#arma3_model

1 messages ยท Page 16 of 1

pastel heath
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Also is there a way to fix the layout of this object builder ?

marsh canyon
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Just drag the area, drop anywhere you want

lean furnace
marsh canyon
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No

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Just above of my post

lean furnace
marsh canyon
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If I would reply on a post not just above of my post, I will ping.

pastel heath
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Also i dont see where i can set mass how would i enable that ?

marsh canyon
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Blender > Set it a Geometry LOD > Arma 3 Tools > Mass Tools

pastel heath
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I dont see Mass tools

marsh canyon
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Try in Edit Mode

pastel heath
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same

marsh canyon
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Which Arma ToolBox you have?

pastel heath
marsh canyon
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Check the pinned and get the experimental one

pastel heath
# marsh canyon Check the pinned and get the experimental one

Just tried installing it and got this error message:

Python: Traceback (most recent call last):
  File "C:\Users\Lenovo\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\ArmaToolbox\__init__.py", line 223, in execute
    exportMDL(self, filePtr, self.selectionOnly);
  File "C:\Users\Lenovo\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
    export_lod(filePtr, obj, wm, idx)
  File "C:\Users\Lenovo\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 441, in export_lod
    writeMass(filePtr, obj, mesh)
  File "C:\Users\Lenovo\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 320, in writeMass
    weight_layer = bm.verts.layers.float['FHQWeights']
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'
marsh canyon
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When it says so? Installing?

pastel heath
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ok simple restart of blender it fixed it ty. So to set mass i just defin weight and then i set mass on Selected ?

marsh canyon
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Basically

pastel heath
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Hi i now have this problem and dont know what is causing it. Any tips ?

marsh canyon
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What problem?

pastel heath
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So you see that white line on the back of the object dont know is that normal or will that be shown in game as well.

marsh canyon
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I don't see any white line on the back of the object

pastel heath
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i am talking about this:

marsh canyon
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I would say that is an area and not back but front

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How it should be? Like in Blender?

pastel heath
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It should be whole object white its ment to be like a ice sheet
here is from another angle
And here is how it should be:

pallid island
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seems similar-shaped?

pastel heath
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Ok so i manage to fix it somehow, all i did was go to Faces > Degenerated Faces > check. Then Faces > Degenerated Faces > repair.

stuck oyster
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you have unfortunately bought something that does not fit game use at all

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this is WAY too high poly asset so you have a lot of work ahead of you to make this work properly

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(buying stuff is rarely a shortcut)

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you will first want to make a game fitting low poly model that has joint topology in right places, then you will need to bake the textures out of this on it to have game usable textures, then weight the low poly model so it moves with in game animations and then create distance and technical lods for it so it works with all the game features

pallid island
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(you pay to get your brain melted, basically) ๐Ÿ™ƒ

stuck oyster
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since it is not super complex, degenerate faces might indicate a deeper issue in the design

pastel heath
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I manage it to import in arma but its bouncing when the simulation is on my guess is the mass is to low for the size of the object:
And this is topoly of a object everyting is quad no N gons or anything like that:

stuck oyster
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youll want to triangulate it

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Arma does not do Ngons anyway

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and everything is tris in game

pastel heath
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oh do i need to trianulate the LOD ?

stuck oyster
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bouncing stuff is yeah likely wrong setup between geometry mass and bouyancy lod

stuck oyster
pastel heath
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what about bouncing stuff ?

pastel heath
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i dont have bouyancy lod do i need that ? And do i just copy geometry lod for that ?

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Also what do i need for shadows.
this is my current setup for this object:

mossy mulch
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goat already told you this

lean furnace
hollow fulcrum
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quiet around here. everyone must be playing FO4 ๐Ÿ™ˆ

quick terrace
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what's FO4?

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:P

hollow fulcrum
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admittedly i'd like to look at it, but need to catch up on arma foo after work pulled me away this last week.

woeful viper
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same here...

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well not about the work bit xD

hollow fulcrum
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haha

woeful viper
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writing my diploma thesis though, so timing couldnt be worse... GTA5 came when i had to make similar but smaller thesis thingy

hollow fulcrum
woeful viper
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thats some pretty cheese you have there

hollow fulcrum
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lets hope it bakes down nicely..

woeful viper
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talking about baking... got another bitchy mesh that doesnt want to bake properly for some reason

hollow fulcrum
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i never did sort that last one. whats the issue with this one?

woeful viper
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so apparently it just ignores the HP / treats it as "blocker" as you can see on the black edges that would be supposed to make it appear rounded

hollow fulcrum
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hrmm... in max?

woeful viper
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y

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oh wait

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seems to be that one stupid thing where it considers the LP itself as rendering object. Testing with applying 0 opacity material to LP now, had that thing a long time back once

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worked apparently

hollow fulcrum
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๐Ÿ‘

neon harness
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How does the game figure out what should be touching the ground? Is it through land contact and geometry? (I want my player proxies to touch the floor but they seem to float slightly above it. What should I match the lower vertices of the proxy to?. I also want to check if my model is floating or not)

stuck oyster
neon harness
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Floor as in the ground.

stuck oyster
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and when you say player proxies, what do you mean by those

neon harness
stuck oyster
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so crew in a vehicle?

neon harness
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Yes.

stuck oyster
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driver/gunner/cargo proxy

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so the proxy itself is a reference point for the game to glue a character on that position when occupied

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and what it looks like depends on the action defined for it in the config

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and then what animation that action uses

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so the proxys location needs to match whatever shape/stance the animation is in

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but there is no rule on what the offset is

neon harness
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So I just have to move the bottom of the proxy around until it seem fine in game?

stuck oyster
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pretty much.

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this proxy trianlge could be set up to look like any pose

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for vanilla animations there are various proxies in the game files that have a character in that animation pose on them as reference

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for custom animations one would need to create a new proxy .p3d

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main thing about proxy p3d is the name.

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as it has to be DRIVER, GUNNER or CARGO to connect with engine naming

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which is why they are split into various folders in the game files so they can have same name but different shape

runic plover
runic plover
pearl steeple
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Hey guys. I've setup a git repo so I and my friend can work together but we've ran across a small issue. It looks like Object Builder wants a direct path to the file when setting a texture it doesn't appear to use the path from where the P3D is located.

It's causing some issues because of how we have the folders setup for better organiziation. Is there any work around for this? As if we use the direct path I am pretty sure it will cause texture loading errors when the mod is loaded in game.

Hopefully I explained this well.

Thanks for your time and help ๐Ÿ™‚

charred bolt
pearl steeple
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Yeah, we are using the p drive. I thought we had to delete the p:\ when choosing a texture. That's how we've always done it. Does the p:\ get removed when the addon is packed?

charred bolt
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Yes, remove the p:\

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so in object builder, your texture says "my_project\my_vehicle\data\my_texture.tga"

runic plover
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but i got to remove it or pboproject makes an error

pearl steeple
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Yeah that wont work because of our we've setup our folders feelsstrongman . I think I've found a workaround by choosing a predefined path to textures on the config options for OB

charred bolt
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In Object Builder, if the tool is happy with the path it will show a green parallelagram next to it, and if it can't find it, there will be a yellow question mark.
In the example, the one with a red arrow needs fixing.

pearl steeple
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Oh, I didn't know about that. That's cool. Thank you!

charred bolt
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Window menu > Resource Library

pearl steeple
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Yup I've got that open just never knew what it did LUL . Guess you do learn something new everyday

charred bolt
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Just in case it's useful to someone, this is how I have OB set-up.

pearl steeple
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hmmjew when I remove the p:/ it goes back to yellow from green

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Think it will be easier to just move everything to p:. The way we have it setup is

p:\1. Git Repo\Animation Files, Building Files, Item Files, etc.
and then inside those folders we have the actual "mod folder" so ILRP_Buildings

charred bolt
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It depends where in OB you are looking.
In rename reference file, the p:\ is there.
But if you select the texture and look at it's properties, it truncates it.

pearl steeple
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reference is what OB uses for preview I assume?

charred bolt
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If you're putting the p:\ in and OB shows the green mark, you're good to go

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as long as all referenced files are somewhere under p:\

pearl steeple
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I always thought that the path it showed here is what it tells the mod in game to load.

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its green now though

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I'll pack it and see if it works

charred bolt
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quick note... you should have a _co suffix on your floor texture, assuming it is not transparent.

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and I'd recommend you use .tga's in OB

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so it would be floor_co.tga : then you can switch on solid view in OB and see the texture directly

pearl steeple
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Good to know

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Thank you ๐Ÿ™‚

charred bolt
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If you have transparent textures, the suffix would be _ca. Important that _co or _ca are present in file name before converting to .paa

pearl steeple
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Looks like that didn't work. As soon as I unloaded the P drive the textures wont load in game

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So p:\ needs to be removed by the looks of it and we need to have the mod folders in the top level directory

charred bolt
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"unloaded the p drive"?

pearl steeple
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unmount

charred bolt
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why?

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if you tell software that files are on a particular drive, then remove that drive, of course it doesn't work

pearl steeple
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Think there was a miscommunication somewhere. We need the textures to work in game not OB

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We've got it to work though. Thanks for your time ๐Ÿ™‚

charred bolt
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You certainly don't need mod folders in top level directory, but glad to hear you've found the error.

neon gulch
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Ok friends where do I start looking if I'm having problems with my turret moving in the opposite direction to the mouse. The players head moves in the correct direction but the turret moves the wrong way. Config.cpp and model.cfg are the same setting for that turret. Could it be a memory lod issue?

hollow fulcrum
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ermm.. my assumption is inversed entries in the model.cfg

grizzled halo
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Hello fellas,

How would I have to set up my rvmats to actually have a generic glossy reflection for glass like the ones used in sights?
I have lenses that have a red tint to them that are emmisive, but im missing the part where i can add my reflection

woeful viper
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just switch the numbers on minangle and maxangle (-360 vs 360)

sick kraken
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i know this may be a bit random, does anyone know how the "Mass Texture & Material Renaming" tool within the O2 Editor works?

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im trying to use it to quickly change multiple paths within the P3D itself but i have to do it individually, is there a way to use the "Mass Texture & Material Renaming" tool to quickly change texture paths?

stuck oyster
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you can try using * as joker

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somepath\folder*
anotherpath\anotherfolder*

sick kraken
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AHA!

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i thought it was going to be something like that

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Thanks!

sick kraken
stuck oyster
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Arma3 does not use metal/rough pbr shading

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it uses older specular/gloss workflow

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@grizzled halo get yourself one of the vanilla rvmats you want to mimic as study material

sick kraken
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i thought they did

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nvm

pseudo tartan
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Hey, wondering if someone might be able to help me out, I'm trying to do some textures for TSF's AVS vests but I can't seem to open the .p3d file in object builder to change the .rvmat path. It just seems to crash

stuck oyster
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retexturing is done only in config level

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you dont edit or reupload the stuff you retexture

pseudo tartan
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They do give permission to do so -

Copyright

We have no issue with people packing this into unit/personal modpacks. We have no issue with people making iterations on the mod or the content within. Create your own setups, add custom patches and/or use some of the content in your own mod. The only rules we have is that the content stays within Arma, it is not used commercially and/or that none of the content is used for profit.
-https://steamcommunity.com/sharedfiles/filedetails/?id=2499478882

Though I guess I might be understanding the process wrong cos this is new for me

mossy mulch
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you change the hiddenselectionstextures

stuck oyster
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you would need to get the source files from them

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if they are self made and not bought

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as bought models usually are restricted to be used by the buyer, not be distributed freely

celest arch
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ladies and gentlemen, my latest work: a fire station. Interiors are yet to be designed, but every thoughts/tips on the structure will be very appreciated!

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maybe the thing that I'm noticing now is the bricks detail scale

hollow fulcrum
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ok, so one thing i'm doing with all my large asset vessel/building models ... is adding in simple geometry for water piping and lighting (also including mempoints for lighting). so for example, fire suppresion systems. easy, and low costs on the counts. same with lighting. adds quite a bit to things i think.

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and yes, texture wise the scaling is a bit off in places.

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otherwise looks really cool ;)

celest arch
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thanks!

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yes the idea is to proxy radiators, and heating pipes

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plus I need to make a lighting model that I'm going to place manually using Map Builder

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then I think I'll also proxy a2 bunk beds, lockers, toilets etc

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do you think better proxying them all or adding them as separate objects (assigning them a classname if they dont have one already) performance-wise?

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I am tempted to go the proxy way as I'm going to use this model about 10 times thru the map, will save me somework, not sure about performance though

hollow fulcrum
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so the deal is, it's the section counts that really kill things fast in RV. so limiting that the best you can is always the way to go. when you start using lots of proxies, you are increasing these counts. if you can work them into the texture set, i think thats better performance wise.

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but...

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anything performance is subjective and relative to many other things.

celest arch
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so it's better to just do a single proxy including all radiators, pipes and lights instead of doing them separately

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in the texture set do you mean as 2d?

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I doubt a radiator will look good that way

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sprinklers is also a good suggestion, should be able to model one with just a few faces thanks for the tip

hollow fulcrum
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i honestly need to go back and do some testing on my test building. but all in all, you want to limit the number of draw calls going to the GPU, every time you add another tex/map you're adding to the 'section' count. so if you have a single proxy, that utilizes a single tex set/rvmat, thats way better than say ... a bunch of proxies, that all use the same tex set/rvmat. and obviously a bunch of proxies with a bunch of different tex sets/mats is far from ideal.

cedar coral
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what is the setting I need to tell buldozer (arma3.exe) to open on another display when in OB?

grizzled halo
cedar coral
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buldozerconfigurator doesn't work now with the changes to not using buldozer in P and going directly to arma3.exe?

hollow fulcrum
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good question, i honestly have never fiddled with the new foo

cedar coral
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yeah, trying in the cfg now and not having much success?

junior ibex
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So I'm looking in the Arma 2 LDPs, and I can't find the covered Land Rover model, all the ones I open up in blender are missing the cover and windscreen frame

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Like this

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Anyone know where they are?

hollow fulcrum
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i tend to use the diagexe and VR for testing/checking things. it's fairly quick, just a slightly different flow to things.

cedar coral
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yeah, just want it to appear not on top of OB. :-)

stuck oyster
stuck oyster
keen comet
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wondering if someone could tell me what the best way to create all the lods for an ifv like this is???

stuck oyster
keen comet
stuck oyster
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Blender is heavily customizeable so look up if there are plugins around for what you would want to do

hollow fulcrum
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meh, drag ftw :D

cedar coral
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lol :-P

white jay
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someone else got problems with Addon Builder?

neon gulch
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Move your window to the other screen, close and it should reopen in that spot. That's all I have ever done to get it off O2

pastel heath
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Hi guys question. My geometry is only working from 1 side of the object how would i fix that. Example Pixtures:

stuck oyster
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and it needs to be little bit larger than geometry lod

pastel heath
stuck oyster
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that would do it too

hollow fulcrum
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@white jay Addon Builder is not within my tool set. And for all intensive purposes is inferior to pboProject.

cedar coral
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@neon gulch it is not working the way you said. thanks though.

neon gulch
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P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

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thats my target in o2

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in the bulldozer.cfg

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it appears

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winX=14;
winY=40;

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these are your window placment, I'm running 5760x1080 so I'm not sure what it does for dual screen

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I just disabled triple screens and you are correct, selecting bulldozer to open on the 2nd screen (adapter=1; ) like you can do for A3 does not work

cedar coral
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I have 3 screens too.

neon gulch
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ok just set desktop 1 to be the desktop you want BD to open in

cedar coral
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What is the adapter setting? is that forcedadapter setting?

neon gulch
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desktop 1/Primary display

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I tried changing this but BD would not load

cedar coral
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yeah, I tried that too.

neon gulch
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you not use 5760x1080? I find that works well as one whole desktop

cedar coral
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no, I am doing 1920x1080 per display.

neon gulch
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nvidia?

cedar coral
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yeah.

junior ibex
neon gulch
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Ok right click desktop -> nVidia control panel -> Configure Surround, PhysX -> hit configure... you can still run the game in 1920x1080 and all app snap to the window anyway expect for stupid bank sites go all the way across lol

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I got my turret isse sorted, thanks hatchet and X3KJ it was my angle settings in model that was not set correctly

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-/+ issues

hollow fulcrum
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@neon gulch ๐Ÿ‘ glad that fixed it.

neon gulch
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you guys sent me in the right direction to start lookin

runic plover
desert notch
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One thing I don't understand is that you can apply animations to individual vertices of a convex component which could make them non-convex

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Yet the geometry still works as far as I tested think_turtle

muted tapir
desert notch
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huh. didn't test vehicles indeed

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thanks

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well bullets worked too for fire geom

muted tapir
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iirc it more or less moves all the faces that are connected to the moved vertices without changing their shape, resulting in open geometry that just overall behaves weirdly for vehicles

desert notch
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no it doesn't make it open. the vertex is shared between multiple faces

muted tapir
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i don't recall the exact effects since it's been half a year since i experimented with this

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the case i tested was moving the selected vertices up

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so the model would look like this

pallid island
muted tapir
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iirc the collision with vehicles behaved as if it was like this

stuck oyster
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cant really recommend animating single vertices in geometry lod blobcatsweats

desert notch
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I first shot at it without any anims

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and then animated it and shot again and the bullets didn't hit the moved part

muted tapir
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that matches with my experience

pallid island
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now i want to check that with diag_drawmode

desert notch
desert notch
desert notch
muted tapir
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wouldn't the collision with vehicles be looking at the geometryPhysX LOD?

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according to the wiki you can't see that with diag_drawmode

desert notch
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if not it just uses geom afaik

muted tapir
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i was under the impression that it gets automatically made from normal geo if it doesn't exist in the model, and then behaves differently from normal geo when animated

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which would explain vehicle collisions not liking single vertex animated geo lods

pallid island
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in my testing right now collisions don't happen outside of the original shape, but start crapping itself (having to intersect 2 polygons or not detecting collision at all) as soon as shape become non-convex meowsweats Tested with grenades that supposedly use physX collisions

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also, nvidia's physx doc has at least a mention of "creating meshes from unvalidated input descriptors may result in undefined behavior", so yeah, "don't break things so they aren't broken"

pallid island
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but hey, now i have experience of creating model.cfg animations praise_the_sun

muted tapir
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iirc back when i tested with ir grenades they were working with it while the mesh stayed convex through the animations (didnt test not convex shapes), while karts broke with the same setup

timid canyon
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Hey folks,
How does it work when vehicles have, in the vehicle editor, the chance to hide/show things, like doorguns/seats for helicopters, or external fuel tanks for tanks and things?
More precisely: is a similar system available for static objects? I want to create a static EW Jammer, but would love to put in the option to add/show cameras to make it not just a jammer, but also a remote surveillance station. Is that system available for objects? Or will I have to do two versions, one with/one without the cameras?

runic plover
timid canyon
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I'm not sure yet. Probably closer to a static MG turret, so that it has a functional camera(s) that players can use.

runic plover
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So you can do it like vehicles can do it or also with class Attributes, since static Mg's are simulation=tankX

timid canyon
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Hmmm... yes, I know those words.
kidding, I'll look into that. Thanks!

runic plover
timid canyon
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Yeah, I've just been meaning to learn more about how animations work. So far have only done a simple trigger one.

timid canyon
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heh I'm trying to offset my model so, despite being set as a launcher, it is used as a rifle, and well, it turns out it wants to be a hat instead:

stuck oyster
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yeah crazy non launcher offset will mean will have very weird offset when on back

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you would need to use the isSelected animation to move it back to its place (negate the weird offset holding it as rifle needs)

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it is also maybe a little bit big

timid canyon
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It's realistic dimensions to the IRL item.
What exactly is the "isSelected" anim?

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But yeah... to make it functional (i.e. without requiring someone to sacrifice primary), it needs to be a launcher.
otherwise, it'd have to be the sort of thing you put in a vehicle and bring out when needed, but it'd mean not useful for an infantry squad

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I'll eventually make a smaller-range secondary one, but dont really feel like modeling again for now. Need to get back to scripting.

stuck oyster
timid canyon
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So, to see if I understand you correctly, you mean that I shouldn't offset model itself, BUT instead to do an anim so that when weapon is selected, it's moved to the right location?

stuck oyster
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you can offset the weapon and then make the animation counter the offset when its on your back

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its easier to do it that way

timid canyon
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i still haven't quite figured out how to get the right amount of offset on Blender,using the ArmaRig, but I managed (when making the rifle version) with OB+loading the game a bunch of times just fine.

timid canyon
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So... why can't I equip my gun/launcher?
Model seems offset about right, and the simple handanim I made also looks good enough. This is what it looks like in arsenal. I have 3 memory points (eye, the two hlavnes), and the config is the following:

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huh, Im getting an error from the Clyde bot when I try pasting my config

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Anyways, is it likely a handanim error, that it's not equip-able? or a config error?

lean furnace
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Is their any way to make More wrinkles to the low poly mesh for the Combat pants ?

timid canyon
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You'll likely wanna bake those wrinkles to the texture, more than adding them to the mesh itself.

lean furnace
timid canyon
timid canyon
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And, in the RPT, I'm getting the following:
17:56:11 Bad camera direction in RUF_DroneGun_Tactical_Launcher:'eye'

twilit seal
# lean furnace More like an illusion of effects ?

Yeah. If you pay attention, you'll see how many high detail models in arma really don't have as many polygons as you'd think and instead rely on texture and normals to make the model look good (not to say there wasn't a high poly model involved in the process)

stuck oyster
timid canyon
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Anybody got a suggestion? I've double-checked everything, and AFAIK, I can't spot what's going on.
Handanim seems decent-enough. Launcher seems equip-able in Arsenal, model has "eye" memorypoint and 2 hlavnes, config has cameraDir="eye".
AND YET, can't actually equip once scenario has started. I've never made a launcher before, but im stumped.

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I keep getting a " Bad camera direction in RUF_DroneGun_Tactical_Launcher:'eye'" in the rpt, and no clue why.

cedar coral
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What would cause a model to look like it is shivering? Mass on the GEO LOD set incorrectly?

timid canyon
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Oh. Yeah. That might be it. I forgot to change it from rifle ammo when i copied/edited the rifle version config. Damnit lol
Would that explain the bad camera direction error in the rpt?

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Ill change, test and reportback

timid canyon
mossy oxide
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I'm trying to get a texture with alpha to show up when on water, so it does not disappear like this graffiti. Is there a way to do that? I would prefer using a texture with alpha as it makes my model much easier to make and change.

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My current rmvat setup looks like this:

ambient[] = {1.0,1.0,1.0,1.0};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {1.0,1.0,1.0,1.0};
specularPower = 1.0;
PixelShaderID = "NormalMapDetailSpecularMap";
VertexShaderID = "NormalMap";
renderFlags[] = {"AlphaTest128","AddBlend","NoZWrite"};
#

I was experimenting with renderFlags to see if I can get it to work. I also tried setting the Z bias to high in OB

marsh canyon
#

I do not think you can actually have proper alpha, but here is my workaround

#

Note that SuperHair pixel shader, this makes alpha 0 or 1, so cannot really have a good effect but better than invisible

#

This could work because in my situation background is really just white, but not sure about yours

mossy oxide
#

It's transparent

#

I have something going on like that graffiti I showed screenshot off

marsh canyon
#

Yeah I pretty much get it. There really is only a few ways to alter, while everything has some downsides

mossy oxide
#

@marsh canyon I think your solution is working out for me. Many thanks

#

Yup it worked out 100%, my custom mesh works properly now.

marsh canyon
#

Lovely

cedar coral
#

Solved it. It was to do with the amount of sections.

umbral shuttle
#

I don recall where I saw this, but does having -- infront of a selection name in object builder mean anything?

stuck oyster
#

no

#

but such naming can be convenient to sort certain kind of selections to different position on the list

charred bolt
#

It's commonly used as a "helper" selection, but isn't referenced in any of config or model.cfg.

umbral shuttle
#

Okay cool

tribal rain
#

question for yall right what do i need to do do to make my model "solid" right now it acts like its got no physics and people can just walk right through it.

How do i give it collisions?

For context im talking about a prop object

stuck oyster
#

Needs valid geometry lod with enough mass

mossy oxide
#

Does arma 3 support double sided mesh faces? I would prefer to avoid having to copy faces and flip normals

bold flare
#

Have never seen any model do that, so probably not

bleak heart
#

I will add a Unimog truck to the game, but there arma samples is no truck example. What should I do?

charred bolt
bleak heart
#

Hm i try

thin wigeon
#

Hi gang, I'm making a large building model (approx 150m width) and I want to split it into sections so I'm not violating the 50m rule (or whatever is the max where road and geom go mental). I seem to recollect there are named memory verts you can add so that the magnet option in TB will join the models seamlessly, but I can't find the info on it. I think it's something like 4 two letter codes from memory. Anybody point me at the right docs? Thx in advance, and as always goat_sacrifice++

stuck oyster
#

and probably have gone through it somewhere in the history here too ๐Ÿค”

#

if you happen to got arma 2 samples the bridges there have them

thin wigeon
#

Yep, first thing I checked was the history, but it's knowing the right keywords

#

ahh, maybe that's where I last saw them

thin wigeon
#

I found something in bridge_asf_PMC BI example source but I'm not sure if I need both of these defined - which is A2 and which is still in A3, or is it both? Got LB/LE/PB/PE and .sp_basf1_A_0/.sp_basf1_A_1/.sp_basf1_V_0/.sp_basf1_V_1

stuck oyster
#

the LB LE PB PE points are for the road definition

#

and the .sp points are the snap points

#

the snap points work in pairs and form a snap vector

thin wigeon
#

ahh, that makes perfect sense now you've said it out loud! I didn't click that sp was snap point ๐Ÿ™‚ Thanks again Mr. Goat; goat_sacrifice++;

white jay
#

So what channel does talking about creating your own textures or retrextuiring fall under?

white jay
#

๐Ÿซก ๐Ÿซก ๐Ÿซก ๐Ÿซก

sleek trout
#

Hello, I keep getting this error in BinMake
Error: Trying to add LOD with resolution that already exists, duplicate shadowbuffer LOD? Res: 1.101000e+004 (11010.000000)

I am not a modeller, but I have the .p3d. Can anyone point me in the right direction to fix this error?

charred bolt
sleek trout
charred bolt
#

Switch off "Warnings are also errors" in PboProject settings

sleek trout
#

Thanks, I was wondering if I should or not

stuck oyster
#

Typically the checks are there to help you make error free mods, but in this case it seems to be not user error but tools error so you can bypass it.

near tundra
#

sorry in advanced if this is the wrong section to ask this
I am trying to make a custom penetration rvmat/bisurf for a building, but I am having trouble finding the configs for the "impact" effects and the "soundHit" effects I have tried digging through the a3 file but have been unsuccessful so far

stuck oyster
near tundra
#

thanks โค๏ธ

muted gust
#

hey i need help getting a blender model turned into a p3d so i can use it i have tried addind arma tools to blender but it never recognizes that i have installed it and i just need some one that is willing to convert it for me

stuck oyster
#

it is better to get it to work since it is unlikely your model will work right off the bat in game

#

you will need to work on it to make it game ready

muted gust
#

ok

sleek trout
#

I am back with more questions! I recieved permission from Aplion to change config and repack his NH90 from HAFM, but this error keeps popping up when I try to load the .p3d in Eliteness to check file pathing

#

HAFM_NH90\nh90.p3d: internal error: lod offset addresses are scrambled

hollow fulcrum
#

โ˜•

#

@cedar coral I'm curious to know how section counts made things shiver. That confuses me. I would think wrong sim class, or lack of proper mass/dampening if a physx vehicle.

stuck oyster
#

These things are part of why repacking stuff is not really the recommended way to do stuff

sleek trout
#

That's no worries, I wanted to change it's pathing but it can stay how it is

umbral shuttle
#

so I am tryna making a pump animation for a shotgun with CBA_weaponEvents, and in my first attempt with the rtm I noticed of the things that is wrong (the first of many) is that the lean of the torso is taken into account https://streamable.com/wgthua

my question is, with the armarig on the forum the guy is standing upright, how do I get the combat lean with one foot forward and the shoulders leaned in?

stuck oyster
umbral shuttle
stuck oyster
#

defines how gestures blend with the underlying pose

woeful viper
#

twiddling thumbs bake faster you little toaster

umbral shuttle
#

Okay I shall go figure out how to do that

stuck oyster
#

there is a blendmask list in the gestrue config if I recall rigth

umbral shuttle
#

class BlendAnims?

stuck oyster
#

ye

cedar coral
#

@hollow fulcrum I went back and reworked the mass that did not fix it. But one of the LODs showed 64 sections, when it should have been on 4. I notice that during the mport of the model from another format it was importing it in with that number. So may be it was a combination? Either way fixed it. It was a building model.

hollow fulcrum
#

huh, glad it's fixed. i was just curious because it seems there are many 'why is this shaking/bouncing/jittering' questions coming my way the last couple days.

cedar coral
#

yeah, it was weird. I though it might be overlapping polys or something like that.

#

On a different question, in config.cpp how does one put an object name under a category? Is that the vehicleClass?

hollow fulcrum
#

displayName = "Mk.V SOC";
vehicleClass = "Ship";

^^ relative entries to make things happen

cedar coral
#

yeah, okay. I thought that was it. thanks.

hollow fulcrum
#

np

woeful viper
#

no category is something different

#

oh wait no, that was simulation class i was thinking of right now... nvm

hollow fulcrum
#

if you want your 'own' vehicleClass, takes a bit more doing.

cedar coral
#

lol, I am not only one that has fun remembering this stuff. Been a while since I got game ready assets together.

woeful viper
#

supposedly having your own vehicleclass is not so great for scripts making use of this and so on

cedar coral
#

@woeful viper why is that?

hollow fulcrum
#

because people halfass define things, or rarely get the cfgPatches right?

#

:D

cedar coral
#

lol, yep. I could understand that.

woeful viper
#

no, if a script searches for "ship"s most people would propably use vehicle class, So if you use SGTGunnerShip as vehicle class the script wouldnt identify it as ship

cedar coral
#

okay, seeing we are getting into specifics pro's and cons to NonStrategic class to the House : HouseF class for a building/structure on land?

umbral shuttle
#

Ah okay I see some of them, ill try em out

cedar coral
#

What i can see so that is NonStrategic does not have many properties. I think the later has more around destruction, etc.

hollow fulcrum
#

i use HouseF for most building things, unless there is a need for 'strategic' functionality.

cedar coral
#

@hollow fulcrum Thanks. You can never have enough ammo in my books. :-)

hollow fulcrum
woeful viper
#

now imagine that there was not real gun but only something someone came up with as artwork >> basically my life. fumbling around with made up internal parts trying to figure out how it works... for little gain

past canopy
#

@hollow fulcrum that LP round looks a little too poly heavy, I'd go ahead and remove some more

woeful viper
#

for 1st person view thats low enough

past canopy
#

no

#

WE MUST GO LOWER

woeful viper
#

you go first

past canopy
#

just do a rectangle

#

the normal map will fix it ;)

hollow fulcrum
#

yeah that will be an awesome bake.. lol

#

i could make it a 7 sided cylinder, but meh, this looks fairly pro. i'll keep the extra 7 polys. ;)

past canopy
#

;)

hollow fulcrum
#

heres a question: is it possible to create custom particle effects (models) for weapons? for spent casings specifically is what i'm after.

#

im thinking its a generic/hardcoded thing.. like vehicle tracks (retarded)

last spindle
#

Sure, it is just a particle effects class, change it as much as you want

#

Wait, I'm thinking the ejecting mg belt links, not the cases, not sure now

hollow fulcrum
#

yeah, they are both the same i believe. i'd have to look at my configs again. i'll go ahead model the foo anyway, just in case.

woeful viper
#

yeah you can do it, no problemo

#

(for once xD)

hollow fulcrum
#

ah nice, thanks for that confirmation. :)

cedar coral
#

okay, do we use stringtable.xml or csv in ARMA3 now?

#

Looks like it is xml.

umbral shuttle
old gulch
#

Well, this is coming out well. Just need to remember all the memory points now.

woeful viper
#

.csv is a data table format

#

and yes .csv it is

cedar coral
#

huh, what is xml one for?

hollow fulcrum
#

ermm, i thought all the stringtables were in .xml these days. granted i have no reason to be looking at these things. well, i do, but i don't.

cedar coral
#

yeah, looks like the xml one can cater for text color and is much more modular.

#

I think I will use the xml one and try and get it working. :-(

woeful viper
#

look at biki...

cedar coral
#

^did have it working. Thanks.

#

Does ARMA 3 care about height maps on a model? Is there a way to include one or doesn't matter?

quick terrace
#

nope^^

cedar coral
#

Thanks PuFu. I was looking at the biki and could not find any reference to it in texture types.

quick terrace
#

supershader surely doesn't use height maps

cedar coral
#

Okay, thanks.

#

when building a SM or SMDI using the filter. Should it be off a normal or can I use a grey scale spec map from modeling tool?

quick terrace
#

? rephrase

#

by filter you mean the texview one that auto-converts (poorly) diffuse to smdi?

cedar coral
#

yes

quick terrace
#

it should be from difuse

cedar coral
#

when you say poorly, what other options?

quick terrace
#

since it is an auto process

#

it considers white as spec irc

#

the alternative is manual or via some sort of tool like quixel and/or substance

#

or simply manual

#

then you have more control on both spec and gloss

cedar coral
#

okay.

quick terrace
#

so there are instances when you can use that texview filter

#

but don't expect gorgeous things out of it

#

it surely can be used as a start point if nothing else

cedar coral
#

yep, that is what I am going to do. It has been a while and I am going through it all to get my pipeline in order. :-)

cedar coral
#

@quick terrace I am looking through the vertex and pixel shaders. If I just have a nohq and smdi. Then use the normalmap and NormalMapSpecularDIMap as a result. I don't need to use super, right?

#

keeps my material map simple. :-)

woeful viper
hollow fulcrum
#

still looks good though ๐Ÿ‘

#

needs a bayonet attachment! meh, guess it could snap on the muzzle break thing.

orchid fern
#

Somebody here posted a great video showing the FPS impact of having two boatswith non-proxied roadway lods vs proxied roadway lods close to each other. Anybody have the link?

woeful viper
hollow fulcrum
#

@orchid fern that would be me, and i'll find a link here in a minute.

orchid fern
#

Thank you! Is that an issue specific to ships or would this also apply if I made e.g. a chinook that you can walk into to sit down.

hollow fulcrum
#

and it doesn't matter if they are proxied or not.

#

and no, it is only relative to ShipX class.

#

Helo(X) are fine. Konyo's uses them ;)

#

just to add to the confusion, if you have a ShipX class vehicle with a roadway, and try to drive it into something like one of Konyos chinooks ... you'll also experience the FPS hit. ShipX basicially doesn't get along with itself or any other vehicle class having a roadway. except for structures (which are non-vehicle, vehicles..)

#

@woeful viper ahaha, very nice. (just saw the second image)

cedar coral
#

@woeful viper yes, great job.

hollow fulcrum
hollow fulcrum
limpid obsidian
#

Currently have an issue with placeable items (e.g. Mortars and backpack turrets) where they are disappearing after they are placed. Would anyone know what I could check to correct this?

orchid fern
hollow fulcrum
#

ah hell, perfect. many thanks for that :)

runic iris
#

So my car has been acting very "slidy" / "drifty". Redphoenix suggested modifiyng the latStiffX, latStiffY, and longitudinalStiffnessPerUnitGravity.

#

I did and used the offroad paramaters with no fix.

#

I have also modified my frictionVsSlipGraph

#

These are my current values:

#

longitudinalStiffnessPerUnitGravity = 10000;
latStiffX = 2.5;
latStiffY = 18;
frictionVsSlipGraph[] = {{ 0,1.75 },{ 0.5,1.35 },{ 1,1.2 }};

bleak heart
#

B_MBT_01_tusk_f wheres the folder ?

boreal jolt
#

PBO: Addons\armor_f_epc.pbo
Model: \a3\armor_f_epc\mbt_01\mbt_01_tusk_f.p3d
Textures: \a3\armor_f_epc\mbt_01\data\mbt_addons_co.paa, \a3\armor_f_epc\mbt_01\data\mbt_01_tusk_camonet_mc.paa

#

The remaining textures are shared with the baseline M2A1 Slammer's model, which is stored in Addons\armor_f_gamma.pbo.

fluid copper
#

You could use advanced developer tools and find the file path pretty easily

bleak heart
#

Name or link

fluid copper
bleak heart
#

Thanks I'll check

plucky escarp
#

I looked through the channel for a minute to see if I could figure it out by looking at y'all's past conversations. But I am struggling to create a model that should be mostly transparent but still bear a texture set. Imagine like a glass office door that has the business's name stamped on it. I want to be able to replace the business name with different logos and such using a transparent texture file. It's possible I'm doing the TGA thing wrong. Everyone says 32-bit TGA but I never saw the option in the applications I'm using to make the file 32-bit. Some things that might help me would be a link to a tutorial where is similar effect was achieved. Or an Open model that I could poke around in and figure out how it was done.

charred bolt
plucky escarp
#

Yes I believe I did that all correctly, but for some reason when it renders in game the areas that should be transparent come out black. What do you create your TGAs with? I've used substance painter and gimp to get a TGA but nothing mentions the 32 bit that other people have mentioned. Is there something perhaps in my model that is preventing it from being rendered as transparent. I honestly don't know object builder very well.

charred bolt
#

Both Substance and GIMP yes.
Are you definitely using the _ca suffix?

#

What rvmat are you applying?

plucky escarp
#

I've tried using it capitalized and lowercase

charred bolt
#

Do you have the a3 files unpacked? Try using \a3\data_f\glass_veh.rvmat

plucky escarp
plucky escarp
#

Holy crap that is what it was. All my looking though this stuff didn't even bring me close but applying the texture inside OB which I did not even realize was an option Fixed it.

plucky escarp
#

then I broke it again. Not sure how..

indigo mountain
#

Is there a specific memory point for the backpack position on a unit?

desert notch
#

If roadway contains animated elements (bones), amount of points must be less than 255 (127 prior to 1.96 patch).

indigo mountain
charred bolt
desert notch
#

so for all LODs?

charred bolt
#

Effectively yes

desert notch
#

thanks!

#

I thought it probably meant named selections

charred bolt
#

but not to be confused with named selections of mesh in the LOD's, where you can have more

#

I'm not sure if there's an upper limit on named selections, but you can only animate around 255 of them before things start to break.

outer condor
#

does the engine not occlude on its own at all / generate some basic shapes? (less optimal than when manually created)

stuck oyster
bold flare
outer condor
bold flare
#

Yes, horizon pruning

bleak heart
#

how to find the address of the car in arma 3 Advanced Developer Tools

indigo mountain
#

Address of the car?

bleak heart
indigo mountain
stuck oyster
indigo mountain
#

Gotcha, I saw some of weapon ones in there so thought that's where it might have been

outer condor
#

it seems like the RV engine/DX11(?) cant do/isnt do object instancing for vehicles and infantry - only for objects

#

anyone got a clue what that might be the case?

#

is this due to more "dynamic" nature of these models vs objects, or more complex simulation doesnt allow that for such model types

limpid obsidian
#

unsure if this is the correct place, but I am unable to pack this mod with a new character model. It is saying that "\a3\characters_f\heads\bysta.p3d" is missing. I have never had this happen before, does anyone know a fix for this?

stuck oyster
#

copy some file as bysta.p3d in there. for some reason it has been removed from the files despite it being used as the proxy for characters

limpid obsidian
#

What is the max size an object can be while still being able to have geometry?

marsh canyon
#

50x50 or 100x100 meters, I forgot which

#

There is no height limitation I heard

limpid obsidian
marsh canyon
#

You can simply make a 50m or 100m box and see if it is bigger than that or not

limpid obsidian
#

Gothca, thank you.

bleak heart
#

Does an inanimate object have ID?

#

Example SetTime objeid

#

What is the ID of the object?

muted tapir
#

what are you trying to do?

stuck oyster
stuck oyster
#

the simulation works in terrain grid cells about like this

#

so simulation calculates in the cell the object is and the surrounding cells

#

but if it extends beyond the surrounding cells simulation stops

#

and weird stuff happens

limpid obsidian
cinder sonnet
#

I got the apl_c130 that im trying to change the folder to look more like the other folders. I've managed to rename everything to work but im getting an error that it can't load some other models that are connected to it like the seats. The file paths are in the p3d model how can i change those paths to the new ones?

cinder sonnet
#

@stuck oyster Its Dust Saber's C130 - https://forums.bohemia.net/forums/topic/202707-apl-c-130/

#

I pretty much just want to change the main folder to something else but im not familiar with O2 to be able to change the paths of the proxy models like the Seats and Drop tank. I found the proxies and changed the name but now im getting a new erro about animations. I'm guessing i shouldn't be messing too much with it if i don't know how to use the tool but can't find guides on some of this stuff

#

this is the error now

broken glade
#

Hey guys, I try to create a damage model for a building (my own model), but all new vertex groups I create doesnt get exported as named selections to object builder (named selection window is just empty). Suddenly it stopped working. I dont know why. Arma toolbox is installed and checked. I think I unintentionally unchecked or changed some options in OB or Blender but I have no clue what it could be. The main building p3d is working also the named selections. I copied the model and then simply reworked it (dam_1 and dam_2 etc..)

stuck oyster
#

possibly you have done a error export and the file gets locked

#

close blender and open it again and try exporting again

errant pumice
#

Need urgent help in making simple open buildings (boxy ones, no. Fancy shapes needed at this stage) , recreation of old ones from 2005 era. Arma 3 only. We need to complete this tribute map asap!

#

DM plz

warm sand
#

hello, does anyone know how to add a helicopter that believes in Blender?, and that is like the AH-99 Blackfoot, that has those ways to take out the missiles and hide them, because I have a model made of the YG-99 from battlefield 2042 and I would like implement it in the game to use it

#

I need the motors to turn and move

quick terrace
#

@cedar coral - depends on what you use the shader for

#

i recommend super for anything but houses trees etc

cedar coral
#

@quick terrace - I did not use super. Worked out great for buildings.

quick terrace
#

see above - for anything BUT buildings trees etc

#

i use a mix of super for things like metal / ceramic roofs

#

and multimat for the rest

cedar coral
#

oh, okay. I am going to look at it more tomorrow then. Sorry tired.

quick terrace
#

no worries. You need the specific texture maps based on the shader used. It is ok to know what shader you wanna use beforehand

cedar coral
#

yeah. i only used the nohq and smdi for the one today. dropped the spec number down to 1.

#

so, i have a concrete, rust and roof metal rvmats, with there respective nohq and smdi

quick terrace
#

because multimat allows you to use 4 indiv textures (by that i mean diff, nohq, DTSMDI) and game will count as 1 section

#

it is advisable to use multimat instead of 4 indiv texs

cedar coral
#

ok. some reading first up tomorrow morning. Thanks again @quick terrace

stuck oyster
warm sand
#

nope, also I have no idea how to do that, I just create it my way with my own model style

stuck oyster
broken glade
tulip gyro
#

How exactly does alpha sotring work?

#

I've made a custom NVG glint effect

#

however "blocks" the other texture

bleak grove
#

#arma3_model message So I tried to follow this. but .p3d is not a option for me to select in the 'Default Programs Editor'

stuck oyster
#

the guide says you need external editor

bleak grove
#

External

stuck oyster
tulip gyro
stuck oyster
#

overlaid on the face material?

#

or in the nvg itself

tulip gyro
#

Itโ€™s a part of the NVG

#

Itโ€™s an extruded arma man model with a simple green glint texture

stuck oyster
#

the part should probably be given the "sort to top" treatment in OB

tulip gyro
stuck oyster
#

you might not be able to have everything

tulip gyro
#

Is there a proper way to sort it

stuck oyster
#

I believe its more in the scope of each model

#

not all models in scene

#

models in scene have their own rendering sorting

#

and then on top of that the models have their internal sorting

tulip gyro
#

That makes a lot more sense

#

Thank you

bleak grove
#

Trying to import a .p3d into Blender, and I am getting "Wrong MDL version"

#

Oh, I was given a ODOL file. I see.

stuck oyster
#

cant edit those ye

tacit herald
#

Hi Guys. I can't figure out how to make grass disappear under my objects. Is there something in the config.cfg for that? Or model.cfg

runic plover
#

Didnt do grass yet for Arma but i think it could be a Geometry LOD property in the 3D model itself

stuck oyster
#

I recall I was the roadway lod that does it. (how decals work)

stuck oyster
#

no

#

that would be strictly forbidden

#

we have 0 tolerance on ip theft

#

you can try asking the mod makers for source files for such things

chilly gust
#

Does anyone know a model in the game which is 101 percent performance friendly or has no impact on performance and it's material is also emitting ir radiation (visible in thermal) and it can be targeted via launchers like Javelin? Ideally it could be 1mm x 1mm box with thermal compatible material

#

Or can anybody provide some instructions how to make one, like what material to set?

#

Also the model ideally must be somehow invisible or almost invisible

stuck oyster
#

the targetability should be less model thing and more config thing though

chilly gust
stuck oyster
#

a model is required sure, but the target stuff is more config thing

#

needs to have geometry for valid simulation

primal ledge
charred bolt
wispy orchid
plucky depot
timid canyon
wispy orchid
#

hmm, on second thought we probably can just point to the ACE launcher bag, as these settings are ACE only

grand cloak
#

Hello, I am currently trying to implement FFV for a vehicle and while I have met much success, I am currently stuck in a position where the unit:

  1. Can fire when turned in
    • Using inGunnerMayFire puts the first person camera at the feet of the unit.
  2. Can turn entire torso around while turned in (as opposed to just the head)

Does anyone know any solutions to these problems?

#

oh wait, this is model_makers, not config_makers

tribal rain
#

so im making some props but im noticing they have no physics

stuck oyster
tribal rain
#

go to like 30 seconds in

#

id of edited it but i cba to edit a 1 minute clip ๐Ÿคฃ

runic plover
#

Like HG already has mentioned, not valid or missing Geometry / or no Mass set in Geometry

tribal rain
runic plover
#

Did you do a Geometry LOD?
Is your Geometry convex?
Does your Geometry meshes got named selections like Component01, 02, 03 etc?

To see Mass go to top bar / Window / show Mass or Mass

In Geometry LOD it shows up at bottom mostly

Select your Mesh(s) and add as example 1000000 into the Mass Line

#

Im talking about Object Builder
Blender i dont know

tribal rain
stuck oyster
#

it can be done in blender too

#

if that is what you model in

tribal rain
tribal rain
#

thats my named properties in blender as it is right now

stuck oyster
#

mass is another tool in the arma 3 tools tab if I recall right

tribal rain
#

for the Geometry that is i literally just copy pasted the examples from the example house

stuck oyster
#

and geometry lod parts also needs to be convex as sentry mentioned and they need component naming in vertex groups

#

one of my pinned messages lists the geometry requirements

tribal rain
#

ok so i made a convex hull in object builder

#

but how do i add the mass from here

#

also i cant see mass as a tool in arma 3 tools tab in blender

#

this is what ive got

stuck oyster
#

its present if object is set as geometry lod and you are in edit mode

#

if memory serves

#

could be its in the arma3 tab too

#

don thave it open atm

#

sentry did list how to toggle the mass dialog in OB

runic plover
tribal rain
#

Ah based as hell

#

thank you amigo

stuck oyster
#

also convex hull might not always make very good geometry

#

๐Ÿ˜…

#

that blob may not be valid

tribal rain
#

no it probably isnt

#

right now i need functional pretty can come later

runic plover
#

We trust in you blobcloseenjoy

tribal rain
#

also is it normal to have this many errors when packing

#

im guessing "no"

runic plover
#

What kind of errors kekw2 Kanes_Laugh

tribal rain
stuck oyster
#

no ๐Ÿ˜…

#

means you got something pretty pooped in there making the process loop

tribal rain
#

it does clear but i just have to button mash enter

#

unless i tab out

#

like i just did

#

then i have to manually click off each one

runic plover
#

Thats good its finger fitness

tribal rain
runic plover
#

She will love it

tribal rain
#

@runic plover @stuck oyster no bueno amigos it didnt work

Im doing something wrong but i dont know what

runic plover
#

Is your Geometry mesh called Component01?

Probably also what HG mentioned about your blob and not valid as Geometry mesh

runic plover
#

In OB top bar window selection names

#

It needs to be called Component01 as selection name

#

Geometry is the LOD

tribal rain
#

i was reading through

#

sorry i interrupted my own thought read through HG's pinned post and the mesh needs to be "CONVEX" and "Closed"?

runic plover
#

Named Selections is there somewhere kekw2

tribal rain
#

yeah ive got it selected

runic plover
tribal rain
#

ok by closed it needs to have no holes in the mesh?

stuck oyster
#

correct

tribal rain
#

think that might be the issue then among other things

stuck oyster
#

and the auto convex tools in OB sometimes make bad components with holes

#

make it a simple box

#

to begin with

#

once that works you can start making the box more correct shape or add more parts on it to make the shape

#

it does not have to be single blob

tribal rain
#

yeah im going to try that instead of using a decimated mesh of the actual model for now

#

ive just realised

#

im guessing it wont work if i dont press this button

stuck oyster
tribal rain
#

VICTORY!!!!!!

#

@stuck oyster @runic plover cheers amigos i can now get to making my pyramids in peace

stuck oyster
#

๐Ÿ™

lyric niche
#

Is it possible to skin and weigh a model in 3ds max?

lyric niche
#

is there a tutorial anywhere? The only ones i can find is either blender or 3ds max -> object builder and doing it there
Like what format do i export as and what settings to import in OB

stuck oyster
#

forget anything Arma related until you know how to use the program

lyric niche
#

I know how to model in 3ds max already

stuck oyster
#

then its that and exporting as fbx

lyric niche
#

Do i export every lod one at a time? What about the selections? All of them in one go or seperate?

stuck oyster
#

Dont know more, dont use max. youll have to experiment

shrewd stag
tribal rain
raw beacon
#

How does ARMA get ai to walk and drive over bridges? Im trying to make my own sci-fi bridge and I cannot seem to get ai to drive anywhere close to it

#

Basically looking for if there is a special property of attribute that the model needs for ai to recognize it as pathable

#

I also already have a paths lod set up that works so this is not the issue

raw beacon
#

Yep thats all set up

woeful viper
#

could somebody explain to me why when i select my entire mesh in OB and delete all textures it has 1 section. But when i select the entire mesh and apply a single texture + material to it, it has 4 sections?

quick terrace
#

anything unmapped?

#

how many uv sets?

hollow fulcrum
#

โ˜•

woeful viper
#

1 uv set and everything mapped (apart from proxies)

#

but even without proxies its 4

#

it got more when i copied one piece of a mesh to another p3d, even with same mat/tex

hollow fulcrum
#

i know it does retarded things like that on occasion. i rarely see it in my flow of things. but it does happen. i usually just reimport my .fbx file into a clean OB instance, and then copy/paste into main model. /shrug

#

i dunno how to 'fix' it. would be nice to know. or rather, what causes it in the first place.

woeful viper
#

ok it seems what happend is that i had some pieces of the mesh that had more then one material ID value in max (edit poly -> polygon->MaterialIDs). And that caused it. After i set all to 1 it now has 1 section

hollow fulcrum
#

well that was simple

woeful viper
#

i wonder if you can correct this in OB as well...

hollow fulcrum
#

that i do not know, you would hope so. is probably the cause of many woes that go unnoticed..

woeful viper
#

yes and i wouldnt be surprised if the odd model of mine had a section or 2 more then it needs due to this. And i really dont wanna go back and reexport everything...

runic plover
# raw beacon How does ARMA get ai to walk and drive over bridges? Im trying to make my own sc...

Memory LOD: add LB PB LR PR points

Geometry LOD: you need property class road and map road or map mainroad

Config: you have to write in cfgVehicles simulation= road;

Important is to lower the GeometryPhys a bit of the visual or Vehicles get stuck or also won't drive over the bridge segment(s)

Also important in TerrainBuilder is to connect the roads correctly to the bridge and keep the directions correctly

Also it's not needed at all with roads, my tunnels as example don't have roads connected and work fine.

Then it should work

hollow fulcrum
#

yeah, i started exporting everything with single ID's many moons ago. i do all my texture assignment in OB, which is not ideal, but avoids the stupidity.

#

@AllDaModelMakers, quit playing FO4 and make some chit! the channel porn is lacking once again! ๐Ÿ˜ 

stuck oyster
#

Also the road/bridge needs to be modeled in front to back direction

#

(up down ramp is OK, can make it sideways)

woeful viper
#

my replacement tablet comes on saturday... hopefully.

hollow fulcrum
#

๐Ÿ˜• aye, thats not fun.

raw beacon
runic iris
#

Do either any of you know why my car acts very slidy/drifty? Redphoenix suggested editing latStiffX and Y but I did with no afffect

#

It also won't shift out of first gear

woeful viper
#

use diag.exe

raw beacon
#

Pulled it into arma, Still dosnt work

runic iris
#

Is that in a3tools?

bleak tangle
woeful viper
#

no its in devbranch only

#

unless they changed it

bleak tangle
#

Yeah you're right

hollow fulcrum
#

dev branch (although i think it did make it into a stable once ... or maybe they 'thought' about it..)

runic iris
#

Oh ok, thanks

wise coral
#

anyone have any suggestion to be able to carry a briefcase at your side?

quick terrace
#

@hollow fulcrum - if i buy FO4, i'll most likely do nothing else for the next 3 weeks, and i really need to put some real work in my projects

hollow fulcrum
#

lol, this is why i have yet to buy it. :D

quick terrace
#

i won't, maybe in december, but that is a big maybe

woeful viper
#

apparently lots of people moan about how it doesnt look good and how its not good ... #eyeroll

hollow fulcrum
#

many people have very little useful to do in their lives.

woeful viper
#

thats what happens when you hype yourself up with unrealistic expectations

hollow fulcrum
#

all i can say is, 6-9 months, HD texture pack. :)

celest arch
#

the only very disappointing thing that I've found is the lack of variety of radio songs

#

it's like 6 or 7 repeating

woeful viper
#

4k texture for eyes... yes you can bet on it

merry hearth
#

are you guys modeling fallout 4 content to arma 3?

woeful viper
#

oh wait no, this is FO4 and not skyrim... so make that 8k

celest arch
#

apart from that, game is good as I expected

last spindle
#

@woeful viper @hollow fulcrum

i wonder if you can correct this in OB as well

If you select everything that should be a single selection and go into 'Face Properties' and make sure everything is the same, value, and ensure that there is a '0' zero in 'User Setting' under the RVMAT textbox. I believe that will sometimes fix it, you often that have to 'Sort' faces and change LOD to make it refresh

woeful viper
#

i tried it before i fixed it in max, but it didnt change anything

hollow fulcrum
#

i haven't tried in ages, but i never did sort a 'method' of fixing things consistently. well, i did, but it's not in OB. which is fine with me..

snow plank
#

How does one move the location of the head on a model? Is that possible? I've moved the "bysta" proxy and the memory points related to head, but when I put the model in game, the head is back where the original A3 char's head is, which is slightly protruding from the chest of the model I've imported.

#

The same goes with hands...how come when I cut the hands off the sample model, and I paste them on a model I'm importing, they go all nuclear radiation mutation on me if I move their position? I literally have to leave them in the exact place of the hands of the sample model for them to work right. any1 know why / what I'm missing?

woeful viper
#

animations, weightpainting and bones are your clues

still trail
#

Does anyone know what might cause a physx LOD to shift higher in the Y axis in game? For example, I have a physx lod as part of a ship. Try to land a helo on it and the helo lands 10m above the actual flight deck.

#

standard flight model

terse elm
#

I had that issue but i dont know how i fixed it or what caused it

white jay
#

shouldnt you use RoadWay LOD for that?

terse elm
#

guess i just got lucky

#

choppers go thru roadways on ships

white jay
#

mkay

still trail
#

apparently Roadway LOD for man class, physx LOD for aircraft

#

in the process of porting the A2 Frigate to A3 for CUP

terse elm
#

trying to think back to help u

still trail
#

wondering if its related to autocenter setting in physx LOD

terse elm
#

last time i worked on my ship was about 6 months ago

#

could be

#

u tried prxying in the roadway

still trail
#

so roadway lod is stable up to about 50m from center of model

#

here's the landing. That is parked, engines off

#

lol

terse elm
#

yeah i had the same issue with my 100m yacht

still trail
#

yah this is 112m

#

thought the PhysX LOD handled large object sizes well though (as opposed to GEO and Roadway)

terse elm
#

let me open my yacht up il take a look if anything jumps out

still trail
#

thanks!

#

i'm using pboProject to pack. I know Mikero does some named property magic

terse elm
#

whats ur autocenter set to

still trail
#

i don't set it

terse elm
#

mines at 0 do thats not it

#

so*

still trail
#

well if you don't set it, I believe pboProject sets it

#

let me check the packed model

#

physx lod - nothing set

#

buoyancy lod - nothing set

terse elm
#

il try rack me brain to see if i can remember

#

hatchet might be a good person to speak to

still trail
#

yeah that guy is awesome

#

so I take it back Mikero pboProject doesn't appear to set autocenter

terse elm
#

yeah definatly

still trail
#

what lod is set to autocenter = 0?

#

in your model?

hollow fulcrum
#

if you want to send me files, i'll fix it. (doing the conference call thing right now or i'd chit chat about it)

still trail
#

rog

#

so autocenter has to be 1 for the things to float nowadays

woeful viper
#

roadway stable to 50m from center?

#

it was less irc

cedar coral
#

@still trail just PM'd you on something.

hollow fulcrum
#

mkay... tough call, but i'm going to redo the whole M2HB. found too many issues with the old LP that don't match up with me fairly accurate HP. ๐Ÿ˜’ hopefully won't take more than a few hours.

runic iris
#

So Im using arma3diag to check my vehicles gearbox and stuff. When I get to the top of the 1st gear it redlines and wont shift to second

#

any idea?

neon gulch
#

gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.

hollow fulcrum
#

this is assuming all your wheels/dampening and whatnot is proper.

runic iris
#

The wheels and dampers are correct to my knowledge, I think the problem is my gearboxmode is set to auto and on the wiki it says the default is full-auto

#

I guess I will have to test it

#

because the same problem occured in the sample car

hollow fulcrum
#

dont trust the samples. grab a gearbox and engine set from something in-game.

#

tweak as needed.

runic iris
#

ok

elder fulcrum
#

I am trying to make a collimator sight for a launcher that rotates to the appropriate 'zeroing'. I have everything defined, everything is functional - but it isn't completely there. I am trying to get the sight to match at the different eye-views. Unfortunately, it seems that the axis of rotation does not 'line up' with the cameraDir memory point, and thus gets a bit fiddled up at higher zeroings.

I have thought of one solution for this, that being a way to attach my memory point for the camera dir to the location of the scope. If I attached that vertex to the bone of the sight in my model.cfg, would that suffice?

#

Pictures for reference:

  1. Angle of scope at 400m for reference. (3PP)
  2. Angle of scope at 50m (Lines up, everything looks good!)
  3. Angle of scope at 400m (a bit off center, but I could hit a target with a proper reticle included.)
#

I'm going to try out my boot leg solution. If anyone has any other ideas please @ me ๐Ÿ™‚

last spindle
#

Yeah samples are samples, they often are just starting random crap ;)

lone robin
#

Hello, Iโ€™m trying to add a bomb model that is compatible with FIR aircraft. The issue Iโ€™m running into is that I can choose the weapon in pylon settings but there is nothing on the wings. Where should I be looking to fix this ?

https://pastebin.com/gcW5C98Y

pallid island
# elder fulcrum Pictures for reference: 1. Angle of scope at 400m for reference. (3PP) 2. Angle...

new animation controllers zeroing1 and zeroing2 take values from discreteDistance[] of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation:
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Model_config_changes_.7Bmodel.cfg.7D

  • multiple eye memory points and discreteDistanceCameraPoint[]= in weapon config to match the scope animation? I believe that's how vanilla UGLs work meowsweats
pure harbor
#

Hey guys, hope this doesnt go against any rules, but the AMCW mod team is looking for a 3D modeller to join up and help in creating our standalone mod. If you're interested, dm me and I'll send you the discord invite so you can speak to the project manager about joining the team. nootnoot

mossy mulch
gleaming tusk
#

If I had a model with a translation axis, what would cause my object to teleport to either side when animated in game but in object builder it slides properly?

stuck oyster
#

or multiple bones trying to animate same part messing it up mayhaps

gleaming tusk
#

Hm

#
class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class For_Gond
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
"gond1", "",
"gond2", ""

        };
        
    };
};

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

    class Gond: Default
    {
        sectionsInherit = "";
        skeletonName = "For_Gond";
        sections[] = {"Console"};
        class Animations {
            class Gond_1_slide
            {
               source = "Gond_1_source"
            type = "translation";
          memory = 1;
            selection = "gond1";
            axis = "X_axis";
            animPeriod = 30;
            initPhase = 1;
                minValue =-2.000000;
                maxValue = 2.000000;
                offset0= 2;
                offset1= -2;
                
            };
            class Gond_2_slide: Gond_1_slide{
               source = "Gond_2_source"
            offset1 = 2;
            offset0= -2;
              selection = "gond2";
              initPhase = 1;
           
            };
        };
        
    };

    
    

    
};
#

and in the config i have

class AnimationSource {
        class Gond_1_Source {
            source = "user";
            sound = "";
            animPeriod = 30;
            initPhase = 1;
        };
        class Gond_2_Source: Gond_1_Source
        {
            initPhase = 1;
            source = "user";
        }
    }
    class UserActions
    {
        class Start_gond
        {
            displayNameDefault = "<img image='A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
            displayName = "move'em";
            position = "Console";
            radius = 5;
            condition = "((this animationPhase ""Gond_1_slide"" < 0.5) AND (this animationPhase ""Gond_1_slide"" < 0.5))";
            statement = "this animate[""Gond_1_slide"", 2]; this animate[""Gond_2_slide"", 2];"

        };
    };
#

i have no idea what be causin this wacky behavior

#

ill just restart since im animating a proxy back and forth, ill restart with an in place object bonk

#

The only reason I have it set to min max at -2 and 2 respectively is because it was teleporting at -1 to 1 and I was trying every value I could sadge

pallid island
#

inb4 that's because animate is used and not animateSource

pallid island
gleaming tusk
#

I used animate for my covenant doors and they work fine tho

#

But I'll give that a shot B4 I do anything drastic

charred bolt
stuck oyster
#

are they self made?

fading harness
stuck oyster
#

we have 0 tolerance on IP theft

elder fulcrum
#

The way the sight is setup is very, very annoying.

pallid island
#

Especially when it doesn't really mean much and the engine just shoves the projectile from the muzzle point on the distance-matching parabola anyways

white jay
#

I have problems with importing arma 3 models in blender. Anyone can help?

marsh canyon
#

I said

describe more info
And you haven't

stuck oyster
marsh canyon
#

Then you can't

white jay
marsh canyon
#

It is how it is

#

Long answer: you can't import a binarized model. And you can't unbinarize one, so you're out of luck

marsh canyon
#

No

white jay
marsh canyon
#

No you can't

white jay
#

๐Ÿ˜ญ

plucky depot
#

No you can't and it's not legal to do so.

stuck oyster
white jay
stuck oyster
#

Not possible

#

You can only use the public released datapacks from the older games

marsh canyon
#

Arma 3 Samples from Steam

stuck oyster
white jay
mossy mulch
#
stuck oyster
# white jay send me link

To make mods you will need to be able to find all kinds of info so this will be good practice for that.

noble crest
#

Anybody got some advice for starting modeling?

stuck oyster
#

then start reading/watching on how to make game usable models

#

then once you got that stuff down you can start figuring out Arma specifics

noble crest
#

Alright is any other skills needed to implement models into a game

stuck oyster
#

yes

#

but start with one

noble crest
#

Like can I make tank models and code it in?

stuck oyster
#

you can

noble crest
woeful viper
#

epevehicles shows you the problem, so why do you ask us ???

slim granite
#

I was in object builder... Was wondering... what does the "squarize" tool do exactly? Can someone break it down for me in the most simple of terms as if speaking to a kinder gardener?

marsh canyon
#

Umm, you do a model in OB?

slim granite
#

Yeah, why not ๐Ÿ™‚ Dont you have faith in the arma tool set?

#

๐Ÿ˜‰

marsh canyon
#

Ehh... definitely you shouldn't

runic plover
stuck oyster
#

You started with it long time ago though ๐Ÿ˜… if someone starts new it's far better to invest the time learning more modern program

marsh canyon
#

Do you mean we just need to forget about Arma 3 and move to Arma Reforger or something else?

stuck oyster
#

No. But object builder learning can be traded to learning something else, like Blender

marsh canyon
#

Yup

charred bolt
runic plover
stuck oyster
#

๐Ÿ˜„

#

one day

runic plover
slim granite
#

ty

mellow dirge
#

how do I make a texHeaders.bin?

bold flare
#

You don't

mellow dirge
#

Can you explain how its made?

bold flare
#

No

#

why

mellow dirge
#

I am wondering if it is needed in model creation, and importation.

bold flare
#

its not

mellow dirge
#

What does it do?

bold flare
#

Some cache thing for the game thing

#

its a irrelevant optional file

mellow dirge
#

That is all I wanted to know, thank you

twilit seal
hard lodge
#

did someone know how to fix the safety mode animation ?

stuck oyster
#

In the game

hard lodge
#

yeah i know

#

I check the model.cfg ,the memory lod axies seen like doesn't work

#

or it should say.....the angle is wrong...

stuck oyster
#

What animation source do you use then?

#

And what animation type

hard lodge
#

weaponmode and rotation

#

class Animations
{
class safety_mode_rot417
{
type="rotationZ";
source="weaponmode";
selection="fireselector";
axis="fireselector_axis";//probably
sourceAddress = clamp;
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.0;//rad 0.0;
angle1 = 1.5707964;//rad 90.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};

stuck oyster
#

Might need to use "rotation" if you want it to work around certain axis.

#

Also easier to test it in buldozer viewer through Object builder

hard lodge
#

well..I tryed but however what type I use it the angle seem like around the different center to rotated

stuck oyster
#

And as a side note your model is super high poly and will eventually cause fps issues. Might want to look into making it more game model level

hard lodge
#

not it self

stuck oyster
#

You define rotation axis by two vertex selection in memory lod

hard lodge
#

like this?

marsh canyon
#

Urm, I 100% recommend try not to use Object Builder to adjust your model

#

You can define your memory points in your whatever model software and export into p3d

marsh canyon
#

More like, how else to do? OB is not a model software

hard lodge
#

yeah u're right

#

thx for advice

#

oh btw ,if i add the model on the weapon(like rail,stock maybe).does the memory lod should be rebuild?@stuck oyster@marsh canyon

#

I think the problem might be here

marsh canyon
#

What do you mean by rebuild?

stuck oyster
#

No unless axis positions change

#

The weapon model should stay in same place no matter what you add or remove from it

hard lodge
#

ok,thx. I'll try to recreate the new one ,if they work I'll send the perfect version pbo to thx for the help: )

marsh canyon
#

No thanks

#

We're only here to help and volunteered

hard lodge
#

salute bro

hard lodge
#

oh! finally!

#

the anim back to normal!!

#

but just had little bit iusse for the fafety rotation

#

yeah....when I change the firemode,it looks like this

#

class safety_mode_rot417
{
type="rotation";
source="weaponmode";
selection="fireselector";
axis="fireselector_axis";//probably
sourceAddress = loop;
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = -4.712389;//rad -270.0;
angle1 = 2.1415927;//rad 180.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};

#

@stuck oysterbro,does the angle setting right?

stuck oyster
#

probably yeh

wide crown
#

Im trying to add the arma man skeleton to a model in blender so I can work with the vertex groups.

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Can you do it using a tool in blender or do you need to input each group manually?

fluid copper
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Are you talking about transferring the weight groups like the arms, legs, fingers, etc?

wide crown
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Yeah

stuck oyster
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does its shape match the arma man body?

wide crown
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Not all of it the arms are longer and I have to do those manually

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But everything else is matching

stuck oyster
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then it wont work right with the animations

fluid copper
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How much longer?

stuck oyster
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since the animations dont adapt to the size of the mesh

hard lodge
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yeah,this is not any other can edit new bone to animation's game

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unless you make the mesh size match on arma3

stuck oyster
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or new set of animations

hard lodge
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hell yeah

hard lodge
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and armatoolbox

wide crown
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Yeah Iโ€™ve got arma toolbox

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Now if it the model was too match the shape of the arma man skeleton how would you add it to the model?

stuck oyster
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the skeleton itself is not saved into the model and in blender it is used only to check if weighting moves right

wide crown
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Thanks

somber stag
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Does anyone know why I keep getting an issue where some things will not be faithful in game to their position in objectbuilder/blender. I had it happen with a memory point and now it's happening with a magazine

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it's like distance in objectbuilder is adding a few feet for no reason despite other objects being perfectly fine