#arma3_model

1 messages ยท Page 14 of 1

plush trail
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I ask cause I have over 200 gb of mods

versed cosmos
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I don't think the P drive data extraction will extract workshop data.

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It'll mainly take the a3 directory game files (all the pbo's and whatnot) and unpack them

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I've got my P drive on a removable SSD and don't have any workshop folders on it.

plush trail
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ok

plush trail
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does Alwarren's Arma Toolbox for blender work for current blender versions?

marsh canyon
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Pretty much

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I'd recommend to get the latest experimental one from the pinned

plush trail
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I say it cause I get his on the arma 3 tab

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just a checkbox

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I got the one from 2021

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I'll try to move my blender project to the p drive

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now the things are visible

plush trail
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is there a sample for a plane weapon? or a guide for them

stuck oyster
stuck oyster
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well the Arma2 samples have some

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they should be pretty much the same basically

plush trail
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oh ok

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I'm trying to see cuase for masks or items you hold there are bones

stuck oyster
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ammo p3d does not really differ from any other p3d

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all models have same rules

plush trail
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got the stuff

pallid island
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except pylon configs, hanger proxies and such notlikemeow

plush trail
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I mean the files

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I don't have an issue withcode

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coding and texturing I'm ok. I make templates and stuff work

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modeling not so much

plush trail
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how do I apply my texture in object maker

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I have a paa a tga and a jpeg on standby

fluid copper
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Highlight what you want textured and press E

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Use the paa

plush trail
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after pressing E

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?

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I tried select all but it still kept the pink and white checkers

charred bolt
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You'll only see textures in Object Builder if you use .tga's.

stuck oyster
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and correctly set up P drive/Object builder settings so it can access the files

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and this does not look like valid path

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unless youre files are in P:\ root

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which would be bad

plush trail
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oh

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it's in a folder named aim9 in the P drive

stuck oyster
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correct path structure is the same way its on P: but without the P:\ in front

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p:\ represents the root of the games internal file system

plush trail
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so
aim9\agm113.tga

stuck oyster
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yes

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also you need to use correct texture name suffix

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_co _ca _nohq etc

plush trail
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shadows are a bit whack

stuck oyster
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so agm113_co.tga if its the color texture

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yes well OB view is not really very good

plush trail
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oh ok

stuck oyster
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you would want the buldozer viewer

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(preferably with the real game lighting hacked in)

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also OB view does not show the rvmat, only color

plush trail
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I know

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I am slowly following a one hour video

stuck oyster
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but also yes your sharp/smooth edges are not set up right

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so its trying to shade it smooth all over

plush trail
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I did what the guy did with pressing reverse twice

stuck oyster
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then it means your blender toolbox addong is not set up right with the O2Script exe

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and your p3d will never export correctly

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youll need to set that path in the addon settings

plush trail
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In blender right?

stuck oyster
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yes

plush trail
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in which tab is the setting cause in the guide the guy doesn't say or show

stuck oyster
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its in the blenders own settings

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where you install the plugin

plush trail
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Oh

plush trail
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fixed it and made my geometry

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I made it with selecting non-convexities and using component convex hull

umbral shuttle
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how do u view the texture like that in obj builder?

plush trail
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what you mean how to add it or how to show it

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how to show

plush trail
umbral shuttle
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I thought u could only view through bulldozer

plush trail
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you can by selecting all and pressing E

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and setting a texture

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but bulldozer is recomended

stuck oyster
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this is a simple object with nearly no geometry interaction

plush trail
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Yea convex hull made something like that

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Adding a bulge where the fins are

umbral shuttle
stuck oyster
umbral shuttle
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oh its greyed out, sad

stuck oyster
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just press the buttons

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explore the programs

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thats how you learn ๐Ÿ˜…

umbral shuttle
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yeah I tried pressing nothing happaned

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lets press all the buttons and see wat happens

charred bolt
umbral shuttle
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its doing the pink/grey checked box since paa

charred bolt
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You get the pink grey if using paa. Yes, use .tga instead.

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Only thing to remember is that after changing .tga textures, you should delete the corresponding .paa's so that it rebuilds them on the next pack.

plush trail
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like this?

stuck oyster
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just a simple box that covers the tube

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all this extra has no use and can cause issues

plucky meteor
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Does anyone know how to fix this error?

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I guess this is a model cfg thing ๐Ÿค”

stuck oyster
plucky meteor
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You mean the civil car skeleton?

stuck oyster
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well that either

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you should be doing your own derivate classes from any BI class

plucky meteor
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So should I create a new class inheriting from civil_car?

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Good to know ๐Ÿ˜…

stuck oyster
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yes

raven plover
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What's up

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I'm trying to edit and merge models but most of the materials lost the effect (for example the goggles lost the transparency)

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How can I fix it?

stuck oyster
raven plover
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I'm taking one helmet, deleting some stuff and add that stuff to another one

plush trail
plush trail
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do you think I need a FireGeometryLOD

plush trail
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I got this error when I tried to export the model

Python: Traceback (most recent call last):
  File "F:\SteamLibrary\steamapps\common\Blender\3.5\scripts\addons\ArmaToolbox\__init__.py", line 247, in execute
    exportMDL(self, filePtr, self.selectionOnly,
  File "F:\SteamLibrary\steamapps\common\Blender\3.5\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 583, in exportMDL
    exportObjectListAsMDL(myself, filePtr, applyModifiers, mergeSameLOD, objects)
  File "F:\SteamLibrary\steamapps\common\Blender\3.5\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 646, in exportObjectListAsMDL
    export_lod(filePtr, newTmpObj, wm, realIndex)
  File "F:\SteamLibrary\steamapps\common\Blender\3.5\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 464, in export_lod
    writeMass(filePtr, obj, mesh)
  File "F:\SteamLibrary\steamapps\common\Blender\3.5\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 337, in writeMass
    weight_layer = bm.verts.layers.float['FHQWeights']
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'
pallid island
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select geo lod, go to edit mode, select all verts, set some mass to verts in Arma 3 Tools tab

plush trail
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oh

pallid island
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yeah, not really obvious

plush trail
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I set it to 50

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that means 50 lb or kg?

plush trail
plush trail
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did I mess up?

marsh canyon
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Not sure what you're trying to tell

plush trail
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I made a geometry cube. I scaled it to be the thing on the left set its LOD as geometry gave it 50 as weight. Exported it and then it came as that on the p3d

marsh canyon
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tldr: You need to Ctrl+A and apply all transforms of the geometry and export

plush trail
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I had the whole cube selected to make the geometry by selecting all vertices

marsh canyon
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I'm saying about Object mode not Edit mode

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tldr, Arma ToolBox doesn't take object scaling/transformations into the count (unless you're using the very latest experimental version)

plush trail
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oh

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I'm using the one in arma 3 tools (normal)

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it's on object mode now

marsh canyon
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Check the pinned

plush trail
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I'm looking at it and cannot see it

marsh canyon
plush trail
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oh

plush trail
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thanks now it looks nice

plush trail
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I copied the Firegeometry and memory points from an old missile from the SU-47 open source project (the guy has the unbinarized files in it ). I took the stuff from the R-60

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they fit like a glove

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it's open source and he says people can use it. if it doesn't work I'll follow the video guide I was watching

stuck oyster
raven plover
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In-game texture works

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Just the rvmat

stuck oyster
plush trail
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does my fire geometry look right

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the object won't be shot so I made it empty of components. I duplicated the geometry

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for some reason my memory points arent visible

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they are there and show up when I move them

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not when they are stationary

stuck oyster
plush trail
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how I do that?

stuck oyster
plush trail
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bruh

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saw it now

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is there a way to move the memory poin on specific axis?

grizzled halo
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yes, use the axis buttons on that same row, they are in the left section that is left out of that screenshot

stuck oyster
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id really really recommend using better programs for that kind of editing ๐Ÿ˜…

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you are shooting yoursefl on the foot by handicapping the work on OB

plush trail
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I make most my stuff in blender

celest arch
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just realized discord supports sketchfab embeds

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nice :)

last spindle
frozen stirrup
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looks very nice

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will it have a mil reticle?

last spindle
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no idea atm, it will have the same reticle as the ACE spotting scope atm, since it is replacing it

frozen stirrup
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ah, perfect

last spindle
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unless someone can show me what the spacemaster 15-45 X 60MM reticle looks like exactly, havent found any info on that

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havent looked to hard yet though

frozen stirrup
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either a mil or mildot reticle would be fine

errant garden
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About weapon models, I'm trying to adjust its offset to touch the hand. Do they have to be adjusted in the offset via object builder or can it be done by scripting?

stuck oyster
alpine matrix
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im a little lost on making shadowlods for a vest im working on, it appears to be too high poly still and im unsure if theres a specific way to make them

stuck oyster
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nothing fancy to it, just basic modeling

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if you show your vest and shadow lod for comparison maybe some advice can be given based on that

wise coral
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Kenny that hotel is in the a2SU_data_APL-sa.zip from the bi site

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has anyone done a model.cfg for a baseball bat melee?

plucky meteor
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Hey, cursorObject only returns null on a modded car. CursorTarget, on the other hand, works. But I don't want to modify all scripts. Is there a way to fix this with the mod car?

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I have heard that this is a problem that occurs more often with modded cars. But what is the reason that cursorObject does not work? ๐Ÿค”

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Is there a specific change that needs to be made in the model?

stuck oyster
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Does it have proper view, fire and normal geometry lods?

plucky meteor
stuck oyster
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Try adding a valid view geometry to it

plucky meteor
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And what exactly is not valid? ๐Ÿ˜…

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Looks normal to me

charred bolt
# plucky meteor Hey, cursorObject only returns null on a modded car. CursorTarget, on the other ...

cursorObject is working fine for me on modded vehicles.
Models have several res LOD's, View Pilot or View Cargo, SV0 and SV10, Geometry, Geo Phys, Memory (with bounding box points), LandContact, HP, View Geo and Fire Geo.
For performance reasons, you should have optimised Geo Phys and View Geo LOD's that are less complex than Geometry and FG LOD's - perhaps missing one of these upsets cursorObject.
Or could it be that you don't have the bbox memory points?

stuck oyster
plucky meteor
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The thing is, on vehicles that do not have this either, cursorobject works ๐Ÿ‘€

stuck oyster
plucky meteor
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But we will give it a try nootlikethis

woeful viper
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if you know how rifles/pistols are made, you know how to make a baseball bat

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so start with the easier (conventional) things, then you can do stuff that requires some workarounds. No point in doing the 2nd step before the first

celest arch
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is there a limit on destructable named selections?

sterile sand
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hi, can i export a blender BSDF to an .rvmat?

pallid island
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in my understanding: not really. .rvmat is, essentialy, a configuration values for shader that's not directly accessible by user blobdoggoshruggoogly

sterile sand
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it can be opened like a txt file

pallid island
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what "can be opened"? Rvmat? Yes, it can. Because it is the text representation of shader inputs

sterile sand
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isn't that like the point? how could i export the shader then? it's pretty basic, no nodes used except the texture which i know how to set up

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just edit the values in a copied rvmat i guess?

pallid island
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yes, you prepare the textures with the proper data and you make an rvmat that tells the game to use those shaders blobdoggoshruggoogly

stuck oyster
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blender shaders/node materials have no connection to the game

sterile sand
stuck oyster
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๐Ÿ‘

tribal rain
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question yall whats the process for making identities? ive got a 3d model all set to go just confused as to whats the process for the config and model cfg as it seems quite different to the others ive done work on

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this is just a basic place holder for now but making a rogue trooper mod

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already made the helm needs textures etc though

stuck oyster
tribal rain
stuck oyster
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helmet in itself has nothing to do with it since its just an item

tribal rain
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no its just sits on top

stuck oyster
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but basic premise is the same

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you got your p3d, model.cfg for it

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and configs for new head type

tribal rain
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way i figure it the two options ive got is make a uniform which encompasses the whole body including the head but then youd get no lip/eye animations

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or the other options is make a new head

tribal rain
stuck oyster
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not really no if I remember right

tribal rain
stuck oyster
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the head config is not very complex though

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you can trace the vanilla head classes pretty easily and make a copy of one of their classes and plug your files into it

tribal rain
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i wasnt sure if i was fed bad info before but i was sure i was told and or read somewhere that head cfgs were complicated

stuck oyster
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well the head, face, identity stuff can be bit all over the place at first since its multiple classes working together

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but the classes themselves are pretty simple

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like around 10 lines

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but then again everything Arma modding related is complex before you learn it

tribal rain
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so im assuming i messed up somewhere

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for context the face is supposed to blue like this

stuck oyster
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does it still carry the HL selection?

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but yes its also possible you did something wrong

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id recommend adding some cube to it or something that you can easily tell its your custom one

tribal rain
stuck oyster
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The skincolor/identity named selection/vertexgroup

tribal rain
stuck oyster
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No

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it would be a vertex group in blender

midnight verge
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sorry for the question im starting to model, any basic app for p3d? very basic one?

stuck oyster
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nobody (sane) makes p3d straigh

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(Sentry)

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๐Ÿ‘€

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Blender probably would be the tool for you to learn as its free and has tons of tutorial material for generic "how to model"/"how to texture" etc

midnight verge
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yeah so my friend sent me a p3d file (basiclly a uniform) and i want to texture it

stuck oyster
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where did your friend get it? The kind of "friend models" often turn out to be ripped assets which lead to bans so not the best place to start learning. So best to make sure the model is something you can actually use and work with

midnight verge
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oh ok nice to know

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thx for the help

stuck oyster
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retexturing does not require models at all either btw

tribal rain
midnight verge
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in blender?

stuck oyster
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where was the p3d from ๐Ÿ˜…

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you are not really going in the right direction with this

midnight verge
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idk i was searching for a pilot suit and someone just sent me a p3d file

stuck oyster
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you are responsible for stuff you use

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and if you dont know where its from its most likely dodgy

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and well you are behaving pretty dodgy too right now..

orchid fern
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Is there a write-up of the performance implications of proxies somewhere?

atomic nymph
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Whats PreNlod format of p3d ?

stuck oyster
atomic nymph
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Testing a p3d

stuck oyster
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testing it how

atomic nymph
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P3d of a vest from the internet

stuck oyster
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from where?

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this starts to feel like it may not be very legit the way you are dodging the questions

atomic nymph
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why would i dodge ? i make my own vests lol

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and you saw some of the process

cedar coral
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Has there been any updates that would cause buldozer not launching from OB? I asm getting it crashing everytime now?

woeful viper
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@orchid fern yes, on the bis wiki

white oak
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Has anyone used the blender toolbox over at linux?

stuck oyster
white oak
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toolbox itself should work fine I suppose, with blender being native and all
exporting using the O2 script would be the tricky part I'm guessing
going to give it a shot

hallow steeple
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I use object builder right?
How do i make the textures appear in the editor? I think that was possible, but I forget how xD

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nvm

hallow steeple
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merge textures means merge into the model file right, or?

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no- I am now confused

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Why is the hidden selection not working xD

stuck oyster
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merge textures is not really part of any common workflow

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what exactly are you trying to do?

hallow steeple
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Make a usertexture prop that's a surface decal.

hallow steeple
stuck oyster
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is my guess

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or you lack one of the buidling blocks

hallow steeple
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ok, lets try making it be a normal instead of a surface

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on surface, surface*

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this will sound weird, but HORRAY! It's still not working! xD

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Ok, what do i need for hidden selections-
Is it the points or the face that is put into a selection?

stuck oyster
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HorribleTip of the Day:

HIDDEN SELECTIONS

Assuming object type supports hiddenSelections,
HiddenSelections require the following components:

**#1 **UV mapped mesh surface with a named selection/vertex group (often called Camo,Camo1 etc) that does not overlap with other hiddenselections (by faces, bordering vertices can be shared) This mesh also needs to have some defautl texture and material set to give it necessary face properties

#2 Model.cfg class (class nameOfP3d connection) withs sectiosn[] array that contains the above mentioned selection (Camo etc)

#3 Config class with hiddenSelections[] array that contains the same selections as in model.cfg sections defining them to be accessible with scripting commands

#4 Config can also contain hiddenSelectionsTextures and hiddenSelectionsMaterials arrays that can overwrite the p3d default textures on that particular config class

hallow steeple
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oh-

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Horray! Also idk if the default texture is needed. I have texture field in OB as blank, then the hiddenSelections in config file give it the weird image ya see on the right

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looks like it was just the lack of a model.cfg xD

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ah, and on surface seems to work too! :D

stuck oyster
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default texture flags it with transparency flag if it supposed to be transparent

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so if you wanted to have say blood splatter with transparent surrounding you would need a default texture similar to it

hallow steeple
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oh..

plush trail
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hello

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I have a question

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if I want to modify an arma 2 mag (eg stanag 30 rnd) where do I find the model

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in the open source files the only I could find the mag is through the base model

stuck oyster
hallow steeple
stuck oyster
hallow steeple
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basically, just the usertexture prop

plush trail
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is there at least a sample firearm

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with a sample mag

stuck oyster
plush trail
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in arma 3 samples the test gun has a mag as part of the model

stuck oyster
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then no

plush trail
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ok

hallow steeple
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so, leaving material blank will disable transparency, right?

stuck oyster
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no

hallow steeple
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wait so why is it black

stuck oyster
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what is?

hallow steeple
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make the texture on my object be #(argb,8,8,3)color(0,0,0,0,ca) and it's completely black. but same thing on game's usertexture object and it's clear

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(Green and half transparent)

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wait-

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Can I make the default texture be an empty image

stuck oyster
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sure

hallow steeple
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like this

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heh- that- that doesn't show up too well xD

stuck oyster
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sure

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how are you packing the pbo?

hallow steeple
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Arma 3 Addon Builder.

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buldozer shows it correctly

stuck oyster
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blobdoggoshruggoogly dunno. could apply some basic rvmat on it from a3\data_f\

hallow steeple
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Do I need to extract the material from the game's pbo or?

stuck oyster
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no

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well

hallow steeple
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how would I get the material for the OB

stuck oyster
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preferably you had P drive and all this stuff ready..

hallow steeple
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I have P drive, but I don't have stuff from the game in there

plucky depot
hallow steeple
#

My head hurts and I am annoyed so I shall return to this later xD

dapper hound
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Not sure if this is the right spot but I'll put it here since I don't now where else - making a female version of the wetsuit but for whatever reason the arm texture halfway through changes to what I assume is the default arma man arm texture. I have absolutely no idea why it's appearing (didn't even use it in blender) so it's got me super confused.

stuck oyster
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as in whats your process to get here

dapper hound
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it's a custom one from cgtrader like the juggernaut suit I mentioned a few days ago - Exported it to arma just the same way as I did before

stuck oyster
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well it would likely indicate you have messed up the identity selection

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so it replaces larger chunk than it should

dapper hound
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I assume it's something with the vertexes in arma. Looking through them, this looks to be it, so I'll color out this vertex and see if that changes anything, I'm just unsure if this is the specific issue or if it could be something else

stuck oyster
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not that one

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but that one is very messed up too

dapper hound
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ah

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I did a simple weight paint transfer from the default arma one. Do you know what the vertex name is that may be causing this?

stuck oyster
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HL

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weight transfer will work only so much

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it always needs manual fixing

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because models are made different shaped

dapper hound
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ah okay, fixing that vertex now - I wasn't even aware of what the HL vertex did so I didn't do anything with it

stuck oyster
#

one has to learn to walk first before running a marathon

dapper hound
#

can I drive instead

stuck oyster
#

no

dapper hound
lone minnow
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I have a backpack I'm trying to add. I have successfully added some vests to the game and I'm trying to repeat the process for this backpack but it's just not appearing when I select it in arsenal (I can put stuff in it, it's just invisible). There is no obvious issue in the config and the model.cfg looks good too. The p3d files looks good to go too.

What other things should I check?

wheat shoal
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SGTGunner, I was launching OB from my desktop shortcut for the longest time, Buldozer only works when opening OB from Steam tools for me

stuck oyster
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turn on logging in launcher and see if it pops up any error messages?

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and then check the rpt log file if there are any clues

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() after trying to use the backpack

dapper hound
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for adding new heads, does the whole head need to utilize a single texture map, or can it have multiple textures? Asking because in the config file there's a specified texture

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when I add the head, the eyes don't show up for some reason

dapper hound
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found that the eyes do show up, they're just.. for whatever reason on the floor

stuck oyster
#

wrong weighting

dapper hound
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I fixed it by weighing it to the head

stuck oyster
#

that kinda works

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but naturally they wont have any eye movement

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not that it matters, the shape of the head must match the man too for those to work

dapper hound
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yeah, it doesn't match the shape anyways, so the eyeballs would look goofy if I weighed them to the arma eyes

cedar coral
#

yeah, I think when I updated my P drive with Mikero's batch something got screwed up.

foggy finch
#

wierd I launch all tools from shortcuts, cutting out a3tools/steam

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never had any issue with crashing

cedar coral
#

yeah, it is very weird. Normally rock solid.

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I might just create a P drive from scratch.

foggy finch
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only time TB has crashed via shortcut (it wodl have crashed anyway) was being a bit ambitious with mask file sizes

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ob's never crashed however

cedar coral
#

humm, okay. Time to mess around with it. Argh.

foggy finch
#

enjoy :)

dapper hound
#

what the heck is going on with my shadow

charred bolt
dapper hound
charred bolt
#

sure

stuck oyster
#

way too complex and you applied hiddenselection material to it

dapper hound
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Iโ€™ll double check to make sure thereโ€™s no textures on it

stuck oyster
#

and no HL or camo selections

charred bolt
#

Poly (tri) count, somewhere between 500 and 5000. For uniforms and vests, aim for the lower end of the scale, complex vehicles might be at the top end.

dapper hound
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this is my stencil shadow

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and my shadow volume uses the same thing

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there's no hl or any hidden selection material, or camo selections

dapper hound
charred bolt
#

I'll defer to horriblegoat on this, as my thing is vehicles, but you generally shouldn't have proxies in shadow LOD's or you'll get duplicates.

stuck oyster
#

id recommend using the one from samples and tweaking it

dapper hound
#

I'll grab the one from samples

hallow steeple
#

if not provided, what kind of material would be used by a model?

stuck oyster
#

depends on the models and what kind of visuals is wanted

hallow steeple
#

I am wondering if my issue was the material being CO instead of CA, yesterday

#

The black texture when given a completely clear texture thing

#

Side note, when extracting Arma 3 game files, is it possible to tell it to go to a different directory? :P
I wanted to order my P drive, but it seems all the arma 3 trools dislike that xD

#

Also, idk where to ask this, sorry :P

#

oh new question, do I NEED to have a material/texture avaiable when I am using OB, or could I have it as missing?

charred bolt
#

a3 files should be extracted to p:\a3

#

You can tell if a problem is being caused by shadows or not, by going in game, then to graphics settings, and temporarily disable shadows.

hallow steeple
#

I'm not worried about shadows :P

hallow steeple
hallow steeple
#

Addons folder has the stuff I am working on. [P:\Addons\]usertextureprops\empty.paa

charred bolt
#

I can only recommend you put a3 in the root of p:. If you don't, good luck.

hallow steeple
#

Well, it is, but I've changed the texture path for OB x3

#

My question is, can I reference something I don't have in the P drive, but do have in the game.

charred bolt
#

You mean reference a file (as opposed to a class name or function)?

hallow steeple
charred bolt
#

Don't think so - pboProject won't build as the file is missing

#

that's why you have to extract a3 in the first place

hallow steeple
#

wait why don't I just try it? xD

charred bolt
#

That should be a prerequisite before anyone asks a question.

hallow steeple
#

ok, so I guess it's not the material at all?

#

#(argb,8,8,3)color(0,0,0,0,ca)
With this, I still get black, not transparent

charred bolt
#

Do you have a transparent (_ca) texture in your p3d?

hallow steeple
#

Yes, though it's not called ..._ca.paa
Is that needed?

charred bolt
#

99% of the time yes

#

All textures should be _co or _ca, especially if using tex2view to convert from tga to paa

#

If you don't have a transparent texture in the p3d, you won't be able to get one in game

hallow steeple
#

I mean, the texture shows up right it seems.

plucky depot
hallow steeple
#

hidden selection in game

#

Model has an empty image

hallow steeple
plucky depot
#

why don't you just put empty transparent procedural texture in the model?
#(argb,8,8,3)color(0,0,0,0,ca)

#

it should give you workng transparency.

hallow steeple
#

And I don't need to worry about lighting or Z bias or anything, right?

#

Or anything in model.cfg or config file, if I want transparency.

#

Yay!!!!

#

Thank you. I thought procedural textures wouldn't work right for some reason ๐Ÿ˜…

plucky depot
#

There's litteraly a color picker near the folder icon which allows you to set one from it.

hallow steeple
#

Yes there is :P

#

But that doesn't let you mess with alpha

charred bolt
#

So the rules are, you must have a transparency in the p3d and you should name it with _ca suffix unless you're using a procedural.

hallow steeple
#

And the _CA is required, and not just for user readability?

charred bolt
#

If you are converting from another format, such as tga, yes, it is required.

plucky depot
#

and don't use TexView for img>paa conversion, in my experince ImgToPAA produces better results.

charred bolt
#

What does pboProject use vet? Never had issues with whatever that is

plucky depot
#

img2paa

#

or maybe its own implementation, not 100% sure

#

TexView is the GUI viewer thingy

hallow steeple
#

I use a website b/c I was an idiot and didn't realize I could just drag the png to the exe xD

charred bolt
#

Use tga, and put tga in the p3d. You'll then see the textures in Object Builder, and when you build it will auto-convert to paa

plucky depot
#

Grupe Adler thingy? I would use it for missions but I wouldn't trust it for mods but maybe it's okay.

hallow steeple
#

ah yes, new issue. I can't open UV editor in OB

charred bolt
#

UV editor is only showing in task bar? right?

#

right click, maximise

hallow steeple
hallow steeple
#

Ok, not QUITE right, but hey. I'm pretty happy with it xD

#

ok, normal user texture has this too. I assume it's shadow or fog or something. Maybe material.

#

yea looks like material.

stuck oyster
#

imageToPaa is the best tool

hidden fern
#

Is there any good videos out for blender to arma 3 ..?

umbral shuttle
#

ik a bit random and possibly unanswerable, but is poly count taken into account when changing res lods?

#

like lets say u have lods 0,1,2,3,4. when say deciding to use 2 or 3, will the game look at the poly count of lod 2 vs lod 3?

charred bolt
umbral shuttle
charred bolt
#

No I don't think so. But the game engine is presumably measuring your PC ability to display the entire scene, and based on that, decides what distance to put the LOD switching at.

umbral shuttle
charred bolt
#

If you mess up the model by say having, 64k, 64k, 64k, 1k LOD's, I guess it will also degrade overall performance.

umbral shuttle
#

res lod 0 - 44k
lod 2 - 37k
lod 4 - 32k
lod 5 - 22k
lod 10 - 3k

charred bolt
#

Section count might also be an issue to check on.

umbral shuttle
#

wowe we really did not half at all, section count is at 11

charred bolt
#

yeah, those LOD's are "bad"

umbral shuttle
#

so 44k, 22k, 11k, 5.5k, and 2.75k res lods should maybe fix the issue?

charred bolt
#

I wouldn't get fixated on the decimals at the low end, however for a vest I think you probably should be optimising quite a bit, due to the number of them that might be in scene at once.
Typically you might aim for 8k, 4k, 2k, 1k, 500

umbral shuttle
#

yeah I figured a 44k poly vest might be tooo much

charred bolt
#

Section count of 2-3 would be more suitable for a vest.

#

ie 2 textures/materials

umbral shuttle
#

yeah I am not sure how id do that cause I believe this vest has like 7 UVs

charred bolt
#

Combine them into less textures.

umbral shuttle
#

I can try that

charred bolt
#

With 11 sections, you might have 11 textures? So they could be all reduced in scale (the UV's) by 25% and placed into the quarters of 3 textures

umbral shuttle
#

Yes 11 textures, wouldnt that require a retexture?

#

changing the UV like that

charred bolt
#

No, it's possible for a non-artist to just scale and move the UV's without having to redo the topology.
It's a bit of work, because you have to do it for _co, _as, _smdi and _nohq, but definitely do-able.

umbral shuttle
#

Okay I will try to do this and if I get stuck I shall return sunglasscry

charred bolt
#

Does that make sense?

umbral shuttle
#

Yes, wat would I have to do in object builder to now tell it that hey this red texture is in the top left corner?

charred bolt
#

You'd select the red texture, hiding all the rest.
Then open the UV editor. Select all of the UV and scale it down by 25%. Then move it to the corner.

#

And of course, change the mesh so that it's using the new texture.

umbral shuttle
#

ah never used the UV editor befoe

#

let me ahh explore it a bit

charred bolt
#

It's much much easier if you have an artist you can go back to and tell them to reduce the textures from 11 to 3 though ๐Ÿ™‚

#

but I'm guessing that might not be an option (it often isn't for "modders")

umbral shuttle
#

Yeah I could try doing that too, combine all the tiny parts into 1 uv and retexture right

#

its an option, if we still have the OG blend file kekega

#

but it might have gotten lost to the sands of time

#

certainly could combine the 3 grenades and 2 shotgun shell textures into 1

#

fun fact the grenade belt on the armor is 15k polys ๐Ÿ™‚ why idk but hey fancy grenade

stuck oyster
#

There is quite a bit of optimization room In there yeah. ๐Ÿ˜…

umbral shuttle
#

yeah old asset is indeed old

#

could be worse, the shadow lod could have more poly then the res lod

hidden fern
#

Is there any videos you can recommend for blender to arma 3?...

old gulch
#

So, working in blender before I export to p3d, if I don't want to have collisions, etc, is it better to have empty LODs for geometry and so on, or just to not even make them? I'm not actually sure.

old gulch
#

Thanks. Just wanted to observe best practices.

old gulch
#

Alright, just so I remember this correctly. If I want hidden selections, I have to name the model in model.cfg, and add the selections for renaming to the skeleton, or the sections? I forget which, exactly.

#

Ah, it's pinned, so into sections it goes. Wonderful.

old gulch
#

Alright, last thing. I've trying to replicate the User Texture object's functionality, and while I can set to whatever I want, it seems like all objects are rendering over it. Is there something I am missing?

old gulch
#

Maybe it's a Z-Bias issue?

stuck oyster
old gulch
#

Yep! Now just to sort this issue. I'm wondering if it's an issue with render flags in the RVMat

stuck oyster
#

So what are we looking at here?

#

Possibly render flags sure if you've enabled some. Typically they are used in very special cases

old gulch
#

So, objects, grass, the sky, etc, are all rendering over the top of the object, terrain is rendering behind it.

stuck oyster
#

Is the object there actually in front of the house wall?

old gulch
#

Yes, it's just tilted at an angle

stuck oyster
#

And it's not decal?

#

Just straight plane

old gulch
#

Yep

stuck oyster
#

Then yes render flags could be an issue. Or something g else funky happening with the material

old gulch
#

Yep! It was the flag in the rvmat. How strange, considering that's what is applied to the regular user texture object

#

Now I can push this update, woo

bold flare
#

tekzt

old gulch
#

Indeedilydoodily

stuck oyster
old gulch
#

And uploaded. Woo~ My invisible walls mod may be small and mostly unnecessary, but I find it very useful.

#

And this was a requested addition, so that's nice

compact zenith
#

anyone an idea? Tried everything.
Strangly if I attach myself per debug console to the command with

player setDir 0;
player setPosWorld getPosWorld player;```

it kind of works. but not via script (executed on the player, object in mission):
```player attachTo [_table, [0,0,-0.54], format["seat_%1",(_seat+1)],true];
  player setPosWorld getPosWorld player;
  player setDir _dir;```

no idea of the rotation of memory point yet

model cfg:
```class blackjack
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "seat_1","",
            "seat_2","",
            "seat_3",""
        };
        sections[] =
        {
            "seat_1",
            "seat_2",
            "seat_3"
        };
    };```
umbral shuttle
stuck oyster
umbral shuttle
#

yes yes 2 days ago wowe

#

where is the 28th tip of the day ๐Ÿ˜ 

#

I have one ๐Ÿ™‚
for somereason importing an fbx into object builder directly makes it smooth and doesnt maintaine sharpness. Only solution I was told about to make p3d via blender with arma toolbox

stuck oyster
#

28tips in one day. That would make anyone sore.

umbral shuttle
#

๐Ÿ˜ฎ

stuck oyster
#

(I'm not fan of fbx)

umbral shuttle
stuck oyster
#

If you are working in blender I'd definitely use the toolbox to export directly to P3d.
For fbx I'd consult fbx related guide/tutorials. I believe the topic is pretty covered (not Arma related)

umbral shuttle
#

ah okay

#

ill stick to using blender more, at times feels easier to make selections

stuck oyster
#

You can do b
Nearly everything in it. I do verify model.cfg stuff still in buldozer but most things can be done in blender. And it's best practice to work fixes in source files so you don't branch into multiple versio files

twilit pike
#

looks good I like the log cabin aesthetic

candid mason
#

So, in blender, what's the scale of object to arma meters? If I wanted a 10m wide plane, how big is that in blender?

young meteor
#

Hello there, do someone know if the weapon_holstered proxy work on an item considered to be a backpack ?

rose ibex
#

just remember to apply the object scale before you export

#

aka. ctrl+A, apply scale. Or select apply transformations

stuck oyster
white oak
#

goat do you know if there's a sample ladder model somewhere?

#

especially with the memory points & config

stuck oyster
white oak
#

cheers

last spindle
terse elm
#

very nice work dude

cedar coral
#

@last spindle nice. I would put a little more wear around the edges. Especially around the tripod legs, on the edge. Given you are using substance, that would be easy. I like the top of the sight, nice effect. Not sure if you want to make it a bit more grimey...

last spindle
#

^ updated

molten cargo
#

hello guys hope you can help as i have been pointed here by exile server and a couple others i have tried,unsure which section to put this in so gonna put here until told otherwise. I have been making a model based on the test tank from arma tools and everything works except accessing driver from scroll wheel,driver works if selected in editor but cant get back to it when moved to other seat or out tank. In the editor the driver model is actually not there, (he is playable and player) the memory points are correct in the model also and even lined up with commander/gunner points which work fine. the test tank also comes with an empty 'config' which confuses me as seems to all work fine without it...strange. it is the test_tank_01 from arma samples. Thanks in advance

stuck oyster
# molten cargo hello guys hope you can help as i have been pointed here by exile server and a c...

seats to work they need

  1. proxies for the position (in all view lods and in firegeometry at least. compare to samples)
  2. driverAction/gunnerAction config paratmeters to define what pose/action to use when on the seat (no action defined = disables the seat)
  3. getin(Out)Driver/Gunner etc points (memorylod) and corresponding actions (and point parameters) in config for being able to get in/out of the thing
molten cargo
stuck oyster
#

sorry I dont have time to get that involved in other peoples work ๐Ÿ˜…

molten cargo
#

okay no problem, i will go through this list here and double check everything again. thanks for the input though. much appreciated

#

hold on you mention config. But the test tank config is empty, Cfgvehicles and model seem to be the only two scripts with relevant info. is this strange? everything else works fine when testing tank in editor

stuck oyster
#

they are all added into the config.cpp via the include function

molten cargo
#

okay that's fine,same as mine then. just checked all proxy are present in the different LOD and they are. the memory is all there. It has to be the script...i will continue to dig around and hopefully crack it soon. thank you @stuck oyster

molten cargo
#

okay after long time trying everything. I realised driver can turn out and when he does i can see him...but when he's turned in i can not

stuck oyster
molten cargo
#

i din't even relise he turned out. totally forgot. yi live and yi learn

woeful viper
#

the bevel on the raised section on the mainbody could be a bit more angled - atm the normal doesnt catch it very well. Other then that nice

autumn ridge
#

Look great pinga

autumn ridge
#

Pinga check out Bushnell's web page download the PDF its got info on redicals ect

umbral shuttle
#

when binning a p3d, edit lods will go away correct? nvm saw that there was an entry on the lods page, gotta delete em rip

cedar coral
#

@last spindle Better on some of the worn look, but up to you it looks a bit too uniformed and I would have it a little thinner in the strokes down the legs.

marsh canyon
#

English only server (#rules) thanks

#

No crosspost either.

balmy zephyr
#

Sorry

woeful viper
#

put it ingame first, then judge if you want to improve it from there...

last spindle
#

the usual workflow ^ things never look the same from PBR -> Supershader

woeful viper
#

especially for subtle detail... this stuff just disappears in arma

bleak tangle
#

Say you have a sky scraper with 20 floors, each floor has 10 sections and you proxy each floor for all 20 are you now at 200 sections versus if you didn't proxy floors and included every floor into the same model you'd have 10 sections for 20 floors?

last spindle
#

yes

bleak tangle
#

So you should never proxy part of a building unless you are going over polygon limits?

last spindle
#

well not the actual building itself, you should ise the proxy to add interior objects, and then just remove it in any of the distance lods, there is no hard rules, but you have to take into account how many times the object will be placed on a terrain, if it is place 20 times in a city, then you are growing the section count very fast.................at distance 20 proxys for a single building would be too much

bleak tangle
#

Jesus some of the E76 buildings are really bad then, one of the towers has about 20 proxied floors and I think there are 5 of that type of tower in the main city on jackson county/lakeside

woeful viper
#

what's E76?

bleak tangle
woeful viper
#

well yes theres a reason why life players constantly complain about performance when all they have going on is a few guys running around pretending to be cops or civilians
absolutely shitty optimized (as in not at all) models

#

not just buildings. i'm pretty sure they didnt bother to create LODs for the vehicles that a big part are ripped off from somewhere

bleak tangle
#

Well I think the E76 stuff was just never finished and it's been passed around so much at this point

north sundial
#

It was made in sketchup so it was bad from the start haha

bleak tangle
north sundial
#

To be fair, it was the first map/models made by the people working on it and it was made for a community that went under and was never acctually finished

bleak tangle
#

Yeah and for Arma 2, they were marked as WIP and I guess people said they work enough so let's use them

pearl steeple
#

Hi, I and my friend are trying to make a model for ArmA but... its tiny in blender, but massive in ArmA. Also the textures are missing. We're not sure what we're doing wrong.

Appreciate any help we can get! ๐Ÿ™‚ โค๏ธ

marsh canyon
#
  1. Blender Materials don't apply in Arma, you need to set the menu ArmaToolbox offers
  2. ArmaToolbox doesn't take objects' transformation into the count. Ctrl+A in Object mode to apply all transformations
woeful viper
#

sketchup? ewww die in a fire

cedar coral
#

@last spindle @woeful viper agree. Let's see how the shader in game handles it. :-)

cedar coral
#

ah, interesting. You get the level of detail on the worn edges in game. It does look a little too uniformed. But up to you...

#

@last spindle I am specifically focusing on the legs. I think the neck tripod is good. I would add little grime on the lens body too. But that is my thoughts, up to you. I don't want to be an arm chair critic. ;-)

woeful viper
#

dirty optics... video game trope 101

cedar coral
#

lol

last spindle
#

well its not 3D optics anyway, so dirty lense aint going to matter, but i would expect any self respecting sniper to be cleaning the lense of the spotting scope

cedar coral
#

With respect to dirt/grime/wear, etc.

last spindle
#

if it was an object i was more focused on i would like to spend the time to make it better, but atm im just trying to replace http://i.imgur.com/oaZlJkC.png

cedar coral
#

oh, okay.

pearl steeple
#

Thanks!

woeful viper
#

the wood boxes look ok but the ammo box is way over the top

last spindle
#

i wonder if they are for a project or just random, because when i saw the wooden crate, i though WWII prop, but when i saw the metal container, i thought SC-FI which was strange

cedar coral
#

yeah, I did the same. I was looking at the woodern box more.

minor cove
#

Can someone transform the f14 mod into a 5/6th gen aircraft ?

stuck oyster
#

somene could make a new one, but using old ones is not possible

white jay
#

And not to mention the hundreds of scripts they ran on those servers, but thats really other thing

timid canyon
#

So, I'm new to modeling.
I bought a gun model that has 37000 polys, which I hear is way too much.
Gun looks amazing, but def way too much detail.
Does anybody have recs for optimizing/lowering poly/tris numbers?

#

(like... 3-face bevels on every edge of the gun, etc)

stuck oyster
#

there may not be any simple easy way to do it without breaking it. but yes typical arma weapons are in 4000-10000 tris range

#

it is in a way already optimized and its textures are made for that particular shape

#

they might start to distort etc

#

so manual reducing might be the only relatively safe way

#

you could also just use it if you make very good distance lods for it

#

but that is basically same thing, reducing the quality so at distance it does not take so much power to draw it

tribal rain
#

so ive made a tank but when i try to place it down in eden it is unplaceable? it shows in the list of placeable objects but cannot be placed down?

Any advice would be great

stuck oyster
#

id first disable any other mods you have running to make sure nothing conflits with your work

winter frost
#

hello can i ask a question?

dusk sand
#

You just did

winter frost
#

i cant import models to blender

#

it kept saying wrong mdl

marsh canyon
#

What model?

winter frost
#

cpc vest model from spec4gear

#

im just testing in blender lol

#

and im new to it

marsh canyon
#

Is that a model from a Mod?

winter frost
#

yeah why?

marsh canyon
#

Because the model is binarized, you can't edit

winter frost
#

oh ok

#

can i do something about it?

marsh canyon
#

No

winter frost
#

oh ok thx

stuck oyster
pearl steeple
#

Good morning,

I am having a weird issue with my object buidler not sure what I am doing wrong. My buildig has no colllision.

I've double checked that it has a Geometry LOD, and a mass. (all above 10). I've also tried placing a huge box around the building to see if it does anything and setting the mass to 500 and still nothing I can walk through the placed box in object builder.

I am not sure where to go from here would apprectiate if someoen could point me in the righ direction.

Thanks for your time and help and have a great weekend! foxlove

marsh canyon
#

How big the Geometry is?

pearl steeple
#

Sorry, still triyng to figure out object buildier. Where would I see that?

marsh canyon
#

The grid is 20x20m. Is it bigger than that?

pearl steeple
#

nope

marsh canyon
#

Seems fine. Well Arma 3 more like RV engine has an issue so bigger than 50m (?) makes it no solid anymore

pearl steeple
#

hmmjew object is less than most buildings in game so I don't think that's the issue

#

probably the size of 2 small sheds

#

https://forums.bohemia.net/forums/topic/202350-geometry-lod-not-working/

I did what he did and it fixed it

I run Structures -> Topology -> find components.

I run Structures -> Topology -> find non-closed. (No red vertices).

I run Structures -> convexity -> find non-convexities. (No red vertices).
lone minnow
#

Hey, so recently I fixed a shadowing issue on some plate carriers by closing the Topology in Object Builder. Now I have a uniform and I cannot seem to replicate the same results due to the proxies acting like mesh on the uniform. How should I go about fixing the shadow issue with a uniform in light of this?

#

Is there a way to hide the proxies before closing the topology on the uniform model?

stuck oyster
#

Id recommend not using the close mesh tool in OB as it is rare that it actually works right

#

fixing the mesh in where you modeled it (blender etc) is really the best way to go even if it takes more time

#

but if you want to use it, you can always cut paste proxies into an empty lod or edit lod and then use the close tool and cut paste the proxies back

lone minnow
lone minnow
lone minnow
#

Also tried separating the proxies and pasting them back and it almost worked. I think I just really need to know or be pointed in the right direction of how to close the mesh properly in Blender

white jay
#

Is this the chat to ask if anyone would make an R32 skyline GTR and GTST mod for arma 3????

marsh canyon
white jay
#

aight thanks man

stuck oyster
#

For example if you have open edge seam between a segment of faces you don't want to fill it I with 0 space faces

#

You want to merge the edge vertices

#

So don't over think it, closing mesh is just same basic modeling you've done the thing in the first place.

tribal rain
lone minnow
#

What I mean by that is when I do Fill Holes, the model then crashes the game with a status access violation error

stuck oyster
#

ye you cant say model is fine in blender if its crashes

#

its not

rapid tree
stuck oyster
#

right right

lone minnow
#

The model is fine, arma is the problem here

#

Or the rvmats or something

lone minnow
lone minnow
#

I think you need to accept arma is a little janky compared to other games, yes

#

Like I said above I had little issue doing this with my plate carriers, now with the uniform closing the topology is a problem

#

Strum's insight is useful though I'll continue to look at trying in in OB rather than blender

stuck oyster
#

Ok. ๐Ÿ˜„

#

I wont stop you

#

Like Ive been modding arma for about 10 years

#

but what do I know

lone minnow
#

Sure

woeful viper
#

๐Ÿค” how do you model a plate carrier without the knowledge to fill holes without special "fill hole" tools?

stuck oyster
#

Educated guess is, this is not self modeled stuff.

amber swift
#

Guys, if i were to use vanilla magazines in my gun, how would i do it? My idea would be to use the vanila 556 stanag mags

pallid island
amber swift
#

Thank you, but would i have to put some sort of proxy in the p3d?

pallid island
#

yes, the link has details

amber swift
#

Ok thanks again

heady stirrup
#

Hello people! Im coming to you with a question - I would like to have a bunch of heads that have different shapes than the default one, essentially for custom, non human races. Are there any guides on how to do that?

heady stirrup
#

:(

stuck oyster
#

that does go a somewhat beyond "normal modding" so you will need to learn quite a lot

heady stirrup
#

I see. Well, that is an answer enough. Thank you

amber swift
pallid island
amber swift
#

oh ok, thanks guys

lone minnow
#

And correct I bought the models from Jota's store over at 3DMA, they're great

tribal rain
#

so ive made this moustache that has a high poly and low poly version how, ive done the necessary things in blender to put the normals onto the mesh. How do i then get the details to show up in game?

as far as i can see there is no way to do it in blender. i know im missing something im just not sure what exactly is the step im missing.

any help would be greatly appreciated.

#

this was the process i followed
https://www.youtube.com/watch?v=Yx9TvvnxCAM

We will go through the process of reducing the poly count on a 3d scan or a high poly mesh, down to an acceptable size, and then to bake a normal map and also a diffuse map in Blender. The model was downloaded from SketchFab

Support me on Patreon
https://www.patreon.com/Markom3D

SketchFab
bit.ly/37YudJ4

Node Preview Addon
https://blendermark...

โ–ถ Play video
stuck oyster
#

have you already baked the color and normalmap textures from the HP to the LP model?

tribal rain
#

i have baked the normals & textures to the LP

stuck oyster
#

then you assign those to the LP model texture in textuyre slot, normalmap through rvmat

stuck oyster
#

ye

tribal rain
#

also i thought an RVMat was like a code file?

stuck oyster
#

it is

#

well not code

tribal rain
#

like colour values and shit

stuck oyster
#

yes

#

and it tells the game what shader to use on the surface

#

and what technical textures the shader is using

#

like normalmap and others

tribal rain
# stuck oyster yes

oh ok so in pbos and such where there is co, diffuse, normals etc are those all rooted through the RVMAT?

stuck oyster
#

co is assigned on the texture slot

#

the rest through rvmat

#

well _CA or _CA on the texture slot

#

this is essential as if the thing is supposed to be transparent it needs to have the _CA texture on it for the engine to flag the p3d as transparent

tribal rain
#

did not know that

#

i need to make a glossary of what the different file extensions pertain to

stuck oyster
#

there is a wiki page

#

about rvmat and different texture suffixes

#

and sample rvmats in P:\a3\data_f\

tribal rain
#

i said it before i dont know if i said it here but i had a pdf once before that detailed how to import a weapon into arma but ive lost it ๐Ÿ˜ฆ

stuck oyster
#

maybe one day I write the stuff down ๐Ÿ˜…

#

but

#

like

#

meh

timber night
#

Made a model

#

And this is how it turned out .. its a hat.

#

How do I normalize this?

#

Rotation, scale, location?

marsh canyon
#

Pretty much. Also make model.cfg

timber night
#

What does a model.cfg do?

#

Selections right?

marsh canyon
#

Basically it applies bones and animations

#

For a hat no animations required though

timber night
#

Ok, I included model.cfg and it was the same end result

#

Why is it so big .. ?

#

and not on their head

pallid island
#

make sure to apply all transforms. And assign all vertices to the target vertex group/selection ("head" or something) ๐Ÿคทโ€โ™‚๏ธ

stuck oyster
timber night
#

@pallid island did all that

hoary knoll
#

what in a model defines the simulation type? for example if gravity affects the object

#

ok i guess each geometry selection can have a mass assigned in oxygen

stuck oyster
stuck oyster
#

you export your model in wrong scale

timber night
#

T.T

#

I reset scale like 5 times

stuck oyster
timber night
#

I fixed it @stuck oyster I'm bad at blender and never applied scale, etc.

#

I was reseting not applying.

stuck oyster
#

That would explain it ๐Ÿ‘

timber night
#

@remote sable Thank you sir.

#

Another update, any reason why I'm getting these shadow refractions?

marsh canyon
timber night
#

I have 3 Lods

#

Ill take a look

#

Ok whatever I did, did not work.

#

I tried to change ShadowVolume to a lower value.

marsh canyon
#

LOD number doesn't do anything if your shadow volume is broken

#

This LOD is used to cast shadows on the ground, other objects and on the object itself. Shadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD. Shadow LOD must be slightly shrinked compared to resolution LOD (in 3dsmax you can use a push modifier to do this), otherwise the Model may look partly or completely shaded in the game. There are usually two Shadow LODs - one detailed for close range and one very simple one for long distances. LOD must be:

Closed
Triangulated
Sharp Edges

timber night
#

So I have to add sharp edges possibly to the model?

#

The top two are valid.

marsh canyon
#

Well, try and error

timber night
#

True, ill attempt

timber night
#

OK, so I found that a portion of my model is non closed, how do I fix that on a hat?

#

It's just a flat mesh that goes around the hat.

stuck oyster
#

Or remove it

#

Shadow does not need to contain every tiny bit and bob

minor cove
#

who here is very good at moddling plane

stuck oyster
minor cove
#

tehn where is the request chanle

stuck oyster
#

we do have _makers channels for people who want to learn how

stuck oyster
rapid tree
#

hello can someone tell me where in the sample files of Arma 2 i can find the RPK 45 Round Mag ?

stuck oyster
rapid tree
#

i see thank you

umbral shuttle
#

is there a setting to make objectbuild allow for more precise digits, like 4 or 5 points after decimal point

stuck oyster
#

or just redesinging your thing to use easier units

#

that sort of decimals are pretty invisible already

#

since it goes to 1/10 1/100 millimeters

#

and honestly you dont need that kind of accuracy

umbral shuttle
stuck oyster
#

Id do that kind of adjustment and centering in the source model with easier to use tools

#

but also make sure your points are actually in straight line too

timber night
#

Still getting this refraction, cannot figure out how to make it closed.

#

removed it from the shadow model guess that wasn't doing it

marsh canyon
#

Closed and not closed

#

This is what Arma asks you

#

Also Object Builder have a way to detect non-closed part

timber night
#

I fixed it ..

#

But now my band around my hat is somehow inside the hat ..

#

and it changes colors at a distance lol

marsh canyon
#

Probably the weight issue

#

And you may have different rvmat/texture in further LOD

timber night
#

Oh ok!

#

How do weights work?

marsh canyon
#

Do you know what a vertex group is?

timber night
#

Yes but I made the entire model to attach to head

marsh canyon
#

That's not the only thing you need to attach it

timber night
#

Gotcha

marsh canyon
#

You need to tell โ€œwhich part of the model belongs to this boneโ€

#

It is what the bone/weight does

timber night
#

Ok but if its just a hat and I have the entire model to head why would that change the band thats on the hat model.

marsh canyon
#

How does it look in Weight paint?

timber night
#

lol looks bad prob

marsh canyon
#

Well, it is good if you can show me

timber night
#

lmao

#

thats prob why

marsh canyon
#

Blue means it doesn't follow the bone

timber night
#

fml

marsh canyon
#

So you just need to assign the band part Head too

timber night
#

How would I fix the coloring issue at distance

#

up close its green and distance its brown

marsh canyon
#

As I said you may have different color/rvmat in different resolution LODs

timber night
#

I set it to the same RVMat for all LODS

#

you mean here

marsh canyon
#

You sure they all share one texture/rvmat?

timber night
#

Yep

#

Theres only one rvmat file and one CA file

marsh canyon
#

Can you show how different in close and far LODs?

timber night
#

In game?

marsh canyon
#

Yeah

marsh canyon
#

I do not really see the color issue I think. Can you point where exactly it is?

marsh canyon
#

Ah

marsh canyon
#

Must be

#

You should to verify all LODs have the same material

timber night
#

Where do i check that

#

This?

marsh canyon
#

In OB

timber night
#

They do.

#

RVMAT issue?

marsh canyon
#

Can't really say without looking your source, but... maybe normal issue?

frail cloud
#

What distance away from a model would LOD 2 and such come in effect?

stuck oyster
#

it depends on overall scene complexity and video settings

true spear
#

Can someone please help me with putting an already made 3D Model into Arma 3 itself? I had a friend of mine make me a custom helmet that I can put into the game but since then weโ€™ve part ways and I have absolutely no clue how to put the files he sent me into the game and be able to use the helmet. This is regarding custom models so I assume it goes in here but Iโ€™m at a complete loss, Iโ€™ve had these files for months and have absolutely zero idea how to put them into the game. If someone can help me please shoot me an @

woeful viper
#

ahh, the classic "the friend of mine made it for me" case

true spear
#

Well itโ€™s true

timber night
#

The reason my color on the model keeps changing is because of LODs

#

Is there any way to prevent the texture from messing up on a model that has been modified for LOD use.

charred bolt
stuck oyster
#

textures mipmap too

#

so make sure your textures have common background color so when it blends to lower render resolution it does not get messed up

charred bolt
#

and check your UV's in the res LOD's aren't messed up

stuck oyster
timid canyon
#

Hey folks! New to model-making, still learning the ropes. Is 16k triangles too much for an arma weapon? Is that pushing it?

charred bolt
timid canyon
#

Perfect, thank you.
And, well, I just finished this model in Blender.
Now I need to research and look into what the next steps are to actually make it into an arma weapon XD

#

So... long way to go heh

timid canyon
#

For a gun model, I mean.

charred bolt
#

No, it's all automatic and will depend on each client pc.

timid canyon
#

Damn. Im gonna have a hard time cutting tris then.

stuck oyster
#

for modeling workflow it is better to use quads in source material as that simplifies easier

timid canyon
#

Yeah, that's what I have. Just been thinking in terms of tris because I originally found the suggestion of max 15/16k tris for Arma guns.

#

But Im completely new to modeling, so struggling. Been a (fun) trip ๐Ÿ˜…
I bought a hi-def model (86k tris) and been just trying to adjust for use in arma

stuck oyster
# timid canyon

yaaah you would really want to bake some of that on the textures

timid canyon
# stuck oyster yaaah you would really want to bake some of that on the textures

So, question. I'm obviously nowhere close yet, but just for thinking/planning ahead.
When importing the 3d models to actually make the arma asset, does each model for each LOD have its own associated textures?
That is, at the more high-def LODs, I can keep some of the details in the model, and at lower LOD, bake them into the textures?

#

For example, in the grip, the model currently uses a LOT of faces to make it nice and detailed, for example separating the back of the grip from the front part, or as you can see, there's various spots with vent-like areas (back of the buttstock) that are nicely detailed in the model.
For the later LODs, should I just remove those details from the model, and just add them to the textures?

#

(Yes, Im new to this and out of my depths haha. I'm more experienced as a scripter, but once I made scripts for a Counter-UAV gun, I decided I needed models... haha)

stuck oyster
#

the grip there has waaayy too much for a game model that is most of the time held from that grip

#

you would bake such stuff on textures

timid canyon
#

Fair. It just looks like a real nice grip ๐Ÿ˜›

pearl steeple
#

~~good day, I am having a weird issue with my object builder. I tried verifying files with Steam and no luck. This happens with every single P3D that I have, includng the sample ones from Arma 3 Samples.

I am opening the files from my P drive.

Has anyone seen this befoe and knows what to do? Thanks!~~

Restarting PC fixed it

white jay
#

Can someone explain to me the process of making a vest? For example, I have a vest, I have textures, I just do not know really what to do next....

stuck oyster
#

as in do you knoiw how to use 3d tools

white jay
stuck oyster
#

if you have not found any on the workshop then no. general arma 3 questions go to #arma3_questions for future reference. this channel is for stuff related to making of models

pearl steeple
#

Hello! Is adding door geo the same as wall geo? Having no luck with doors for some reason I can walk through them hmmjew

charred bolt
#

You have to give them the same selection name in the geometry LOD as in the res LOD so that the geo animates too

pearl steeple
#

Thank you for the quck response. Is geo animation required? I don't seem to see it on the sample file for Test_House

#

oh sorry misread your post. I'll double check that I did that

#

Yeah, so I named them all Door_1 (for 1 door obviously)

charred bolt
#

On the Test_House_01_f.p3d, note that the "Door_x" selections are also in Geometry, Geo Phys, View Geometry and Fire Geometry

#

Check especially the Geometry LOD for human/house collisions. Make sure your mesh is closed, convex and all component parts are named "ComponentXX"

#

Also in the Geometry LOD that all parts, including doors, have mass. Suggest >5kg each part, sample door_1 is 215kg.

pearl steeple
#

Component## for all the walls, etc minus for doors right? Those should be Door_#

charred bolt
#

No, two named selections. So BOTH ComponentXX and Door_X

pearl steeple
#

So to confirm a door component should have 2 components? 1 ComponentXX and one Door_X

charred bolt
#

Without the "ComponentXX" it won't be used in collision detection, and without the "Door_X" it won't animate open/closed. So, yes, both needed.

pearl steeple
#

Great, that's what I missed. Thank you so much! ๐Ÿ™‚

stuck oyster
#

please try to compile your message into one in future instead of haiku

#

and second your picture is from blender, what exactly are you wanting to do

#

and third if its a huge building, it wont work in Arma

#

whats it from?

#

Im not sure we can continue then

#

is it something you made?

#

if its from some other game, then you can not use it

#

we take ip rights seriously and have 0 tolerance for ripping/stealing

#

that is no excuse.

#

are you serious

#

do you think im stupid?

#

this is pretty insulting you know

#

if you ever actually make something, come back for advice

charred bolt
timid canyon
#

Seeing Goat's messages without the other person's made me think that Goat finally cracked and was talking to themselves ๐Ÿ˜›

stuck oyster
#

Whacha mean finally ๐Ÿคช

vast nimbus
#

Bout to say

pearl steeple
#

Hey, was wondering if there is a deselect hotkey? (kinda like the ctrl one to select 1 point/face)

pearl steeple
#

Thank you so much loveshake

shy hamlet
#

I've got a problem. Made its own pylon for the technique as a bomb, fully customized and works but when you click on the bomb, the pylon creates a duplicate and resets and further suspended on the plane and does not disappear. Continuing to hang but at the same time shows that zero shells.
Maybe here you need model.cfg, but then what to write in the animation class?
https://cdn.discordapp.com/attachments/1130544652924244029/1130763040317505586/image.png

pallid island
# shy hamlet I've got a problem. Made its own pylon for the technique as a bomb, fully custom...

(i'm guessing you've made a bomb): make sure your new model goes into ammo's class as model and proxyShape (check something like configFile >> "CfgAmmo" >> "BombCluster_02_Ammo_F" for reference).
Then make a new magazine class with a fitting pylon hanger as its model(i.e. model="\a3\Weapons_F_Orange\DynamicLoadout\PylonMissile_1x_BombCluster_02_F.p3d";, configFile >> "CfgMagazines" >. "PylonMissile_1Rnd_BombCluster_02_F" for for reference).
blobdoggoshruggoogly

#

(and don't mind BombCluster_02 part in magazine's model p3d name, only hanger is actually modeled there and munitions are proxies)

stray shadow
#

I repent

#

๐Ÿธ

#

here is a model which I made

#

can I import to arma 3 now please

hallow steeple
#

why is my model not removing grass? ๐Ÿ˜…

#

I may want to make the model not be grass textured for the exmaple screenshot

#

it's supposed to be like a helicopter pad, it snaps to the ground, but it isn't removing the grass.

hoary knoll
#

Any idea how you can split a face with 4 vertices into 2 triangle faces with 3 vertices in oxygen/object builder?

pearl steeple