#arma3_model

1 messages · Page 17 of 1

somber stag
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I am assuming my model.cfg is causing it somehow, I have a weapon and a magazine that's based on proxy
It all looks right in blender and obj builder but as soon as it gets in game the position is off, this is actually better than it was before, before it was floating in my skull.

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is it because of the proxy location?

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oh boy somethings definitely wrong because now you look through the center of the gun instead of through the sights which wasn't like that before and the eye mem point is find

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jesus this is a mess XD

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nevermind fixed the eye thing

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just mag being funky

stuck oyster
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so the proxy refeers to the 0,0,0 coordintae of the magazine object

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so yes your magazine is not in correct position in its own p3d

somber stag
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Oh that's super interesting

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sorry I am very new to proxies but have done models without them

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that's coolio didn't realize the proxy was the objects world 0 essentially

somber stag
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so that didn't seem to fix it, it did acquire an ability though, it now floats below your elbows until you play the scenario once at which point it goes to the position that it was at before

stuck oyster
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Yes well you moved the object..

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you did not fix the magazine origin

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but at least now it looks same in blender as it is in game

somber stag
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is the orange dot not the origin point?

stuck oyster
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yes

somber stag
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I'm sorry I'm not following

stuck oyster
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it is the origin

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but as you can see the magazine is not in right position

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you need to put the magazine in right position

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then set the origin to the proxy

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and then export the magazine so it is in right position in its own p3d

somber stag
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I think that's what I am not understanding, how do I set the origin to proxy?

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okay so

pallid island
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move magazine - select proxy - Shift+S - "Cursor to Selected" - select magazine - "Object" in the top panel - "Set Origin" - "Origin to 3D Cursor"
Or switch to Edit mode, select all and move. You don't affect origin in Edit mode blobdoggoshruggoogly

somber stag
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well that didn't change anything unfortunately lol

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maybe my proxy is fucked or something

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oh hold on

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my geo layer was fucked

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bingo!

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it for some reason still floats below your elbow if you don't run the scenario

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but I'm sure that's fixable later lol

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@stuck oyster @pallid island thanks!

stuck oyster
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the magazine may need autocenter = 0 namedProperty

somber stag
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yeah when I reimported I forgot my geo layer with the autocenter property

stuck oyster
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also geometry needs some mass

tranquil spear
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would someone be able to show me how to add a model into arma I have all the textures etc

marsh canyon
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If you have Blender:

  1. Install ArmaToolBox (pinned one is preferred)
  2. Give them correct LODs
  3. Export as p3d
  4. Import into the game using correct config and pbo
    Last but not least: Make sure you have the rights to do it
tranquil spear
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i have the P3D its just the config i need help with

marsh canyon
tranquil spear
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its also the file format

marsh canyon
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?

tranquil spear
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like how to set out the file and where to put the config and textures etc

rapid tree
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Quick Question, does it make a difference performance wise if i make a pbo for every weapon or shove all weapons in one pbo ?

stuck oyster
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no difference

rapid tree
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Alright thanks

compact zenith
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anyone an idea why my belt is on the ground? I just merged two objects (both with weight properties) in blender and exported it

stuck oyster
compact zenith
novel pewter
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Hi, quick question. Do p3d files have any dependency?
I've a mod with a config, two p3ds and some paa. Can I safely delete all the paa not used in the config?

charred bolt
novel pewter
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I'm talking about the paa contained into the .pbo

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I've the feeling some of them aren't used

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How can I check if they are actually called somewhere?

charred bolt
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Object Builder, menus
Tools > Mass Texture and Material renaming

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although that doesn't show rvmat dependancy textures...

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Window > Resource Library

novel pewter
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Thanks

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The obj builder crashes as soon as I open the file, nice xD

charred bolt
novel pewter
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a p3d

charred bolt
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Did you make that p3d or get it from somewhere else?

novel pewter
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got it from a mod

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I'm trying to understand if the author left some unused .paa in the pbo, cause i want to lighten it

charred bolt
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Did the author give you permission to extract the p3d from the pbo and open/edit it? If not, what you are doing might not be legal and we won't want to help you further. It might be that the author did not want the p3d edited and has encrypted it to stop casual theft of their IP.

novel pewter
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That's not the case

charred bolt
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Note the specific question in the first sentence of my reply which should be a yes or no answer.

stuck oyster
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p3ds in pbos are binarized and not meant to be opened/edited/repackaged.

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tampering someones mod is not something you are allowed to do

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no matter how good intentions you have

novel pewter
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I don't want to change the p3d, I only want to remove unnecessary files from the mod

stuck oyster
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it is not something you are allowed to do

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if you figure there is bloat in the files you need to contact the mod author and ask them to make changes

novel pewter
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I'm the mod author lol, the original one left the project ages ago

stuck oyster
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then you are not the author

charred bolt
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The IP might have been transferred...

stuck oyster
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you would have the original files if you were

charred bolt
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but yes, you will need the original files

novel pewter
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I don't understand why are you taking for granted I can't. The author perfectly knows what I'm doing

stuck oyster
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then you need the orginal files from the author

stuck oyster
charred bolt
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Can you help me break into this car? The owner knows about it and is happy. But I don't have the keys.

novel pewter
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I might just delete the paa and check for errors to see which ones are used. that was a tecnical question not a legal debate lol

stuck oyster
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we take IP theft very seriously here

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and people who do that get the boot out

novel pewter
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I understand that

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It's just not the case

stuck oyster
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dont suppose the author is here and can confirm that

novel pewter
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I can invite him. Is it really necessary to reply a technical question?

stuck oyster
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we dont support anyone who does shady stuff

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so yes

charred bolt
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We've told you the technical response - you need the original files.

novel pewter
stuck oyster
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not from nowhere.

novel pewter
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I'm not a 3d modeler I've no idea how a p3d works, so i asked if it has dependancies

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that's it

charred bolt
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We told you the answer. You then asked how to crack into a binarised p3d

stuck oyster
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the author can tell you

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you dont need to touch the files at all

novel pewter
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Sorry for trying to learn something ^^

stuck oyster
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so you dont have permission then right?

novel pewter
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I said I have

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The author sent me the files yesterday to merge them into my mod

stuck oyster
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they would have sent you the original files

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there is no reason to send you binarized files

novel pewter
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I never said they are binarized

stuck oyster
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they are

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because you cant open the p3d

novel pewter
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I don't even know how to check if they are lol

charred bolt
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pbo is not "original" files... you need unbinarised p3d, textures and rvmats

stuck oyster
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so like this all smells like 💩

novel pewter
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the pbo is not binarized, the config is in cpp, that's all i can say, i don't know how to work with p3ds tho

charred bolt
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so they didn't send you a p3d (apart from inside the pbo)?

novel pewter
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i got the pbo only

charred bolt
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exactly, you need unbinarised p3d, textures and rvmats

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so go back to the author and ask them to send you those files, with permission to edit

novel pewter
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how can I check if they are even binarized?

stuck oyster
novel pewter
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can u send me a random unbinarized p3d to check if that works?

stuck oyster
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no

novel pewter
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Thanks

stuck oyster
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you can save a p3d in object builder

charred bolt
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There are some in the A3 samples on Steam

stuck oyster
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you could just use the original mod as dependency so people using that mod and your mod dont have to download the same stuff twice

novel pewter
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Well it crashes with the empty file I saved too

stuck oyster
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did you just hit save as?

novel pewter
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Guess I'm just not able to use the builder lol

novel pewter
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and reopened it

stuck oyster
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ok send me the file you try to open then

novel pewter
stuck oyster
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how about the other file from the pbo`?

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as this works just fine

novel pewter
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then it's my builder

stuck oyster
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easy to confirm if you send that other p3d

novel pewter
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should I change something in the config?

stuck oyster
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well thats binarized

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so no can do

novel pewter
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then I'll just manually check if removing paas will give errors

stuck oyster
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well all of it will give errors

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since you cant repath the stuff anyway

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so you cant change the filepaths/folder structure

rapid tree
stuck oyster
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honestly the repackaging is just waste of space

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just use the other mod as dependency if you need the stuff

novel pewter
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it's a couple items they only use in their unit private mod. He sent me those to put them in mine, as they are using it

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So there's no way to use them as dependancy

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I'll just leave it as is

rapid tree
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The guy is propably not the author either

novel pewter
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They created them

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I don't understand why are you so fast to claim those things out of nowhere

stuck oyster
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doubt is high. this devgru stuff tends to be ripped from other games

stuck oyster
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"private mods" 9.9/10 are not legit

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they are hidden because they dont stand any scrutiny

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and would get banned

charred bolt
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Experience - 99/100 people that claim to be allowed to edit files, but do not have the originals are shown to not have permissions

novel pewter
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I'll ask for the originals, I just don't need them for what I'm doing and also I wouldn't be able to use them lol

charred bolt
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If you think you don't need them, then you haven't been listening.

stuck oyster
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yeh no this model is absolute mess

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looking at its properties with eliteness

novel pewter
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They sent me and told me I can use it as it's their propriety, sI mean, should I start an investigation?

stuck oyster
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we have made by Vader

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author martinius

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and so much erroring stuff this is some bad made mix of stuff

novel pewter
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lol

stuck oyster
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and it has single 9K tris lod

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no no, this aint really made by anyone

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people who make stuff are more careful

plucky depot
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For sure not ripped clueless

novel pewter
stuck oyster
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that the model is super heavy for what it tries to be

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which means its bashed together by someone who dont know what they do

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which is basically the MO of people who rip stuff from other games

novel pewter
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Understood

bold flare
# stuck oyster we have made by Vader

Vader belongs to 21 vikings, a Arma group active around 2004.
I doubt permission.
And.. two different authors listed on the same model in two different ways?

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Also this is the first time I heard of removing "unused texture files"
Usually modders don't pack unused stuff into their mods
You could resize teh textures though, to like half resolution

stuck oyster
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gain is few mb at best in case like this

novel pewter
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I just saw some paa names with unrelated names and thought it could be from previous p3ds removed from the pbo from the author

bold flare
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I think mikeros Eliteness can tell you what paa's the p3d references

wide crown
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Okay so working on rigging a new skeleton for a humanoid model. Will be using my own animations however I want to use an edited version of the arma skeleton as a base.

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I'm trying to do weight painting and I can't seem to find the keys for it. Found a bunch of tutorials online but they seem to be out of date with the most recent version of blender.

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Also in the arma 3 tools do I use Male.p3d or ManSkeleton_Pivots.p3d for this step?

stuck oyster
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the p3ds wont really be of use

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as for blender stuff, youll have to consult blender manual and reference that to the stuff any tutorials show

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the basic "how to learn how X program works"

wide crown
stuck oyster
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yes

wide crown
stuck oyster
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well it would have to be reshaped to do the new animations

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Id however recommend making a new one

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as the learning to do that will help with the animation work

wide crown
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Ah okay sounds good.

gleaming tusk
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ok so rememba how I was talking about my teleporting problem with the translation animation??

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i figured out the problem

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the axis of motion apparently has to be called "motionaxis_1"

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or "motionaxis_2"

gleaming tusk
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or at least that worked for my bigol doors meowsweats

gleaming tusk
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okay what worked for the doors did not work for the gondola tho its entirely different in all things except the type of animation being translate.

I have a skeleton model,, just a cube and two proxies that lead to other cubes, center cube being the button to activate the anim and im trying to get the cubes to slide away from the center.
but they are just teleporting.

The door was doing that, but when i changed the name of the axis to motionaxis_1,_2 ect, it stopped.
< -> can i not animate proxies in this way?

stuck oyster
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What do you mean by animate proxies

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If something animated instantly it is either script command error error in p3d/modelcfg/config setup

gleaming tusk
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They do match ; w; the animation works fine in object builder's preview

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And the call for the animation is just the same as the door minus the names of the animation sources

stuck oyster
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I'm just telling you what the baseline is so you don't make wrong assumption

gleaming tusk
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I get you, I'm going to double check that section anyway just to be sure ;w; not meaning to sound defensive

stuck oyster
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I'd recommend using animateSource command to animate it though

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It's more network friendly

gleaming tusk
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As for animating the proxies I mean

So in the skeleton p3d that has the proxies
One proxy is named gond1

In the model cfg I have gond1 sliding from 0 to 1

In object builder, with the scroll wheel it slides around as intended

#
 statement = "this animateSource[""Gond_1_Source"", 1]; this animateSource[""Gond_2_Source"", 1];";

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thats what i have in the statement

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this is what i mean by animating the proxies

stuck oyster
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How are the animationSources configured in the config.cpp

gleaming tusk
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    class AnimationSource {
        class Gond_1_Source {
            source = "user";
            sound = "";
            animPeriod = 60;
            initPhase = 0;
        };
        class Gond_2_Source: Gond_1_Source
        {
            initPhase = 0;
            source = "user";
        };
    };
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forgor the s

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is there in the file *now

charred bolt
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Was just going to mention class AnimationSources with an s at the end

gleaming tusk
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lol

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does the item that the proxy is calling have to have the same name as the proxy?

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i mean its component name

charred bolt
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gond1 and gond2

stuck oyster
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Nothing inside a proxy animates

charred bolt
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what does your model.cfg animation code look like?

stuck oyster
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In your setup the animation moves the whole proxy and what's in it don't matter

gleaming tusk
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aight thats the intent cattodance

gleaming tusk
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she slidin now

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the s
of course of course
you try literally everything to fix it and it all comes down to the first letter of "silly"
how silly

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well while im here i have one more question, lemme get a clip rq since im dog water at explaining things

charred bolt
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So in buldozer it doesn't read the config.cpp and knows nothing about animationsources from there. Instead it reads the animationsource from model.cfg and just assumes that it actually exists.
However, when you mistype animationsource(s), and then go in game, that animation source doesn't exist, so then neither does the animPeriod, and you get an instant "teleport".

gleaming tusk
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Sadgry p much

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glad it was something simple

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my next question, how was this accomplished?
i have a vague understanding, i saw in the config for model you can do sourceAddress = "loop";

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but how is it just...going?
even in *eden?

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i know how to make an object rotate but i dont know how to make it just run like that, i asked the creator and he said i was right about my assumptions, though my assumptions were vague and simple
"axis in the model and animated via modelCFG"
notlikemeow

rapid tree
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You can make animations run on init i guess thats what he does

stuck oyster
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that just ticks forward

gleaming tusk
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Leopard used that in the brute spyker script, I saw it in the modelcfg wiki page for a source value.

But in the config for that tower there are no animation sources, it has the entry for that but it's just open and closed brackets.

The most it has is animated=1;

So I'm assuming it's all done in cfgmodels somehow?
Using "time"?

stuck oyster
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yes

gleaming tusk
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something like

        class rotating_thing: Default
            { 
            type            = "rotation"; 
                source            = "time"; 
                selection        = "gond1"; 
                axis            = "motionaxis_1"; 
                animPeriod      = 30;
                memory            = 1;
                initPhase = 0;
                minValue =0.0;
                maxValue = 1.0;
                offset0= 0.0
                offset1= -0.5
                
            };
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?

stuck oyster
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engine driven sources dont usually have a class animationSources class

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something like that yeh

gleaming tusk
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awesome!

stuck oyster
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angle0 angle1 instead of offset

gleaming tusk
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Yee
Awesome

Is this kind of thing performance heavy?

stuck oyster
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not especially

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maybe if you got thousands of things doing it on screen at the same time

gleaming tusk
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Okay neat

I want to make the grav lift effect I have kinda bob up and down and rotate cattodance

limpid obsidian
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When it comes to doing multiple resolution LODs on a vehicle should it go (1,2,3,4,5,6 etc) or should you skip numbers (1, 10, 20, 30, 40 etc)?

stuck oyster
limpid obsidian
tranquil spire
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depends on scene complexity

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if there is a lot of other objects on the screen, it will switch to lower res lods sooner (distance wise)

limpid obsidian
tranquil spire
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yep

limpid obsidian
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Intresting. Thank you.

tranquil spire
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but you need to make the lods available to the game, as in have them in your model

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other than that, you are good in that regard

limpid obsidian
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So you should always have multiple LODs even if the model is the same in each res LOD?

tranquil spire
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no, the poly count decreases as the lod number goes up

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the convention is that it decreases by half compared to the previous one
lod 0 - 10k
lod 1 - 5k
lod 2 - 2.5k
lod 3 ...

limpid obsidian
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Is that in tris?

tranquil spire
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to me, yes, though other people prefer to look at the number of faces

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your mileage may vary

hollow fulcrum
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boo... so much work today. did make it halfway through the M2 last night though.

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be back in some hours.

stuck oyster
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Tris is the way to count it. In game it's all tris

worldly knoll
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Even if you have quads in your model, in Arma all of it's converted to tris

stuck oyster
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And typically your game model should not have quads in the end as they can mess up uv mapping

limpid obsidian
stuck oyster
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It makes more stable results

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As if quad gets triangulated wrong way than it was intended it causes deformation In texture draw

limpid obsidian
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Interesting. I did not know that. Thanks for the info!

cedar coral
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@hollow fulcrum great progress, none the less.

tranquil spire
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never had any issues myself with quads, interesting to know though

charred bolt
tranquil spire
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makes sense, I just never touch OB unless I wanna preview the mesh in bulldozer

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or on the rare cases where I need to make sure my fire geometry is convex, had some instances where the blender convex is different to the OB convex, so had to double check

tulip gyro
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how do I avoid this issue while rigging?

stuck oyster
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correct weighting and mesh topology that deforms right

tulip gyro
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I haven't done it in ages

stuck oyster
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the Arma sample man is alright reference

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paint more pelvis strength on the bum area is probably a start

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😄

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and check that the mesh topology is made so that the joint can work

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also that is pretty extreme pose isnt it?

tulip gyro
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it is

potent locust
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Hello, I have a problem with my new rifle. I created and ported the model, added a proxy and etc., but when I take a shot in the game the bullet hits under my character lol, not where I aimed

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have this problem for the first time ever, so I have no idea where to start for resolve this bug

rapid tree
potent locust
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Yepp

potent locust
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solved

timid canyon
potent locust
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"initSpeed =" was incorrect

fluid copper
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Is there a way to see what all proxies look like? Specifically the ones that pertain to the animation a unit is in when in a vehicle, like a turret

stuck oyster
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no

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well vanilla proxies have models

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and they should load in buldozer (assuming proper P drive setup is done)

potent locust
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doesnt matter what scope i use

grizzled halo
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I know this might not be the ideal channel but maybe someone can clear a doubt for me

I have an m4 that is styled as the traditional AR15 using RIS2 rails, however, when compared with the Spar-16 in game (I know its an HK416) the side profile looks incredibly tall compared to it.

Irl, does anyone know how much is the height difference in the upper receiver flat tops?

I think i migh be slithly undersized because fo the overwhelming height difference im currently seeing.

grizzled halo
potent locust
potent locust
grizzled halo
potent locust
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but when i use scope it's ass, any scope

grizzled halo
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maybe the sight proxy is not correctly aligned?

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altough, it should not be that bad to offset you 100 meters

potent locust
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Well i solved this problem. Seems like the cause was proxies i just remake them

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Thank you

fluid mountain
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Apologies if this is a common question.

I'm looking to make a couple of small ships/large boats intended to be walkable/boardable. One thing I haven't managed to get an actual straight answer on during research is the matter of rooms/areas that are below deck (specifically, under the waterline). There's much talk of buoyancy LODs (which, if i'm reading correctly, don't matter so much for buildings) and an antiwater rvmat, but i'm still not sure about the actual behaviour.

Actual question: Is it possible/feasible to create a model that has rooms below the waterline, where players within those areas will see and behave as through they were on land? Or is it less of a pain to model those rooms seperately and just teleport the players to them instead like it's a basement or a cave?

stuck oyster
charred bolt
# fluid mountain Apologies if this is a common question. I'm looking to make a couple of small s...

SOG:PF has the Shantou and Nasty Boats with below-decks cabin (as example), but in reality it is a Cargo LOD above decks with no windows.
It's possible to model below decks, but players in that space will be underwater, although interestingly they do not drown! (see screenshot of a test set-up).
The anti-water rvmat is a mesh layer placed between the player and the water surface, which hides the water - typically placed above a deck and above the water line, particularly on boats where the interior is below water level, so that water does not show inside the boat.

marsh canyon
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Poor sailors

charred bolt
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You can model wrecks with enterable hulls which make for interesting under-water missions. Here an enemy diver investigating a sunken Nasty boat spots a SEAL hiding inside too late... (SOG:PF).

stuck oyster
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he did mean static walkable ships though, where this wont be possible

ocean mantle
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should i add Geometry_Buoyancy for Aircraft?

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diag_x64 always warning for it , and sometimes CTD

charred bolt
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But Buoyancy LOD should be extremely simple, like 1-2 components only.

tulip gyro
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any idea how I fucked up rigging this time?

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i used the mirror modifier in blender

stuck oyster
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😄

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not intended then?

tulip gyro
subtle bison
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eldritch terror

stuck oyster
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eldritch error 😄

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but yeah Blender dont recognize the left right definitions of the bones but I think there was a menu somewhere you could add a rule that made it understand the arma man naming convention

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it can theoretically automatically paint right bones on both sides

tulip gyro
stuck oyster
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if they match in correct places sure

tulip gyro
grizzled halo
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is there a way to do a mirror flip in object builder as in blender?
I just dont want to reexport hahaha

marsh canyon
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Better to reexport whatsoever

peak hornet
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Anyone had an issue where pathing textures/materials to a p3d breaks the model weights?

The model ingame appears as if it has no model.cfg its default posing half way in the ground but the shadows on the p3d are normal as in theyre weighed correctly so its not the model.cfg

As soon as i remove the texture / rvmat pathing to the texture the model works just fine, except it doesnt have materials i can give it a texture through configs ( s till dont know how to do it about rv mats though ) but it`s a really wierd issue/bug

edit.
I even tried pathing textures through blender instead of ob and the same thing happens

subtle bison
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try a vanilla texture of any kind and see what happens

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did you assign textures to hidden selections or something? kinda doubt that textures in itself can break a model, tbh

peak hornet
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im testing it rn running 3 different uniform variations and the one with assigned textures in the model doesnt work

edit, it works its just lodged in the ground as if it has no model.cfg

#

everything else is the same, its the same thing in the configs and they all use the same model.cfg too

subtle bison
#

and autocenter=0 is still there?

#

in geo

peak hornet
#

yeah, all 3 models are the same, just 1 has assigned textures to the model ( its just the shirt, everything else works fine )

peak hornet
subtle bison
#

funny. maybe try a different rvmat

peak hornet
#

it works as long as i assignt it to textures that arrent in the pbo where the model is

stuck oyster
#

All models need to have some default texture and rvmat assigned to them in p3d. That is essential for them to work right.

obtuse jolt
#

Is one of the res lods empty?

humble trail
humble trail
mossy mulch
#

ah, tfl, classic

obtuse jolt
#

didn't even notice that, would probably explain why it's so buggy

mossy mulch
#

indeed hmmyes

stuck oyster
peak hornet
#

just as an fyi the jpc and avs from tfl are both commissiond and payed assets theyre not stolen

mossy mulch
#

just as an fyi we dont care

stuck oyster
#

and bringing anything from them here will result in warning and ban as we do not endorse or support thiefs

peak hornet
#

Wait so I cant use assets ive commissioned and payed for?

stuck oyster
#

are you with TFL?

elder fulcrum
#

Split up my interior/exterior details into two meshes and baked separately so I could get better texel density.

My exterior doors look fine, no problems (1)

My interior doors look like they have some type of overlap or problem of some type? (2) Both rvmats are the same (with the files for the textures being different of course...), so i'm unsure as to what is causing this? They're on the proper UVSet and have no issue otherwise.

  • I've ruled out the textures being the incorrect file, or incorrect export. Everything looks fine and matches up outside of O2, but once in O2 it gives me these problems.
elder fulcrum
#

Ignore my post. I have a big, massive skill issue. For anyone else - always, always double check your UV and compare it to your textures closely. I had live unwrap on and somehow between Substance Painter and O2 my UV for the interior doors got changed without me knowing xD

stuck oyster
#

what often leads to issues like this is merging parts with multiple different uv sets that dont then become one

#

and things like Substance painter or Arma might expeect uvs be laid out on the uvset 0

main jasper
#

Anyone got any idea why I am able to throw grenades through walls that are attached to other objects.
The model itself works when not attached

#

Although when the object is attached, both GEO and FIRE are both working as intended, just throwables are able to go through the wall

charred bolt
main jasper
#

I never made a geo physical lod

stuck oyster
#

Attachto makes geometry ignored

rapid tree
#

Can someone give me an insight if the sharp edges are neccessary in the shadowLod for vehicles ?

stuck oyster
#

yes

rapid tree
#

Just for vehicles or everything ?

past canopy
#

Why I did this rather than take a nap I'll never know, also check out that ultra shitty retop on the rear hypalon straps ;) pro job am I right lol
http://i.imgur.com/q0L5gOK.png

#

thats an apple I'd like to bite into Hatchet

woeful viper
#

@past canopy is this finished?

past canopy
#

is it ever #fml

#

no but in all seriousness its close, still working on the rear bungie and a bunch of Crye pouches ;)

woeful viper
#

just wanted to joke about the gigantic WIP plastered over it, but you didnt fall for it... damn :D

#

looks very good though

past canopy
#

thanks

#

you now owe me 1 of those sexual fallout40klovechild weapon pics

woeful viper
#

if i hadnt overslept and missed the saturday post office opening times i could have gotten my tablet and finished the textures on one... :/

torn iron
#

Anyone gonna be making the new Commando Rifle?

mossy mulch
#

kac ks1 for anyone wondering what hes on about

dusty dove
#

Anyone have an editable flagpole/flag .p3d files?

mossy mulch
#

why

dusty dove
#

Want to create a custom texture one.

mossy mulch
#

you do that with hiddenselections

#

dont need to touch the model at all

dusty dove
#

Building a terrain mod and I want to embed the .pbo into the build.

stuck oyster
past canopy
#

RIP

#

Who wants to weigh this stupid vest...... my weigh job is super bad

hollow fulcrum
#

hollow fulcrum
#

woot! @ a free day to tinker with ArmA things. (although the temptation to play other things is very real...)

past canopy
#

nice

#

any idea what in the rvmat would be making my textures extremely vibrant?

woeful viper
#

is it too vibrant or do you want it to be vibrant?

past canopy
#

it's too vibrant

#

I'll show you in a sec

#

I dont understand because that isnt even the real color in the paa file

#

^ actual texture

woeful viper
#

i think its diffuse[]={1,1,1,1};

#

nope wrong

#

well VR has something to do with the over vibrancy

#

i can't see anything really wrong with the rvmat (other then maybe extremely low specular)

past canopy
#

yeah idk just gonna copy stock A3 values and see where that gets me

woeful viper
#

maybe try without rvmat (just the texture) just to see if it is indeed rvmat problem

past canopy
#

already did

#

it is RVmat

woeful viper
#

ok weird

past canopy
#

isnt the first time its happened

#

never bothered to fix before

#

now I pay the price lol

remote willow
#

i wouldn't recommend using the VR for texture tests

past canopy
#

I use marmo for that

#

oh

#

yeah no it is almost identical in editor

woeful viper
past canopy
#

k

hallow steeple
#

I think the awnser is no, but can I extract base game assets, edit them, and use them in stuff like maps?
Altis intnational airport has the name on it. would probably be easier to cover it up, so Ill most likely do that, but thought Id ask, yk :P

marsh canyon
#

No

hallow steeple
#

Aw

#

I'd have loved to been able to grab some of the billboard objects too. Like, Tanoa's building billboard covers

mossy mulch
#

those are accessible with o&t eden expansion

#

i think

stuck oyster
#

in eden yes

#

not for editing

raw beacon
#

Whats the classname for the tank,mrap and apc in the virtual arsenal that shows the damage when you shoot them? Trying to set up something similar for custom assets

cedar garden
#

Is there anyway to preview a collision in-game? I'm trying to debug a door/wall collision, and it would be a lot easier if I could visualize it inside of ARMA

stuck oyster
stuck oyster
cedar garden
#

The collision will get the player stuck if they are walking too closely to the wall. My thought was it was too wide initially

stuck oyster
#

does your roadway go under the wall?

cedar garden
#

First image is the view lod, second is the geometry lod

cedar garden
stuck oyster
#

you still have a floor there no?

cedar garden
#

No floor

#

Just a wall + door

#

Arrow is the door

#

View lod^

#

Geo lod

stuck oyster
#

view lod does not really matter

#

it does not affect collision

cedar garden
#

Yeah, just showing it as a reference

#

Basically if you are walking along it, you will clip the collision, and you can't walk forward until you get away from the wall

#

Not by much, but just a bit to be annoying

stuck oyster
#

well it does sound like something (maybe another object) is sticking through

cedar garden
#

Highly likely

stuck oyster
#

the geometry does not seem to have that end protusions

cedar garden
#

They are used as Shoothouse/Killhouse assets

#

So people put multiple objects together to build larger structures

#

Doors are fine, walls collisions are larger thats the issue

#

Thanks for the help

stuck oyster
dusty dove
stuck oyster
#

no flag?

mellow dirge
#

can textures be directly applied in the object editor?

#

to a p3d

charred bolt
stuck oyster
last spindle
#

to me that looks like you have a some color information in the 'R' channel of the SMDI, usually it should be full white, but i have seen similar if it has some grey scale information in it, because you know it is the RVMAT, you can replace each texture 1 by 1 with a procedural color to find which one it is exactly

tribal rain
#

so im making a tank right whats the process of making it so it has actual hitpoints etc

i tried before just importing my model and then scaling the example tanks hitpoints to match the size of my model but it left it with some odd reactions i.e. rounds passing through it with no effect etc

charred bolt
tribal rain
#

or do i have to assign that in the config like do i have to play with the armour values there and the thickness of the model is just cosmetic?

charred bolt
tribal rain
#

thanks much appreciated

charred bolt
#

But to answer your specific question, yes, if the Fire Geo cubes are assigned as "armor" then their thicknesses are used to determine the stopping power. However, it's quite common to assign "armor plate" materials which have selectable thicknesses, such as 20mm, 30mm, 50mm, 100mm etc, and in that case the thickness of the FG mesh is not important.

#

The Fire Geometry defines whether a projectile will penetrate and the HitPoint LOD tells the game engine to apply damage to certain parts IF there is penetration of the FG.

alpine bramble
#

dumb quis how can i change ob to dark mode

charred bolt
#

OB was designed before "dark mode" or themes were a thing for software probably.
The best you can do is change the background colour of the viewports:
File > Options > Backgroun Color

alpine bramble
#

nice it worked

#

what about this area cant be change?

charred bolt
#

Don't think so, no.

alpine bramble
#

alight thank you

umbral shuttle
woeful viper
worldly knoll
#

Just don't use OB 😎

dusty dove
past mesa
quick terrace
#

as i don't really follow tutorials and their life span

#

it might

#

no one actually spends time to write tuts anymore...and why should one if BI doesn't do it either

past mesa
#

thats a fair point i guess

quick terrace
#

there are some youtube videos available as well IRC

#

anyways, answering punctual questions here also works

past mesa
#

Will hit up youtube now and try not get distracted :)

wispy orchid
#

I think Burns from Burns armories has created a set of tutorials to get stuff in game, haven't viewed them though

past mesa
#

@wispy orchid thanks will have a look

dusty dove
grizzled halo
#

i've noticed just recently that the base vanilla weapons have some sort of glossiness going on them even when not illuminated directly.
Is this something controlled by the RVMAT, is it an stage in it or just a color baked in the diffuse?

wheat shoal
#

http://armesfrancaises.free.fr/Fusil Chassepot Mle 1866-culasse � la s�ret�2-WEB.JPG

how am I meant to replicate this type of material (polished bolt)? I've been tinkering with specularity to no avail, is this something only easily doable with PBR? would using a polished metal diffuse with a supplementary spec map be better than what I am doing now, which is using a flat colour and relying on the spec map and fresnel to get that polished reflective look going?

somber stag
#

Having a few problems with my model I think it might be because of my model.cfg but I am unsure:

  1. Strange issue with bipod where standing/crouch deploy looks fine but prone pushes you into the ground (happens in all locations on all maps)
  2. When an optic is mounted the front and back sight rotate on a strange axis and go sideways.
mossy oxide
#

I was told to ask here.
I made a custom bush model, but I would like it to deform to fit the terrain.
The bush definitely has enough polygons to do that. I have added a land contact LOD with 4 vertxes around the edge of my bush. In the geometry LOD I added the placement set to slopelandcontact. I also rebuilt the map. No luck though, the bush just stays straight instead of deforming to follow the terrain underneath it.

grizzled halo
#

Im having an issue with what I assume is alpha sorting on a model. Im trying to achieve a 3d scope like in the tutorial shown in this page https://community.bistudio.com/wiki/Arma_3:_Scope_3D

and using the example scope but for what ever reason i cannot make the "interior" of the scope visible, not because its not shown, but because when seen through any of the alpha faces it gets hidden by them.

I earlier managed to get it working but after adjusting a bit the size of the shadows for the lenses it stopped working and havent been able to reproduce since even after remaking the selections and "sorting" the face according to the tutorial.

Does the "scope tunnel" need to be sorted too?
Im I missing something else like a size limitation or so?

last spindle
#

a diffuse is always going to be better than a flat color, especially where there is no PBR. To get the effect of polished metal you need to have an appropriate fresnal value in the RVMAT

grizzled halo
#

never fucking mind, its binarization doing :D!

stuck oyster
#

😅

grizzled halo
# stuck oyster 😅

i was starting to pull my hair out there tbh, a whole day wasted because of binarization!

stuck oyster
#

do you know what happens with it?

#

some path breaks?

last spindle
grizzled halo
# stuck oyster some path breaks?

not that I can tell, the sorting and the actual CA textures deploy correctly when not binarizing. I have to assume from what happened here and in past experiences that when you load an object with procedural textures like in the example or when you don't assign textures to a face they simply get ignored when not binarizing. However this might be some other flag being ignored/assigned automatically since when the "tube" itself its out of the way of the CA for the reticles and shadow it shows just fine.

#

maybe some messed up render situation with the texture itself or the rvmats?

stuck oyster
#

surfaces get flagged as _CO _CA type (what kind of transparency if any it has) on binarization according to the type of texture the surface is assigned with

#

which is why the texture _suffix is very important and why all surfaces need some texture and material assigned on them

last spindle
#

the shell casing example will of course be a brass color, so you would have to adjust the specular color to one that is an appropriate shade of grey

grizzled halo
wheat shoal
#

never knew about this page P1NGA, an invaluable reference. just why is it under the category "Pages with broken file links" though. thanks

stuck oyster
#

Im always toying with the idea of putting together more comprehensive tutorial. And every now and then I get bit of spark to do it. But then something comes up and the moment fades 😅

last spindle
#

i think it is there because the images no longer exist, so has broken links

wheat shoal
elder gate
#

Hello, all, Forgive me for asking if this is a repeated question, but I want to make custom characters, like uniforms and heads and whatnot, like how they make all the halo 2 and star wars mods, but I am unable to find tutorials on how to make these models

#

I was hoping to ask where I can find these tutorials? I already know how to model out the wazoo for unity and vrchat, especially blender, but I don't know what model type it needs to be and how to make it so that the tools can read it properly and assign it to the uniforms/face/vest/helmet/facewear categories

runic plover
elder gate
somber stag
subtle bison
#

wrong position?

somber stag
#

seems to make no changes which is why I suspect model.cfg

subtle bison
#

is this a custom bipod or integrated into the rifle

somber stag
#

I'm using the vanilla bipod attachments

subtle bison
#

and you really have a bipod memory point that is approx the position where the bipod would end?

#

like so

somber stag
#

indeed I do, not near my pc to screenshot but I added it and adjusted several times before I sent that screenshot

subtle bison
#

ok, then i dunno 😄

somber stag
#

it's just interesting that other stances work as expected

subtle bison
#

likely related to the arm position

stuck oyster
#

The basic parts are the character model, animations for it in Armas RTM format, configs for moveset that uses the rtms to play animation in right time

real fox
#

are there any fabric/cloth modeling chads here with open commissions?

#

hopefully a simple project, but one i crave feverishly

stuck oyster
real fox
#

OPE

real fox
real fox
#

no dice

#

ah well

grizzled halo
#

Hi, I had recently read in a forum thread that accesories have no possibility of using hidden selections, is that correct?

If so, how does the "next rail state" from cba works?
Asking since i've seen a couple of mods changing inner characteristics of scopes, for example.

stuck oyster
#

ripping stuff is strictly forbidden

#

so no

mossy mulch
grizzled halo
mossy mulch
#

just changing which attachment is used

grizzled halo
#

ah well

#

thanks KJW

mossy mulch
#

so yes you do need to configure each combo individually

grizzled halo
#

no problem really, i will just add a toggle to multi type attachments and have it work like that

#

just wanted to know if there was a way to avoid changing the object itself instead

mossy mulch
#

there is not, shrimply use cba railstate

real fox
#

hi all, making SPPs for some models and Ive got a couple that have their UVs set to be mirrored, and our modeler is asleep. Was wondering if anyone knew off-hand how to un-mirror the UV?

stuck oyster
#

or a new model that has not been unwrapped yet?

real fox
#

Unsure, im not too familiar with blender, I know both of these models have been imported to the game already with the UVs un-mirrored, seems when they were put in this blend file they were still mirrored

stuck oyster
#

frome the 3d view it looks like currently the mesh is using mirror modifier so the other half dont really exist yet

real fox
#

correct!

stuck oyster
#

as if you unwrap it again it wont match the old unwrap

real fox
#

so Id be better off pulling the properly unwrapped helmets out the other blend files and putting em into this one

stuck oyster
#

yes

real fox
#

will do, thank ya kindly

deep ferry
#

hello i wanted to see if anyone remembers a mod from a guy who made a map and placed them all in a map made a bunch of lore about the mand was quite one of a kind they had mixed equipment and i have lost it in the depts of time if anyone knows it please dm me the mod or something i can go off thanks (also sorry i dont know where else to post this)

stuck oyster
#

there are no details to grab on to

grizzled halo
#

what is the most efficient way of creating the weapon icons for weapons?

Or how do people often do them, the way i make them cannot be the most effective one and its driving me crazy

stuck oyster
#

I tend to just take a screenshot or render of side view in Blender

grizzled halo
#

I see, yeah makes sense tbh. Since i dont apply the textures in blender and only get to see them as preview in bulldozer its been kinda difficult to get them to be matching in the correct sizes often and they look slightly weird

livid portal
#

I do weapon icons through Blender as well then resize the actual size in Photoshop, so setup your scene with lights etc then render it, import to Photoshop and do a 1024x521 i believe the icon size is, resize and voila.

#

example

woeful viper
#

pure chrome...

bright echo
#

there's an addon/script but idk if its publicly released

restive pond
#

anybody know why there are spikes when i import .p3d arma3 models into blender?

marsh canyon
#

What spikes?

pallid island
#

inb4 proxies

restive pond
marsh canyon
#

artemoz is correct. They are proxies

restive pond
#

what is their purpose? do i also need to put them in my own models

pallid island
#

proxy is, basically, a placeholder for different p3d

marsh canyon
#

Proxies are basically “a model in a model”

pallid island
#

"place wheel here, place person there"

marsh canyon
#

Do you need to put them into? Depends

restive pond
#

ah ok i understand

#

im a bit dissapointed that the sample models arent as detailed as i hopedit would be

bold flare
#

The triangle is a position marker.

Position markers are either points, like you can see on bottom right. Or directional points, in which case they are a triangle to dictate both direction and scale
Directional points usually used for proxies, which means "place that other 3D model right here, pointing in that direction and at this scale"

marsh canyon
#

Sample models are to show how it works, not how they are detailed

restive pond
#

right

marsh canyon
#

Well, sort of

restive pond
#

how would animation work with the wheels? i was under the impression they were diff objects all together

#

the sample doesnt seem to have an example of this

marsh canyon
#

A proxy can rotate, translate, such

#

Eg, a blurred rotor of a helicopter. That is a proxy, and that is obviously animated

restive pond
#

i see, thanks

bold flare
#

Their animation is probably defined in model.cfg

pallid island
#

and in this specific model wheels are part of the model itself, but when damaged - they get hidden and a separate model of destroyed wheel gets proxied in

somber stag
#

Still struggling hardcore with this bipod issue if anyone has any ideas? When I deploy bipod prone I get shoved into the ground.

  1. there is a bipod memory point
  2. Memory and Geo layer have autocenter property set to 0
#

tested on all vanilla bipods and works fine when crouched/standing

grizzled halo
somber stag
grizzled halo
#

maybe the elevation of the gun in regards to the skeleton is not the same?

#

I had to adjust the position of p3d origin a couple of times to make it look right

somber stag
#

Perhaps i'm not understanding, if I move the gun in object builder it'll mess with it's position in my hands

#

so I don't think that's on option?

grizzled halo
#

that is always an option, your gun manages the accesories position with the proxy placement, if your proxies match you gun correctly, then its probably an issue with the positioning of the gun itself in regards to the arma man. if such is the case consider creating custom handAnim

somber stag
#

interesting it's in the same position as the MX SW

grizzled halo
#

so, for example, lets say you are using the spar hand animation, but your proxy is lower than in the spar model itself, that will cause the bipod to sink

somber stag
#

which is the weapon who's anims i'm using

grizzled halo
#

how much of a difference is there?

#

a lot? or a tiny wee bit?

#

(you can acknowledge rules and verify to post images in the channels)

somber stag
#

It's definitely lower, I was under the impression that the "bipod" memory point should control the height though so that's unfortunate if it's actually the weapon height

#

I was really hoping to avoid anim work lol

grizzled halo
#

some mods opt not to and just let it sink/float

somber stag
#

the sinking is... significant lol

grizzled halo
#

oh

#

that has to be another thing then

#

you are sinking too

somber stag
#

yes it's bad lol

#

and it's fucking infuriating

#

standing works fine

#

or is at least bearable

grizzled halo
#

what terrain is that?

#

does that armor works without sinking with vanilla guns?

somber stag
#

tanoa

#

but happens all maps

#

and yes that armor works fine with vanilla guns

#

and the sinking happens with vanilla armor using this gun

#

so it's definitely the gun causing it

#

happens in VR as well

grizzled halo
#

yeah, that another thing then

somber stag
#

so I don't think it's a terrain LOD issue

grizzled halo
#

but atleast you narrowed the issue

somber stag
#

It's so strange because essentially everyone initially suspected the bipod mem point

#

but i've adjusted that left, right, up, down and six ways to sunday

#

with absolutely no impact

#

i also adjusted the underbarrel proxy just to see and that also seems to have no impact

#

well it changes the bipod height

#

but it still deploys at that same height

#

could it be a model.cfg issue?

grizzled halo
#

besides what I have suggested, I have no idea what else could cause that as im no expert. Maybe someone with more experience can shed light

somber stag
#

maybe i'll resort to custom handanims and move it up or something

#

not sure how much further "up" it could really go though because of its size

#

I appreciate you taking a look@

#

or maybe I say fuck it and axe bipods who knows

formal peak
#

check bipod memory point is present in the memory lod of your bipod p3d, then check it si defined as 'bipod' in the config, e.g. deployedPivot= "bipod";

somber stag
#

already done on both counts

#

well I don't have the bipod p3d

#

because i'm using vanilla bipods

#

but the pivot point is set

elder gate
#

Hey, is there anyone I can commission to give me lessons on arma modding? I’ll pay up to 40$ for comprehensive tutorials

somber stag
#

the bipod issue is fixed, was an issue with my view-pilot layer

sterile meadow
#

Hi, newbie here. How can I get the scale of arma 3 characters relative to what Im modelling in blender?

stuck oyster
#

however comprehesive tutorials take hundreds of hours to make

#

so such thing if done as paid work would cost thousands of dollars

elder gate
#

I’m not asking for a handout either I’m willing to pay even more if I need to

#

People in the VR chat circles, even high-paying professionals, charge for tutorials too

#

What add-ons are thousands of dollars to create?

stuck oyster
#

genrally we dont really paywall things in this community though

#

its has been tradition to pay forward the teachings of those before you

#

in whatever capacity one cans of course

elder gate
#

Well yeah but there isn’t a great compilation of Tutorials out there, and I understand That there is free information out there, but what I’m asking for is the highest caliber of information, so that way when I get an understanding I can create a tutorial for other people

stuck oyster
#

to sell?

elder gate
#

What specifically is Arma tools not allowed to be used for commercial work?

#

To give out

#

I want to pay for someone’s time to give me the best information I can acquire

stuck oyster
#

Arma tools = the tools/programs provided by the games maker

elder gate
#

Yes

stuck oyster
#

so what you in theory could pay for is teaching how to model stuff

#

and the theory of config making

elder gate
#

Not to model stuff, but to import and use models

stuck oyster
#

beyond that the process involves the arma tools

#

which can not be used commercially

#

as in be paid to use, and teaching their use would mean using them to get paid

elder gate
#

But by definition, it isn’t being used commercially. I’m not paying for a commission do you have an add-on created, I am paying for private tutoring

stuck oyster
#

yes the tutoring would involve using the tools

#

to show/tell you what to do

elder gate
#

Yes uses the tools but you’re not using the tools commercially

stuck oyster
#

or to create material for a tutorial

#

yes you are when you get paid for your time using them

#

you are not the first one (and probably not last one) with these ideas

#

but its just not allowed

#

if you need more information you can contact BI legal department by email

elder gate
#

All right, but I want to say for the record that this is fucking bananas

stuck oyster
#

The tools have non commercial use clause in their EULA which everyone using them accepts

#

so far bringing money to the modding scene has brought only harm.

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most of the time the people who know stuff follow the tradition of answering questions

sterile meadow
#

Wouldnt commercial use also be hiring and paying model / scripters to be part of a team and create assets?

stuck oyster
#

anything done in Object builder can not however be paid for

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scripting is a no no though since I doubt you got such magnificient scripter who dont need to test any of his work in game

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and that part would break the non commercial use

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and anyone getting paid to do X and the does Y for "free" is also getting paid for Y because Y would not happen if they were not paid for X

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if anyone else has any other commecial use questions, email BI legal department.

bright echo
restive badge
#

Hello I am trying to make a model for arma 3. how does one make a model and get it from model to the game?

marsh canyon
#

Making a model with a 3D modelling software, import into P3D, have a config, pack it into a PBO

restive badge
#

ok I will need more details if that is ok

marsh canyon
#

Which software you use to model?

restive badge
#

Blender

marsh canyon
#

Then check the latest addon for Arma Model making from the pinned

restive badge
#

ok

marsh canyon
#

Suggest the experimental one

restive badge
#

ok I have done that

marsh canyon
#

You need to have a bit of clue to export as Arma-(Almost)-ready P3D, check ToolBox's manual

restive badge
#

ok

north sundial
#

Cole, just a thought, maybe try unwraping the wood again so the stock is in the same unwrap as the barrel thing, looks abit strange with the split

grizzled halo
hollow fulcrum
#

hollow fulcrum
plucky meteor
#

Oh, you still have the plane? 😱
Unfortunately the download link expired...

hallow steeple
#

how would I animate a clock

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I've never animated before xD

stuck oyster
#

each hand of the clock would use one of the clock time related animation sources

hallow steeple
#

all a single model?

stuck oyster
#

yes. though mesh parts can be separate

hallow steeple
#

uh- don't suppose anyone has a model config I might be able to look at for a clock? 😅

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oooooo riiiight- so buldozer doesn't show animations for time-

stuck oyster
#

it should

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clockHour, clockMinute, clockSecond should play constant

charred bolt
#

I can let you have one much later tonight if you don't get one before

stuck oyster
#

            class hour1
            {
                type = "rotation";
                source = "clockhour";
                selection = "hour1";
                axis = "clock_axis";
                memory = 1;
                minValue = 0;
                maxValue = 1;
                minphase = 0;
                maxphase = 1;
                angle0 = 0;
                angle1 = "rad -360";
            };
            class minute1: hour1
            {
                source = "clockminute";
                selection = "minute1";
            };```
hallow steeple
#

wait, does terrain builder buldozer not show animations but object does?

stuck oyster
#

TB dozer plays time too if I remember right

hallow steeple
#

Animation isn't working on the church x3

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Tanoa Church has a bell tower with a clock

stuck oyster
#

well TB is not the place to check animations anyway

hallow steeple
#

yea- probably

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OB is probably set up wrong x3

stuck oyster
#

yeah TB dozer seems to be frozen in time yeah

hallow steeple
#

well, only animation wise. Sun still moves

stuck oyster
#

sure

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in any case it is not really meant to preview animations

#

OB buldozer is for that

#

for custom assets anyway

#

for vanilla assets you will just need to check them out in game

gilded gyro
#

Kinda stupid question but what does this icon mean in ObjectBuilder ?

stuck oyster
#

nothing

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its just icon for lod layer list

gilded gyro
#

Looks strange because it appears only in 1 model. Other's doesn't have it

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But anyway - thanks for answer

stuck oyster
#

all should blobdoggoshruggoogly

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if you open up OB the default lod has it

gilded gyro
#

Yes, u r right.
Another question about Buldozer Lighting.

Is your little guide are actual ? I have set up "External Viewer" option in OB and paste your files to P:/bin and it runs with this error.
Is there a solution ?

stuck oyster
#

well currently the config is out of date at least

#

and your P drive setup might be different from mine

#

did the external viewer work before you did that?

#

@gilded gyro

gilded gyro
#

no, it doesn't run

stuck oyster
#

then at least it aint my instructions 😄

#

you can find P drive and tools setup guide from PMC wiki

#

that should get you a simple working setup

gilded gyro
#

oh, sorry. My bad. For some reason i was thinking not about what you asking ))
External viewer work before i did your instructions.
That's why i tried to configured it as yours to get real ingame lighting

stuck oyster
#

how have you made your P drive?

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with arma tools launcher?

gilded gyro
#

yes, sure, It's configured already

stuck oyster
#

ye the launcher setup dont really work that well

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you can look up the P drive guide in PMCwiki and try doing that instead

gilded gyro
#

are you installed buldozer via bis arma3 tools ?

stuck oyster
#

no

gilded gyro
#

and how ?

stuck oyster
#

PMCwiki has a guide 😅

#

like I said

#

it uses simple bat file to mount P drive

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and arma3p from mikeros tools to set up arma files in it

#

and that also sets up buldozer to run from the real arma exe

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instead of the renamed copy called buldozer exe

gilded gyro
#

do you mean arma3p from mikero's tools do it automatically ?

stuck oyster
#

yes

gilded gyro
#

i was wondering why there is no buldozer on the P drive after running arma3p and after that i run BI install of bulldozer from a3tools

stuck oyster
#

oof

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no wonder nothing works

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that definitely will break stuff

gilded gyro
#

OB runs now but throw another error

gilded gyro
#

how i love it )

stuck oyster
#

you likely still have P drive mounted from the launcher

#

that dont work with mikero tools very well

gilded gyro
#

i have deleted it manually and install how it guides on PMC wiki

stuck oyster
#

🙏 good luck

gilded gyro
#

ty

gilded gyro
#

so, i did clearly setup P drive with help of mikero tools and ArmaA3p.
P drive mounted by mapdisk.bat as in PMC wiki guide.
I did nothing else after that.
Trying to run external viewer in OB and got this with error in steam that Arma 3 won't launch(code error 86). A3 installed and shows up in steam library and steam are online

#

that's OB config

#

UPD:
steam error was cause that a3 was already opened in background but anyway i got this error after started buldozer from OB

hollow fulcrum
#

not even any epic Fallout porn? you guys suck. :P

#

WTB detailed cover group drawings for M2HB 😒

past mesa
#

Hey all, have a custom object textured but it looks as if the texture is stretched over the surface of the object. Any thoughts as to why?

quick terrace
#

streatched UVs

#

damn @hollow fulcrum i read mid poly m2HB as Mi28...looks good nontheless

woeful viper
#

yeah you'd think this dinosaur of a weapon would have alot of drawings.to find.. nope

last spindle
ashen wharf
#

might want to be careful what you write with "porn" in the message

#

nearly kicked you :P

hollow fulcrum
#

@quick terrace Mi-28 would be quite a task. @last spindle that's a sexy piece of hardware there 👍

#

and we use the word 'porn' here frequently. although we could maybe come up with something better. :shrug:

last spindle
#

@white jay well your mind works in a different way to mine then 😁

ashen wharf
#

just saw the word and had to click the image to check :P

#

there were some spammers a while back posting a load of real porn into the channels

hallow steeple
#

Hia! How do i do proxies? I wanna make it so there's a new object, but it uses an existing model x3

pallid island
#

what's the extent of changes you want?

ashen wharf
#

but its a sick model :P

hallow steeple
#

I basically just need the original model. Terrain Builder template need a p3d, and I don't think I'd be allowed to extract the loudspeaker p3d file to make a new object x3

#

Oh, create -> proxy- th- that seems like all I wanted xD

pallid island
#

if the loudspeaker is from vanilla-ish (BI) content - just... point TB to the unpacked game data?

hallow steeple
#

no, I want a new object that has an event handler and looks like the loudspeaker

#

B/c I don't want every loudspeaker to be changed

stuck oyster
#

you can create a proxy in OB through the create menu and point it to the p3d you want to use

hallow steeple
#

Do I needa worry about the UV or anything?

stuck oyster
#

Blender/ArmaToolbox can also do that but it cant show it visually

stuck oyster
#

in your model there will just be a triangle

hallow steeple
#

ok, so I can ignore the "check faces" giving the bad? xP

pallid island
#

*triangle per lod

stuck oyster
#

though for TB placement purpose you will likley want to make some sort of simple box representation of the speaker to see where it is

#

and delete it when you are ready with placement

#

and you will want to make your own memory lod at least

#

other lods can be pulled from the original

#

as proxies

hallow steeple
stuck oyster
#

the one that has single named points that engine can tag to for various things

#

like playing the sounds you want

#

also you will need to use the ambient sound thing as eventhandlers dont all run for terrain placed objects

slate epoch
#

Oh wow, @hollow fulcrum !

#

It's nice to see new M2HB model!

#

A2's model is getting...kinda old :P

hollow fulcrum
#

you know.. i used to have an app or script that would take a complex model and break it into multiple convex objects in a single pass. can't find it. miss it. (ffs i cant type..)

#

@slate epoch yeah, i intend to give it to the masses the LP should be pretty low/functional. the old one is very old.

quick terrace
#

@ashen wharf - so the word porn got you so scared that you jumped out of that pron game named WOW just to make sure that it is a meshporn and not porn porn....damn it, porn must be such a pon thing for some...;)

slate epoch
#

How much LP is it?

#

A2 is about 10k

hollow fulcrum
#

it'll be around 6k i imagine.

slate epoch
#

(w/ mag and ammo belt)

hollow fulcrum
#

the mount might make it 7.5 or so.. we'll see.

quick terrace
#

@last spindle = PORN! @hollow fulcrum - mi28 would be PORN!

slate epoch
#

Yup, Mi28 would be porn

#

Just shame that old CMA Mi28 is bad :/

quick terrace
#

i have it planned to some degree, i'll see if my porn misses makes me a tight schedule for porn christmas or not...

hollow fulcrum
#

hahaha

slate epoch
#

At least that's what Basti told me

#

heh :P

quick terrace
#

basti is a slipery lad, but CMA mesh is shit indeed

slate epoch
#

¯_(ツ)_/¯

quick terrace
#

and innacurate

slate epoch
#

ah...

hollow fulcrum
#

'attention to detail, accuracy is key'

slate epoch
#

What I always fear the most (when I make model :P) is that it would be accurate

#

It's like my biggest fear, really

#

I think that's bad habit from making stuff in CAD

hollow fulcrum
#

nobody has a new M134 or Mk19? eh?

#

fortunately the Mk19 is fairly trivial.. doing the M134 properly is a little annoying.

#

i have both at about 80% but wouldn't mind using something that is already done.

quick terrace
#

@slate epoch - i am also a CAD user, hence i actually spend a lot of time of things that won't be notices but are accuracy related..i also use snaps...a lot ;)
@hollow fulcrum - lazy buuum ;)

past canopy
#

lets see some pics there Hatchet

slate epoch
#

I never figured how to use snaps properly

#

and effectively

hollow fulcrum
#

i'll throw some up after i get done with this M2, just sitting back down and fully involved in manually sorting a half dozen cover group parts..

past canopy
#

:(

#

Cryedro high poly

hollow fulcrum
#

ah, very nice 👍

past canopy
#

high poly by Mery, I did the M4

#

one sec

slate epoch
#

holy shit

#

that looks good

hollow fulcrum
#

zipper detail is nice

past canopy
#

will post pics of the Cryedro after I texture in a bit

#

yeah he did a really good job

hollow fulcrum
#

he's getting better and better by the project, thats for sure. pouches look nice bar the texture around the front. :shrug: still looks good though.

past canopy
#

texture around the front?

hollow fulcrum
#

aye, wouldn't that be a single piece of material? that wraps the mag?

past canopy
#

oh by the velcro?

hollow fulcrum
#

on the pouch with the flap open. and the camo behind the velcro.

#

just the corner seams breaking the pattern up.

past canopy
#

yeah I haven't fixed any of the issues with stuff like that

slate epoch
#

That Cryedro looks...so good

hollow fulcrum
#

all good, just something i noticed. :P

slate epoch
#

Like too real for me

#

:D

past canopy
#

for some reason the fucking edge really pops in marmo...... looks fine in substance and everything else

#

but yeah gonna fix that after I get the others done

#

@slate epoch you know about Crye shit? :)

slate epoch
#

huh?

past canopy
#

nevermind ;)

restive pond
#

Are oxygen2 tutorials still relevant and usable for object builder? YouTuber Gnat666x has a very comptehensive tutorial and I hope its transferable to object builder

stuck oyster
#

yes

woeful viper
#

what about "candy" instead of "porn" ? :P sugary sweet bakes

ashen wharf
#

:P

past canopy
#

again some of the seem areas have the texture errors for the MC texture

woeful viper
#

never mind... was a config error

restive pond
#

could anyone help why my vehicles' wheels are rotating the wrong way? i used the car sample and they are oriented the right way

charred bolt
restive pond
pallid island
#

just checking. Are those 4 separate 2-point selections?

restive pond
#

yes

charred bolt
restive pond
#

both of these things i copied from the sample

#

i only changed the location of the axis

pallid island
#

can you please show just one of those selections?

charred bolt
#

If you are arguing that there is nothing wrong, then please carry on.

marsh canyon
#

Check

  • Skeleton
  • Animation that controls wheel
  • Actual p3d
restive pond
charred bolt
#

Show p3d, show named selection

#

show model.cfg

restive pond
charred bolt
#

show individual selections

restive pond
#

you mean each axis?

charred bolt
#

yes

#

for example show front left

restive pond
charred bolt
#

to make sure only correct two points are named wheel_1_1_axis

restive pond
charred bolt
#

and now relevant part of model.cfg

pallid island
#

model.cfg from samples uses type="rotationX"; for axes. And x is red axis in blender notlikemeow

charred bolt
#

oh, model is rotated in OB?

#

needs to face to the left

pallid island
#

nah, the car on blender screenshot is rotated compared to the sample one notlikemeow

restive pond
#

ohh i see

#

the car should face face against the red line?

pallid island
#

i guess using simple type="rotation"; should also work (question mark?)

restive pond
#

this is the correct rotation then?

pallid island
#

talking Blender: sample is forward-towards-negative-Y

charred bolt
#

This is the Sample Car. Match your OB to this.

restive pond
#

had to fix about the rotation in blender

charred bolt
#

It's critical that vehicles point to the left, so although using rotation rather than rotationX might work, many other things will break.

pallid island
#

good old notlikemeowcry

restive pond
charred bolt
#

That's steering rotation rather than wheel rotation?

restive pond
#

ahh

#

that might be it, i havent fixed that

#

thanks for helping with this one! im sure ill ask more in the near future

charred bolt
#

That'll be the wheel_1_1_steering_axis and wheel_2_1_steering_axis memory points, which will need moving to the wheel centres.

#

Well done. Vehicles are where the fun modding is (imo 🙂 )

pallid island
#

except it's hell

charred bolt
#

Like most things it gets easier with practise and experience.

restive pond
#

for sure

cloud zealot
#

I would just like to know, is it a really big problem if bulldozer takes around 10 secs to display my building in Object Builder ? Shouldd i make parts ?

stuck oyster
#

well it does mean it is on the heavier side

#

but if it has good lodding it might not be a problem in game

cloud zealot
#

I see, thank you 🙂

near tundra
#

I know this is going to sound like a sketchy question but is there an ethical way to view a binarized p3d

I just want to view the lods and their properties (mostly interested in res lods poly counts, what some of the res lods topology looks like, and geo lod details). I don't have any need or want to have access to edit the model. I just want to better understand how Arma manages some of their objects, so that I can improve my own stuff.

If this is not possible or to controversial would someone be willing to share some of there models so I could learn from them.

Objects I am interested learning about: Trees, Bushes, Grass, and the misc terrain objects like skybox, rainbow, sun, stars, ect

#

even just pictures of the topology of those objects is fine

#

I know there is a tree in the sample but it didn't seem that similar to some of the defualt Arma trees but I am guessing that is done on purpose

stuck oyster
#

mikeros toolset Eliteness can get you statistics

#

but there is nothing that can view the model

#

Arma2 public datapack samples contain a lot of stuff you can easily look through though

#

only thing the sample tree is lacking is the rest of the resolution lods between 1 and 2

#

trees typically have 4-5 res lods if I remember right

near tundra
#

@stuck oyster thanks for the info I will have a look through the Arma 2 thing

restive pond
#

im not sure if im seeing things right... but are arma 3 vehicles scaled slightly bigger than they are supposed to be?

vehicles i made using the correct measurements (i use metric) seem to be small when compared to the character (as in the character would barely fit in)

could it also be because the character is just tall at 1.8 m?

charred bolt
#

Chest rigging and big helmets are often the cause of clipping, so it's worth test fitting at design stage and being able to make your own rtm's is almost an essential requirement.

restive pond
#

sorry what is rtm?

charred bolt
#

driverAction = "Driver_APC_tracked_02_F_out";
.rtm is the file extension of a character animation. The animation class for your driver/pilot/passengers (for example, as shown in the code snippet), references an rtm file that describes how the character is posed.

restive pond
#

i see... alright thanks

charred bolt
#

Blue = standard character animation selected from available list, clips through your vehicle roof
Red = your custom designed character animation (rtm) with stretched out legs and curved spine

restive pond
#

which memory points in a vehicle correlates to the first person view?

#

for drivers. gunners, and passengers

plush trail
#

I have a question

#

is in the a2 samples for models the model.cfg included

#

I want to see a model.cfg to base my agm-133