho
how do i know what the memory points i made are right
by other means
check the samples and copy paste what they have. that usually works as a solid base
define more by "copy and paste"
you mean to check where they put the points and do the same ?
open sample vest into blender, copy its memory lod and other lods you want to your new vest blend
what you can do that ?
arma is confusing + i didnt say iam the best 🥲
not an issue, but learning how the tool you use work helps in making stuff
yes
@stuck oyster i think copy points doesnt work with 2 diffrent models
Copy the whole object in object mode..
doesnt work
well you do something wrong there. I know it works.
maybe you dont have same blender versions open for some reason
i have 3.3.1
so in object mode you just copy object and past object in the other model ??
into another blender instance yes
nope
do pistol have any special attribute im missing?
Made a model and imported it into object builder incluidng geometry that is set to autoCenter 0 but for some reason the pistol offsets to the right?
using the default handAnim
ye as unfortunate as it is, the pistol proxy is poorly positioned.
pistol weapons need to be offset
LOL that is weird, but thanks for the info. Was wondering if i was missing something xD
whats the easiest methoed for rotating vetices in a memory LOD? rigging a ladder and for some reason they wont rotate
all vertices have thier axis' aligned
ya
@stuck oyster is there is a way that i cant encrypt my vest models ?
so if anyone tried to edit it it corrupts ?
or can is there is a way to hide model.cfg ?
binarization already makes it so it does not open
@atomic nymph
pack your pbo correctly and its like any other model in game
@stuck oyster I already know that way but it’s too easy to debinarize , but thank you anyway !
then no there is no other way to do it
I was looking for better way
Oh ok , thank you
How do i make one probably....
it requires the mesh be built out of closed shapes
Closed ? means no spaces ?
no holes
and there is tons of holes
no that kind of holes
the mesh has no holes
there is no holes in this lod
yes there are
where ?
idk
turn on backface culling maybe
so it does not draw the backside of faces
or turn on face direction draw mode
Where
cant be seen from this picture
but how the shadow draw behaves its clear there are holes
Im not your personal model fixer though, you have to be able to find them yourself
ofc , but i see you as a pro
when i turn it on , what should i look for ? @stuck oyster
holes
Didn’t found any , any ideas ? Thank you very much also
do you have camo selection on it?
No
then its holes in the model.
Oh ok , will look into that
@stuck oyster note: before adding the shadow lod it was the same , can this be caused by anything other than the shadow lod ?
hiddenselection selections
but you said you dont have camo selection on it
so its likely holes, you just cant find them
How about if I disabled them from model.cfg ?
Hmmmm
its either you try to swap textures in shadow lod or you have holes in the mesh
nothing else makes such problems
"Well, I found a solution.
All I had to do was to make the start point further away from the wall than the end point. Funny that they didn't mention that in the tutorial. " might be a solution
Probably
with backface culling off you can enable face orientation try to spot red faces
holes can also be just unmerged vertices
mesh that looks like closed can have holes
looks closed
WRONG
look closed 2
WRONG AGAIN
Yes that’s probably it !
@stuck oyster all blue
@stuck oyster i dont have texture on shadow lod can that be the case ?
What ?
so it should have texture ? you are being sarcastic ?
No I said it MUST NOT have texture
and it doesnt have any holes
can you see your memory points in object builder ?
ok good point
are those the TFL gloves?
i turned off backface culling and this happened
holy shit @stuck oyster my bad
the vest doesn't have any?
then thats why
not sure? I got it from some steam workshop mod, but the only thing I'm modding right now is just the vest
you need to assign the memory points
does the vest have the autocenter 0 property?
like so
assign each point to its correct vertices
no, let me do that
youre not supposed to get models from mods
what are you doing exactly?
@stuck oyster i used solidfy modifier in blender for the best , so the vest has vacuum inside , is the ok as long as i close it ?
I didn't do that though??
all I did was mod the vest
i know , iam covering it now
i think he just loaded the glove mod alongside the mod hes making

sure but we try to cull the TFL stuff
why?
its ripped
ah
the gloves and the watch are pretty similar
@stuck oyster better ?
ok
Depending on how you made the model there might be all kinds of weird duplicate verticies, inside faces, etc.
It's hard to tell from just an exterior picture
#arma3_model message already explained above
so its just better to remodel it
Mmm, not necessarily.
then how do i fix the duplicate stuff , the vest is not simple to just find them
You might try some of the selection tools, but it's going to take some hand work tbh.
Hold on a sec
This thingy, you can go down to select by trait and select things like non-manifold geometry, loose verticies, etc. but it's not exactly foolproof
It can just give you a clue
Check to see if anything is selected
You can switch to wireframe mode maybe
All it does is select geometry that fits that description, it's up to you to decide what to do with it
Nope
I apologize, should have been clearer
Interior faces and non-manifold will probably be better clues
Just clues, not necessarily quick 100% fixes
no i dont
Switch to edge mode
selects these
Kinda looks like you got two rows of edges butted up against each other that might just have a big ol hole in between them
Kinda hard to tell from a screenshot though
I don't know, it could be any number of things
but if i fixed it it can fix the problem ?
Potentially
I'm willing to bet there's just some junky geometry in there from how you modeled it
Clean it up and try again
ok wait
ps : when i replaced the shadow lod with a cube , the cube shadow is infront
which means ?
i did that for testing
Don't know. Probably has something to do with the weird geometry of the mesh
I'd fix that first tbh
And then troubleshoot again afterwards
Finding holes in your mesh is just a general Blender problem as well. If something is specific to Blender, I'd look up Blender documentation. It's really thorough.
yes i think so
what do you mean by wierd geometry ?
Sometimes the way you model can introduce duplicate verticies, edges, etc. that are right on top of each other. Faces that are inside other faces. Sometimes you might have like let's say 4 faces that look ok but then for some reason you have a 5th face that spans all 4 faces. Just some goofy things I've done while learning Blender.
Those non-manifold edges you selected earlier, zoom in on them and see if anything looks weird
I mean like
Ok so you can have a vest that has an interior
But inside the interior in between two faces there's just a face chillin'
looks ok after fixing a bit ?
I suppose. Kind of hard to tell without being able to pan around
Look for red faces like you were instructed earlier
i found red faces inside the model because i put on solidify modifier
Yes, sorry, I mean do it again now that you believe you've fixed it
yea fixed
yea
i did
you can see here the litter cap , is kinda inside the vest , attached to vertices inside the vest , thats ok ?
I think it should be fine provided there are no holes
I gotta bounce for a bit tho, good luck. Try to load the vest again
i heard from people that i cant delete the shadow lod , and arma will generate one , is this true ?
Not sure, but if you want to try it you can. You're probably going to have to fix the shadow lod regardless
"those should be, in the vast majority fixed already. All models should create soft shadows. Stencil shadows is A2 legacy way of dealing with shadows, and should be active only when using low shadow ingame preferences "
I'd definitely look up some documentation/tutorials on just general game asset workflow
A lot of this stuff isn't really Arma specific
Anywho, gotta go
ok , cya
Way better , also it has this little flap but still
Much appreciate to you guys ❤️@short needle @stuck oyster
there is a generated shadowlod but for units/gear its very blurry blob
so if you want yours to match everything else then the shadow lod is needed
ah yes
meth busted tho
after removing the solidify modifier from the shadow lod
perhaps best to do the interior manually.
problem fixed !
does anyone have a config file that makes a backpack become a tfar radio backpack? trying to make a new one that's compatible with tfar
youll have to check tfar documentation
why is my blender arma toolbox not importing materials?
howdy people so im trying to export my model into P3d and keep getting slapped with this error
yeah i duplicated the original and deleted the original then exported and it worked
i think i used the default cube and apparently that can cause issues
as usual
No
You need to define the cube as a custom LOD
did that
Is it the first time using the plugin ?
nope
What we really need is a Texture artist channel with Sabre ;)
Weird
I'm in......
Dose anyone have a technical or a humvee with 50 cal project file for Arma 3 that I can use as a tutorial to port over my dpv we have been getting stuck with all kinds of problems trying to create our own configs and get this thing in game thanks....
sorry, yeah, no materials whatsoever
It's extremely inconsistent about it too
somtimes there is no issue
other times it doesn't bother importing materials/edge smoothnes

I have a sneaking suspicion it's due to poly count
What kind of poly counts we talking about?
Vauge question ik but
if I had one goal
to make a mod that adds a model I have made into the game, how much would I have to learn?
assuming it does not need collision or any other sort of physics.
Just a static thing
30k+
should not be an issue
I have +32k in a couple of models without issues. What version of the toolbox are we talking about?
The most latest release on 3.0.2+ versions of blender barely works
yeah I'm using the newest version of blender
try rolling back to previous versions for which the toolbox is intended, I did too have a lot of troubles using newer versions sadly
do you guys have the toolbox I have linked in pinned messages?
yes, that the latest experimental
I run that on 3.41 no problem
same here ^^ the only problem I get with it is if I distribute weight and instantly go to object mode, that causes a crash, solution is just to wait 1-2 seconds
yeah that one I got crashing too
Hello, is someone from CUP here and can explain to me why they packed their vehicles in multiple pbos and not a single one ?
Hey im having an issue that im struggling to wrap my head around. I have a house structure with named selections for things like doors and windows to animate. However when I try and view the objectparams using getCursorObjectParams, no matter where I look on it no selections are shown :/. But running selectionNames on it or manually animating one of the doors, and I can see them all listed and the door animates properly
i'm not a CUP staff member, but most likely for keeping PBOs under 2 GB filesize limit. And, probably, some semantics. And, less likely, some modularity shenanigans (as in: being able to delete/not dowload pbos that aren't used in some setups).
Makes sense thanks for the insight
quick question, and let me know if this is the wrong place for this, but I am wanting to make a few weapons for in-game and lack the skills. Is there anywhere I could go to try and find someone willing to make some assets for me? I would be willing to pay of course.
There is an Hiring Channel in this discord
I'm just testing the UAV Greyhawk on the Nimitz again. It keeps bumping when one building model is connected to the next one it seems. Does anyone know of a cure for this behaviour? I know that the F/A-18 and F-14 use some tricks with the supension, so they have less bumping
Working on a custom parachute, was wondering how I can go about preventing player from being put on top of the parachute during landing?
on top?
what do you mean by that?
When a player lands, they are literally teleported to the top of the parachute and will fall off
is it somehow different from normal parachute?
Are you using ace?
I know it might be a weird question but I remember getting told long time ago ace does something to chutes to do with animations and disembarking
Im in no way Knowledgeable other than the bare minimum level but if I remember rightly and please someone correct me if I’m wrong the parachute does a disembark on vehicle death to achieve its function
Sorry trying to dig up my notes
I had a similar issue a while ago and I can’t remember the solution I just know I never fixed it
Right sorry bout that
sounds about right yeah
could be missing memorypoints or definitions in config for exiting.
or wrong setup in geometry lod
Damn it can’t find it
It’s a memory point brains telling me disembark but think might actually be eject something and it has to be defined for getting out of vehicles by Ejecting which if I’m correct is the method the parachute works I just can’t find it
Guessing it’ll be on my desktop saved somewhere I can’t think of so I’ll look when I get home see if I can find the step by steps I got sent
Before doing anything that specific I'd recommend running through some basic tutorials to get but more experience with the tools and how they work.
hey @stuck oyster is there a way to prevent autocenter messing up memory points?
turning autocenter off breaks the door axis
Yup
it should not
never had a problem
are you using rotation type animation?
or rotationX Y
Still broken with rotation
Broken how? You sure you don't have a typo?
Or multiple animated selections on same part?
Where do you test it? Buldozer? Live game?
Make and export it in blender
pack and test in live game
use buldozer to test the animations
Animation works fine on bulldozer
Was trying to figure out why the door was animating wrong for a while
then on a whim I decided to re-enable autocenter and that fixed it
but if possible I'd rather keep it off as it makes other things much easier
do you test editor or terrain placed version?
and how does the "not work manifest?"
testing editor placed
and this is the "not working" bit
It's rotating around "an" axis, just not the one I set up
Sorry to butt in, anyone familiar with whats causing this? Havent found the source myself
whats "this"?
and it works ok in buldozer?
yup
Weird deformed poly's from somewhere, all the white
is it a model you made?
Yes
and those dont exist in the source model?
They dont, and as far as I could see in Object Builder no LODs have it either
what program did you use?
Used Blender, havent tried importing the model again
does it have multiple resolution lods?
In the process of doing that
it kinda looks like theres multiple lods on top of each other
Thats what I thought as well but I couldnt find a solution in OB
does it have a viewpilot lod?
Yes
Re-importing may have worked, the structure is completely different in OB now. May have accidentally fumbled and did something to it
Thanks for the help anyways
👍
tried building the object into the map
door still broken with autocenter off
I cant really see any reason why that would happen.
make sure you actually build the right folder
and that a new pbo is created
and possibly clear p3d from P:\temp\ in case its stuck
yup, checked all those aswell
are there any other animated parts in that building?
there's a second door and some windows
do they work?
windows do, the other door is similarly broken
try comment out the bones and animations for the other door
no dice
dunno. never seen it not work
did you copy the base model.cfg setup from the sample house?
with isdiscrete = parameter and all that
do your animations have memory = 1 parameter in use?
@white oak
yes to all of those
slightly changed the model cfg where it no longer uses default as it was throwing errors
although, I'm sure that's not the issue as another model that uses the same modelcfg works fine
Commented here a few days ago and I've gotten this far with my AVS project. Now the coloring here isn't the .paa file, it's the shadowing. The shadows don't match the lighting in game and what's on the uniform. Is this an .rvmat issue? or something I need to do in blender?
probably an rvmat or shadowlod one, what does it look like with no rvmat?
It just looks like your textures are darker
could be your normalmap is in wrong way
or your vertex normals dont export right because you dont have o2script exe path set up in the ArmaToolbox addon settings
@lone minnow
Ah it could be this I couldn't find the o2script exe path when following the tutorial. I'll go digging again
Nah it's not that
pretty sure its this. The o2script exe can be found in object builders folder
without it set up, your vertex normals dont export right and model looks like a dark lump
well what I mean is I couldn't find where to put the path in on the blender side
the UI on the tutorial I'm using is older so it's been sending me on easter egg hunts for certain things lol
Yah so I can't find the ArmaToolbox Settings to change the path
In the blender settings addons page where you first installed it
Found it thanks. Running into another issue now where no edits I make in blender are showing up in game, even size changes to the plate carrier. Will prob start from scratch tomorrow and see where I end up
Hello there, I'm creating a road sign (with variable message) and I'd like to be able to perform a "setObjectMaterial" command on it, but I don't quite understand.
I see that the command works on some objects and not others, is there something special I need to define for this? (I've already defined my "hiddenSelections" line in config.cpp
do you mean to use it as terrain object?
I'm gonna use it as mission object and be able to apply various materials on it
there are 3 essentials. P3d with selections for the changing parts, model.cfg config class that corresponds to the p3d and contains the previously mentioned selections in its sections[] array, and last the config cpp class for the thing containing the hiddenselections[] array at least and possible hiddenselectiontexture/material arrays for set defaults (if no config default is set, whats defined as surface texture/material on p3d is used)
Okay thanks! But it doesn't seem to be working on my end, even though I've defined the selections in config.cpp and model.cfg.
I tested with a simple cube modeled quickly in object builder, I don't know if it's related to the fact that it doesn't seem to work?
I'll check it out, I'm sure I've missed something.
common error is to not name the model.cfg class exactly same as the p3d file
I'm gonna check 🙂
is there a limit to the number of positions (pos##) you can define in a path lod? I tend to put a lot in my models but it will only use like the first 10-12
big vanilla buildings have mor than that I think
they totally do
I am making a weapon and its all working except the textures. When I go to define the paths in the OBJ builder for camo 1 and 2 they do not save and the weapon is all black and sometimes white based on how you look at it in game.
Can anyone help?
Black/white means your paths are not right and don't correspond to what gets packed into pbo
I checked paths both for cfg and the Object Builder, the OBJ builder does not seem to save them from what I can tell.
Do you use P drive?
Negative. Just juggle files on my desktop.
Fun thing is it works fine for someone else
Yes well. That kind of workflow can work but it is pretty hit and miss. The "proper" way with P drive is more simpler imo since all the tools are created around it's use.
You do your paths wrong, that's basically what the problem is.
{
"camo1",
"camo2",
};
hiddenSelectionsTextures[]=
{
"TSR_Bolter\Data\Bolter_CO.paa",
"TSR_Bolter\data\magazine_Co.paa",
};
hiddenSelectionsMaterials[]=
{
"TSR_Bolter\data\Bolter.rvmat.",
"TSR_Bolter\data\magazine.rvmat.",
};```
These?
Yeah this path likely don't match the folder structure inside the created pbo
hmm, there is no data folder when I pack it.
But when Its not packed its there. . .
I think I am missing something
Looking at the Steves PBOs shows more files. . .
Making more did not help
Yes well. This is basically result of the more wild workflow.
I can't really help further as I'm not familiar with how you do it. To me it's just plainly "wrong way" to do this stuff.
ok, maybe I need to step back and set that up.
PROGRESS, lighting is still wanky as hell though
Hey guys I decided to send a message in this channel as I'd like help with the modeling process for Arma 3. I know how to 3d model and I've created an object and it's UV map, however I can almost find no information on the rest of the process. I'm simply looking for someone to show me and teach me the process after the modeling portion. I'd very fast to learn and pick up on things super easily, I just simply need someone to show me. If someone is willing to help PLEASE DM ME :)
Hello, so i noticed that if I import an fbx directly into object builder the model is all smooth. if I import the fbx into blender, use arma toolbox to make a p3d then the model has sharp edges/smooth edges where they should be. The checkbox for sharp & smooth edges is greyed out in object builder import. Any way to fix?
How to I add a rotation to a memory point (e.g. for attachTo)? I can't just see how to add a direction with only one vertex
Needs 2 vertex
and how do the game know which one is the direction and which the position?
Order of vertices in selection
Don't recall what way it goes butshould be easy enough to test.
Also don't recall how it determines which way is up, if it does that at all, but could also try more than 2 points (middle of vertices in a selection should be the origin of that selection)
Ok I tried to add 2 vertices but the rotation doesn't change. The player is still facing in the wrong direction when attached to the object.
(both vertices in selection seat_1)
Tried with player attachTo [_table, [0,0,-0.54], format["seat_%1",(_seat+1)],true];. Do I have to add something special to the config also?
EMERY, you want a 50 cal weapon config? Use the off-road armed as a base for the turret
hi there is there a way to make a gunner of a vehicle be invisible ?
Yea thatks pinga but ruben cracked it today got it in game with only a few small bugs to fix
https://media.discordapp.net/attachments/735203619703619634/1117262546429292626/image.png https://cdn.discordapp.com/attachments/735203619703619634/1117262546802581625/image.png
I am having issues with changing buldozers lighting to accurate in-game one. I've followed through the steps in this https://pmc.editing.wiki/doku.php?id=arma3:modeling:buldozer-lighting guide.
Buldozer still has the default lighting when launched, and when I remove the bin folder from my P drive, buldozer still launches with no change. I assume it is using a bin folder from elsewhere and I don't know where to define that or what could be causing it.
It's using the bin.pbo from Arma install folder. If you temporarily Rename that it will use the p bin folder. Can't off the top of my head remember what controlled that.
i mentioned a couple of fixes on Skype.....man old school
Those days when you have this kick ass plan to finish and texture a model in the eveneing after work, but get slammed with a last minute work project that has to be finsihed before you get to go home, and then your train is delayed for 30minutes when you finaly do leave, and you get home and just cbf doing anything but listen to music and play with the dog.....its just one of those days
anyone an idea?
How is it wrong way?
it seems like the two points didn't changed anything in the model
What command do you use for the attach?
Ah it's in the message
It's possible you would need to make it 3 points and make a face out of it. Or configure it as a bone in model.cfg.
Don't exactly remember what it required
Renaming the bin PBO in the game directory is having no effect, Buldozer still launches with the default lighting.
If I move the bin PBO out of the Arma 3 dta folder, then Buldozer fails to launch with CfgWorlds and shaders errors.
Is bulldozer running with file patching?
Could mean you don't have the arma3/dta folder unpacked to P
You should be able to patch the base lighting by having files in the correct place.
http://i.imgur.com/E8GgVuj.png
http://i.imgur.com/5Vka9PE.png
Low Poly rendered with iRay, 4,300 Verts
Stupid Question, do you have your Mod Folder in the pdrive ?
Not sure where to go about having buldozer run with filepatching. Unless I have enabled/ disabled it by accident, it is whatever is default.
The mod with the object that I am testing on are in the P drive.
I have the debinerised bin and core folders in my p drive, with the updated config from the guide. I also have the steam_appid.txt and steam_api64.dll from arma in there.
P1NGA, is your artillery model partially configed or is it still straight out being textured?
it is partly configured, but you cannot get in and shoot it yet...............the mechanics behind that is still unknow, if the cannon will be a turret, or if it will all be done via script, animating the weapon, spawning the projectiles and applying a velocity
oh okay, I am rummaging around trying to find some inheritance classes or lines relevant to a howitzer static artillery thing. surprised I can't find anything, did they remove the black and white way of getting a simple static artilley piece in game since Arrowhead or has it always been complicated?
@wheat shoal Massi's vehicle pack has an artillery gun in it. Might be worth a look
i use the base class of the Mk6 Mortar, i think it is StaticMortar_F or something, will grab it now
"class StaticHowitzer: StaticMortar{};"
that is my starting point :p
Quick one, how do I fix this?
https://i.imgur.com/EfVUMOT.png
It's using the exact same config as another helmet I have that has no issues
its either a weighting issue or not correct model.cfg file
Yeah I figured it was an issue in the model.cfg file. The class wasn't defined down the bottom
Cheers
Use UAV AIs
UAV Als ?
UAVs in Arma don't work by itself, they have their invisible AIs
oh i read it wrong, alright
Hello! How do I go about fixing this? Is it just adjusting it's position in Blender/O2 and trying again?
Is this an helmet object?
Yessir
Then make the empty pilot LOD
Oh okay, thanks
I assume it's a simple O2 thing to do? Sorry I am usually only doing config for my mod and don't usually touch the models
Yes
You can make an empty object in Blender too so you won't forget it upon exporting
Thanks heaps! Something so simple lmao
Meanwhile the simple thing is very complex in this game 😄
Now if I wanted to add some earmuffs only on certain versions, do I add them as a selection and then define in config to display them/hide them? How would I go about that?
As an example, I want to use the same headsets as this existing helmet someone donated to me
Variants would be separate P3d
@stuck oyster update on this. when I had the arma3_x64 set as the external viewer, Buldozer was throwing errors when trying to load textures from the mod in the P drive. Idk if that casts more light on where I might be going wrong.
well not really. My setup is like that and works.
I added a pouch to a plate carrier and now I'm getting a "Data File Too Short" error and the game won't launch. Anything I'm missing?
added a pouch to a what plate carrier and how?
I have a slick model of a carrier, I added a pouch in blender and joined it (adding it to the LODs, updating the textures +rvmats etc.). Once it was all hood exported it to p3d
In the same mod folder
Oh wait I think I need to redo the weights
datafile too short would indicate the packing of pbo did not work right
Nah he can import the full helmet and then hide things via HiddenSelections
Like I mentioned earlier that is not a good way to do it as it increases the polycount of the object a lot and makes gpu draw a lot of transparency
Split P3d is better
Okay thanks for the advice
aight lads i am running into an issue, for some reason the shadows of an object are visible through mine?
I've only run into this one other time and it was on a hat i made, but i havent seen it since then except for other mods
you have transparency on the model textures which makes the engine count it as transparenty and the ambient shadows from other objects bleed through
first tihng would be removeing alpha channel from all your _CO textures
copy that boss
done, testing now
okay @stuck oyster its still doing it, i made certain i was using the _CO file, could anything in the rvmat be doing this ?
here is the start of the rvmat file, i feel like if its an issue, it might be one of these values causing it?
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.1, 0.1, 0.1, 1 };
specularPower = 2;
PixelShaderID = "Super";
VertexShaderID = "Super";
and if its not one of those then perhaps one of the AS,SMDI,NOHQ entries?
does the _Co texture have alpha channel?
you can still have it even if you dont have visible transparency
no i went into substance and removed any alpha channel
well disabled them
but they are still options on the shader i have selected
yes the shader paramterers are always like that
substance painter does not affect that
does the model also have other parts that are transparent?
you can split the force field part into separate p3d and add it to the main model as proxy
or you can try the forceNoAlpha named property in geometry lod (listed in the wiki for A3 named properties)
main issue I believe is the amount of transparency
is this how they get the big aircraft carriers to have collision? im working on a side project that is a very large object, if i can just have the other bits spawn in like that as they are in blender so the person in the editor doesnt have to mess with aligning things > -> would be awesome
gonna give the no transparency thing a shot first
dimension limit is 50x50 meters (height can be more, but the larger the object the more simulation it triggers)
on the wiki it said 36 from center point is the max
but that extends to -36 from center as well so 72 total,
But if i can avoid that by just having it in pieces then put together via proxies?
sorry, those are the limits for roadway LODs
but this thing is ungodly masive > ->
do you know how they do it with the aircraft carrier then?
its split in many parts
the config is written so they all are created together
okay so i just have to do that 😄
i didnt know if it was a proxy thing or config thing
for now ill just leave it as is, since its not like breaking the game or anything and ill just fix it when i figure out how to do ambient sounds.
The shield wall thing i mean.
thanks for the help as usual @stuck oyster ❤️
so uh Is this supposed to happen when I import a .obj into object builder? I open it up in buldozer and Im pretty sure it's not supposed to be see through, anyone know what I didw rong? IS IT suppsoed to be see through?
yaaay, flipped normals
Oh shit how do I fix that?
if i've found the correct manual, then Object Builder should use F5 hotkey to recalculate normals and W hotkey to flip normals (probably at selected verts?)
You would really want to fix it in Blender though. Always fix stuff in the source
Hi sorry guys i dont know where to ask so i ask here.
This is my first time running object builder.
And i have imported a simple box to view in Object builder. But when i go to view > Viewers > Buldozer > Start / restart
I have this error/warning and it dosent start the buldozer:
https://imgur.com/a/rD2hvh2
Ok nvm i managed to fix it.
Okay how would I fix it in blender? Cause it’s normal in blender
its inverted in blender too but you dont have backface culling on
or its scale is negative
by default blender draws both front and back of a face
I checked the face’s, they’re all blue
Okay what’s that? Lol
and it gets applied on export turning it upside down
That sounds like it might be it
Right
at least for starters
there are of course all kinds of things one can do withing object mode too if one knows how to work the transfer to game properly
but before that, its simpler to only do things in edit mode
I only edit my shape in edit mode
@stuck oyster Oooh, you're awake. Mind if I pick your brain about something orientation/terrain builder related? 😛
Explain the scale being negative, is this the scale you’re talking about?
this scale being negative would result in what you see in OB yes
Side question: do I need to triangulate my object before I import it into object builder?
As in turn it into triangles and not polygons
OB technically supports quads too but not surfaces with more polies
but triangulation will ensure all faces form correctly
it should also be done prior UV mapping so that the uv shapes stay correct
and sure
So your name was one of the ones that popped up while looking into an issue I think you might've run into previously; the weird terrain builder orientations when compared to game-provided coordinates. This is actually for DayZ rather than Arma, but I'm hoping there's at least some crossover.
For an object rotated in game with SetOrientation(45, 45, 45), the orientation shown in Terrain Builder is just... wildly different. This is only approximate since I can't actually rotate numerically inside Buldozer, but I'm getting something around Yaw=9, Pitch=62, Roll=35
So it’s at 1:1:1 and the faces were inverted? Or you inverted them to show?
I got someone to explain the UV mapping and watched me do it, that part is right
Visually it looks to be the same orientation, but the coordinates are just... 
yes it follows different coordinate system
used ctrl+A menu to apply scale
That I was pretty sure of, but any idea what the actual specifics are of the coordinate system? I've tried with a different rotation operation order, different coordinate order, extracted direction/directionup/directionaside on the DayZ side and tried calculating based on E2TB, and literally nothing makes any sense 
I wrote something to do it for my own use a while back. Unfortunately I cant really properly explain it as it was basically a christmas miracle one night in december couple years back when I had some sort of epiffany and got it working.
but Blender uses XYZ right handed system where TB uses XZY left handed system if I remember right
or was it ZYX
its different anyway 😅
I have a nasty feeling this is going to end after manually trying hundreds of permutations, either with success or a broken monitor and a sore hand
As in a constant, or as in incantations? 
a magic transformation matrix
Makes sense 😛 As if this problem wasn't bad enough, DayZ uses 0 1 0 for up rather than 0 0 1, so that's another step in any conversion nonsense lol
ye exactly
I didnt put the path to the buldozer in Object Builder.
👍 that would indeed cause the isseu 😄
@stuck oyster I pulled my model up and it's scale is not negative
and here is a photo showing that the faces are right
Did you mention that I must have backface culling on? Cause I do not see it enabled here
best to enable backface culling too yesh
Okay
and what's the process for making everything triangles?
editmode, select all, triangulate

I do recommend browsing through Blender manual and watching workflow tutorials a bit
Okay
I was told the workflow for Arma is outdated and I havcent exactly found one
Okay even with backface culling on, and my object is triangulated, it's still messed up
dumb(-ish) question: why .obj and not toolbox addon and direct .p3d export?
and back to the topic: can you maybe share a resulting/problematic file so i can poke it a bit?
well basically its just modeling
texturing is different from "todays PBR standard"
but modeling side is pretty much "just regular modeling"
Uhh simply put I was following a tutorial and that's what they said to import it as
Do you want me to try that?
I dont see p3d as an option unless it's "3d studio"
and this ^ is Blender importer/exporter for that
yes 👆
whats that from?
Oh Yes I have arma toolbox
that's me clicking open in object builder
and trying to improt my p3d
and this: https://www.youtube.com/watch?v=oJGyDyto-kg&list=PLWL6YGBg0MItYV7m6s-Qj5_qvm4loLTT8&index=2 looks like mostly-sane tutorial from what i see (?)
P.S. looks mostly insane when actually watching it
then your p3d is broken or binarized
or object isn't marked with any p3d LOD and exported file is empty 🙃
I havent used that but it was my second option
wdym?
oof, normals look funky after exporting from Blender and opening in OB 
before/after recalc 
Lmao
so probably drag-selecting all verts, hitting F5 and saving after that can help if you see shading mishaps 
you will need to set the O2Script exe path in Blender Addon settings for the toolblox
to get it to fully work
Im not sure what that is to be honest
Okay
So what is my next step after I successfully get it into Obj Builder? should i continue my tutorial? Lmao considering it led me astray
i suppose OB part should work alright, i doubt OB had any breaking workflow changes in the last decade
looks like my problem as well 
after setting the path normals seem to be okay
Where is o2script located at ?
or do i have to download that as well ?
Nvm i found it its in \steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe
dis yes
another quest completed
you sir are on fire today!
You have no clue how much hours i have spent today to make a simple box in arma with difrent colours.
This is what i manage to make it: https://imgur.com/a/Hg4H0HX
But i have 3 diffrent colors and i dont know why they arent showing.
*color
I'll do this in a little bit
Now that i actually watch it, it seems to contain some... controversial takes. Like setting P-drive working directory to game root (why?). Or installing the toolbox addon by manually unzipping it into Blender folder (more why?).
And some editing errors. Like where the addon preferences aren't in the video.

Or using a goddamn chipmunk voice modulator 
I put my p drive to my game root
Where should it be?
Shit XD
Okay uhm
Can it be a random empty folder on the same drive that the P drive is virtually on? @stuck oyster
Any random empty folder anywhere
Continuing the list: or using decimals for LOD numbers and setting them in reverse order... Holy guacamole
Okay I changed my directiory and cliked Register
it good now? or do I need to re-do anything?
Remount and reunpack
remount my p drive and re-unpack what?
and this is the tutorial I used (for reference) https://youtu.be/v7cdG2sc0zk I was recommended this one by an OPTRE dev
I have decided to make some videos on creating things in object builder .
therefor I start with buildings.
Game files
I cant launch my arma 3 tools anymore
it says cloud status unable to sync, it wont re-sync even after a restart of steam
Okay that's weird but I remounted my P drive and Im re-extracting my game data rn
The longer i watch that playlist the stronger i want to record my own tutorial. Except i don't know how to model and how to properly prepare/import stuff 🤣
Learn it then do it. Its hard to find a up to date tutorial written or video for a model import or not.
Yeah that was exactly what I was gonna do
I was gonna learn everything sicne there's nothing good out there or up to date
and I was gonna make a tutorial on it
also guys can one of you confirm that this is what a P drive is supposed to look like when it's done + a fresh install of Buldozer?
Yes, looks sane
Yea looks about right.
Okay so I turned on backface culling for my model, triangulated the object and I DID NOT re-map the UV map because when I did I could not figure out how to fix it since Im still learning and I left it be. I also gave it it's arma 3 LOD property?this thing
and here is the mapping
Can you let me know if this is fine?
Im simply trying to learn how it import a basic object into Arma to get the process down before I learn all of the detail and nitty gritty, but I am trying to set good habits if I did something wrong
And also Should I re-map it after I make the faces into triangles? or do I map it first -> then make it into triangles?
Here is a bit older tutorail that i followed https://www.youtube.com/watch?v=WaQElVHtu5Y&ab_channel=EgilBallestad also i would recommend to use a simple cube for now as a model to learn UV and other things in blender and arma.
In this video I'm covering the basics on how to add simple textures and materials to an object. Im also making different textured variations to the same object
Files used in video:
https://www.dropbox.com/sh/arkw3ok6pq2u2ng/AACOiq42fq5FDUsZvFJCcTi8a?dl=0
allInOne config dump:
https://www.dropbox.com/s/xv4o4p5zyh03l4s/AIO_A3_1.81.144332.cpp?dl=0
likely a fair reply regarding using a simpler cube like a cube with an inset into the core (which I have as well)
I was following his tutorial the other night actually
I couldnt wrap my head around some of the things he was doing though
he didnt exactly explain the maps or _files very well
7:31/38:25
Oh so its simple in arma files have to end with something that designates that as a cirtan type of texture for example:
box_co.paa is Texture of Object.
box_as.paa is Ambient Occlusion.
box_nohq.paa is Normal map
box_smdi.paa is Specular map of a object.
right right I knew that, I jsut didnt know what the extensions meant so thank you, I did need that second part
gonna screenshtoi that
I also didnt understand the process of him getting those mappings and etc
he mentioned "baking" the object in blender, but the tutorial is so old I couldnt find any way whatsoever to do his way of baking so I straightup just ignored that part
https://community.bistudio.com/wiki/Texture_Map_Types it's almost coherent 😉
almost 😉
So for that part of tutorial i followed this:
https://www.youtube.com/watch?v=ChxGAcKO92Y&ab_channel=UnrealMatter
And for the Normal maps plugin for GIMP i used this:
https://www.youtube.com/watch?v=lXsBKjqFxeQ&ab_channel=HipolitoRodrigues
Hey guys,
In this tutorial I will show you how to bake ambient occlusion maps in Blender. This is extremely helpful to get better shadows on your 3D assets and make them look more 3 dimensional.
BuyMeACoffee:
https://www.buymeacoffee.com/unrealmatter
Unreal Engine:
https://www.unrealengine.com/
Blender:
https://www.blender.org/
Patr...
appreciate it
I'll check those out ina bit
regarding texture, I can jsut do a color to be basic right?
Yea just a simple 512x512 color or 1024x1024 just name it box_co.paa
Okay
this video here, what does it stop at?
does it cover configing and OB as well?
I mean you can watch the video for your self and see what it does.
Fair answer
Im currently working on some college work for a class that's kicking my ass so I've jsut been slightly working on stuff everyonce in a while
Really appreciate everyone's help here you've all been a tremendous help
its just a static weapon with a turret, that's it
QQ, what are the pros and cons of using proxies vs AttachTo with large models? Any thoughts?
key difference seems to be that selections within a proxy cannot be animated?
LOD can be influenced for proxies (you can remove it at certain LOD -> can remove them at far distant LOD to save performance)
What’s considered the max poly count for a vehicle (interior and all)?
idk how performance taxing attach to is, can't be too much i guess. It's certainly more then using a proxy though.
also, proxies can be animated within the model. You'd have a hard time animating the attached model via script
so there isn't an issue with animation of a proxy?
you can animate the entirety of the proxy. You can't animate something that is inside the proxy
right
100k
Hey are you still awake?
Im in hell rn and cant figure out something
That's not how to ask in IRC/Discord. Just ask the question already so anyone here can answer
So the tutorial im following shows him saving his config file as a .cpp, but when I go to do the same my text file doesnt change, it stays a .txt, and Im trying to make it a .cpp
You'll need to turn file extension hiding off in windows folder settings
Google 😅
Ye
saving with name enclosed in " quotes works as well (at least in Notepad)
Proxies are useful for things with basic animations (road wheels) or parts which are not animated (Boxes that are attached to the body). Depends on what you are using the Proxy for
So I got a slick version of the AVS model I'm working on into Arma 3 and it works great, but adding one with pouches is adding some complexity that's giving me a lot of texture issues. Are there best practices for joining the pouches etc. to the main vest in blender that will preserve where the textures are going?
Blender should have them as seperate material selections that follow when merging, but depending on how you acquired it, those materials might be saved as vertex selections, which should also transfer
oh my god that is a nightmare performance eater
How so?
I noticed that when i join the PRC and PRC Pouch it will no longer show textures even in blender
They only show when they are separated
Same texture file for both the pouch and radio
It looks like theres atleast 9 textures there, it consumes a lot more performance to force the engine to grab 9 different texures everytime instead of 1 or 2
Where is the texture located? In materials? If so are the 2 materials named the same
I have the mod folder labeled "AVS\data" the model and textures are in the same folder
I mean in blender
Where is it defined and told where that filepath is
The highlighted one
What's weird is that the radio and pouch are three models before the join
Are the screenshots you're sending before or after the merge?
Its fine, im not at my computer rn but can you select where that material is defined?
I think theres something called 'select' or similar
To select the part of the mesh that its applied to
Not sure I'm following, when I selected by linked material it just highlights the whole mesh
you have huge number of separate rvmats on it
which will make the section count of the thing very large
which will affect performance
I believe it should just select the radio and pouch where its applied
It would before the join but now I don’t see that option
Tried looking on how to on the blend substack but it’s down for maintenance
I gotta step away but I’ll keep playing around and see what I can do
So from what I can tell you can do that before they're joined, but not after
So it looks like the material isnt assigned correctly then
Right
The model maker has a discord and I've been chatting back and forth there with some people the consensus is the model is hard to get into arma, most modders there use it for Fallout 4. But I have seen this guys AVS' in Reforger
you should never proxy wheels...
To highlight the impact of section count, a quote from modeller "P1nGa" about a test he did with a Performance Testscript created by JonBons on reddit: you can find some surprising results, like my Minimi Mk3 has almost 5k more verts, than the most common used M249 at the moment, but in almost all of the tests i get 5-10fps better, essentially because the other one has like 13 sections, and mine as 4 . That is 5-10 fps for just one weapon.
https://community.bistudio.com/wiki/Section_Count
i wonder what hardware was used and what were testing conditions in 2015 when that got added?
can result in increased section count even if the texture and rvmat match < Guide or link how to fix it>
that's cute
Not even road wheels on a tracked vehicle?
especially not road wheels on tracked vehicles
as few proxies as possible is the rule (none is preferred... exceptions are muzzle flashes)
I want to convert this hotel: https://gyazo.com/665889fda3cb0e3e89a94c80dacb1272 to arma 3 to use on my island
But i cant find loads of the textures for it, i extracted all the textures from the a2/oa files and his building is pathing the textures to the right place but the textures aren't there
Here is the texture list, https://gyazo.com/b2f679acd5d7a70c3ba27270b06a76ce some i have and others i don't (I know about the tga and paa thing) does anyone know where they are/do you have them and can give them to me or does anyone know a mod that has them
This seems to be an issue in blender, I noticed when playing around in blender that the pouches exhibiting the texture issues will also not emit an image texture in blender once joined
But some will, like the MPU5 on the chest will join just fine and there will be no issue with the texture
odd, try joining and then removing the material and texture and adding both back
same story for this other hotel building https://gyazo.com/d2705ab5e0a983ef542b59d4b364da76 https://gyazo.com/372c0561b085dd887d29397818f71779
The model names are "Hotel.p3d" for the first and "hotel_riviera1.p3d" & "hotel_riviera2.p3d" for the second one in ca\buildings
It was the UV Maps, some had dif names
fixed it!
Thanks gents!
👍
Na E76 stuff is from sketchup i think, i'll check anyway though
Kenny, just movefolder it from ca
different story if you also want to retexture it
which honestly you should do
yeah i know, i just like having the textures as a reference or whatnot
Yay good job
Well Im down to the last few steps now of getting an object into Arma, and the video Im following is using addon builder, now Ive heard a lot of people say it's not stable and to use a type of mikero tool. Problem is I dont know which one, and if I do go to use it will I be able to figure it out by myself or should i jsut continue the video and use addon builder?
AB = good if you're touching only the surface of modding
Mikero's Tools = fundamental if you're getting deeper
There's also HEMTT but I haven't used it yet. I may try it some time
nvm i found a mod with all the textures in
Ahh okay, yeah this is surface level so I used addon builder, but Im having issues actually finding my object in the game
is this extension supposed to be a .cpp?
https://community.bistudio.com/wiki/LOD#Geometry
<- collision
https://community.bistudio.com/wiki/Model_Config
<- model.cfg
Okay lemme read over these
okay so I'm trying to apply Mass to the object but when I hit Alt M and it pulls this up, I'm not sure what to do with it since it doesn't allow me to type into it
You need the LOD
Yes
Awesome thanks
Also you also need the visual LOD too
Is it a "view geometry" type through properties?
a) you need to have both "1" and "Geometry" LODs
Got it
b) i only see one Component on the screenshot for obviously non-convex model 
Im not sure why but whenever I would re-add the resolution it would remove my compenents
does it need something other than component?
so this is odd, when I click the box with component01 in it, my object disappears, and my 1 resolution sometimes just disappears from existence. is this a bug?
Yeah I dont know why but whenever I add anything after the geometry property the object jsut disappears
So yes. You create an empty resolution lod
Each lod is like a independent layer
If you want something in it
You have to model it
RIGHT you're right
I'd recommend doing that in blender though
so how would I attach a model to the 1.0 res?
Each lod would have its own object in blender
Each object would have its own lod property that defines what it exports as
Check out El tyranos and sokolonkos and battlestads videos for the principles
Yes
You can also import some of the arma 3 sample p3ds into blender and see how they are structured
I just dont understand how to give the 1.0 res a new model, like the process
if you want one model in multiple LODs, then the closest thing would be to duplicate the model and set the duplicate to different LOD. Or duplicate LOD in OB 
I think it worked?
i made a 1.0 res and pasted the geometry property onto it
is this all the "Named Properties" I need for a simple "box-like" object? or is there others that are recommended?
Nevermind I dont know what Im doing
i mean. It would work without any named properties at all 🤷♂️
It's really late at night and this whole like, object disappearing when I add a new property is really confusing me
I just re-paste the object into the object view
Im going to sleep
Hey. Is there any good tutorial that shows how to make vehicle mod?
@north sundial Simply unpack the A1/A2 incl. Addon Files.
I forgot i owned a1 XD
:D
is there such things as vehicle exit points? as in determines where a player exits a vehicle?
Yes
Look up El tyranos, sokolonkos and
Battlestads tutorials.
So I have a uniform model, and in said model I have a proxy for A3\characters_f\Heads\bysta (Taken from the A3 samples) in the resolution LOD, but my character is still missing a head
Weapons appear fine, as do vests and backpacks
But no head, and no headgear
Is there another proxy for a head?
Oh... the SHADOW for the helmet appears too, but no actual head/headgear
hello so everytime i import a fbx model and then add a texture to it inside the game the texture is blury like this
Wheres the model from?
nvm i just found a fix i needed to reback the textures
Hi, when i drop my CD object from my inventory it falls on its side. In blender is laying down. Ignore the size as its an easy fix
Some items have their dropped version sideway. If you want it be lying down on ground you need to rotate it in the model
okay no worries, thx
I have a backpack model that's all squared away but I can't get it to appear in arma, I think my configs are wrong. Are there any good backpack mod examples out there? The stuff on the wiki doesn't help all that much
I have a building that has ~2700 convex components. This exceeds the 999 limit. Is separating the geometry LOD into three P3Ds with 999, 999, and ~600 components each, that are then referenced via proxies in the main model's Geometry LOD, a viable option? I've heard CUP does something similar
iirc CUP moved the visuals of one story into the proxy, but the buildings that use it have full geo lods of their own 
Vanilla has some buildings/objects split into multiple models/classes. Like aircraft carrier or, iirc, big airport building
Ah damn, true, I forgot about those vanilla buildings
I'm glad you mentioned the aircraft carrier, I think I'm gonna do something like what it does to overcome the max horizontal size issue with spawning the other models/classes automagically (via scripts I imagine)
Component limit is 2048 parts.
But you have pretty insane hefty amount of them there yeah
Any chance you could simplify it?
But proxies won't help
I'd recommend splitting that big building in smaller parts
Oh huh, Object Builder seems to enforce a 999 one instead of that. Deleted the LOD if it had more than that upon loading a file, and only created up to 999.
No, only option is splitting it unfortunately. It's a complex building with a full interior (no furniture) and an elaborate brutalist exterior to top it off
It should go up to 2048 
But if? You hit any kind of limit, only option is to split it
you could probably get away with some simplifications on the exterior. Not every nook is worth modelling.
For geolod i explicitly only model where it is important that grenades bounce correctly, and how people collide with it.
hello I started modeling a AGM-133 sidearm and made things needed (found a cc atribution model) and painted it properly when making a p drive will "extract data" copy also all my workshop mods to the p drive


