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.
#arma3_model
1 messages · Page 17 of 1
is it because of the proxy location?
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
jesus this is a mess XD
nevermind fixed the eye thing
just mag being funky
so the proxy refeers to the 0,0,0 coordintae of the magazine object
so yes your magazine is not in correct position in its own p3d
Oh that's super interesting
sorry I am very new to proxies but have done models without them
that's coolio didn't realize the proxy was the objects world 0 essentially
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
Yes well you moved the object..
you did not fix the magazine origin
but at least now it looks same in blender as it is in game
is the orange dot not the origin point?
yes
I'm sorry I'm not following
it is the origin
but as you can see the magazine is not in right position
you need to put the magazine in right position
then set the origin to the proxy
and then export the magazine so it is in right position in its own p3d
I think that's what I am not understanding, how do I set the origin to proxy?
okay so
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 
well that didn't change anything unfortunately lol
maybe my proxy is fucked or something
oh hold on
my geo layer was fucked
bingo!
it for some reason still floats below your elbow if you don't run the scenario
but I'm sure that's fixable later lol
@stuck oyster @pallid island thanks!
the magazine may need autocenter = 0 namedProperty
yeah when I reimported I forgot my geo layer with the autocenter property
also geometry needs some mass
would someone be able to show me how to add a model into arma I have all the textures etc
If you have Blender:
- Install ArmaToolBox (pinned one is preferred)
- Give them correct LODs
- Export as p3d
- Import into the game using correct config and pbo
Last but not least: Make sure you have the rights to do it
i have the P3D its just the config i need help with
Then it is a #arma3_config
its also the file format
?
like how to set out the file and where to put the config and textures etc
Quick Question, does it make a difference performance wise if i make a pbo for every weapon or shove all weapons in one pbo ?
no difference
Alright thanks
anyone an idea why my belt is on the ground? I just merged two objects (both with weight properties) in blender and exported it
not weighted right, no correct autocenter property in geometry lod, no connection to model.cfg
yeah thanks, I think I forgot the model.cfg (again)
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?
Yes you can delete the paa's if you don't intend ever re-building the pbo.
The pbo is self-contained otherwise it couldn't be used by other players without additional files.
I'm talking about the paa contained into the .pbo
I've the feeling some of them aren't used
How can I check if they are actually called somewhere?
Object Builder, menus
Tools > Mass Texture and Material renaming
although that doesn't show rvmat dependancy textures...
Window > Resource Library
Open which file?
a p3d
Did you make that p3d or get it from somewhere else?
got it from a mod
I'm trying to understand if the author left some unused .paa in the pbo, cause i want to lighten it
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.
That's not the case
Note the specific question in the first sentence of my reply which should be a yes or no answer.
p3ds in pbos are binarized and not meant to be opened/edited/repackaged.
tampering someones mod is not something you are allowed to do
no matter how good intentions you have
I don't want to change the p3d, I only want to remove unnecessary files from the mod
it is not something you are allowed to do
if you figure there is bloat in the files you need to contact the mod author and ask them to make changes
I'm the mod author lol, the original one left the project ages ago
then you are not the author
The IP might have been transferred...
you would have the original files if you were
but yes, you will need the original files
I don't understand why are you taking for granted I can't. The author perfectly knows what I'm doing
then you need the orginal files from the author
and usually people who say that dont really have any permission
Can you help me break into this car? The owner knows about it and is happy. But I don't have the keys.
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
dont suppose the author is here and can confirm that
I can invite him. Is it really necessary to reply a technical question?
We've told you the technical response - you need the original files.
There's nothing shady, you are just taking it for granted from nowhere
not from nowhere.
I'm not a 3d modeler I've no idea how a p3d works, so i asked if it has dependancies
that's it
We told you the answer. You then asked how to crack into a binarised p3d
Sorry for trying to learn something ^^
so you dont have permission then right?
they would have sent you the original files
there is no reason to send you binarized files
I never said they are binarized
I don't even know how to check if they are lol
pbo is not "original" files... you need unbinarised p3d, textures and rvmats
so like this all smells like 💩
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
so they didn't send you a p3d (apart from inside the pbo)?
i got the pbo only
exactly, you need unbinarised p3d, textures and rvmats
so go back to the author and ask them to send you those files, with permission to edit
how can I check if they are even binarized?
can u send me a random unbinarized p3d to check if that works?
no
Thanks
you can save a p3d in object builder
There are some in the A3 samples on Steam
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
Well it crashes with the empty file I saved too
did you just hit save as?
Guess I'm just not able to use the builder lol
ok send me the file you try to open then
then it's my builder
easy to confirm if you send that other p3d
then I'll just manually check if removing paas will give errors
well all of it will give errors
since you cant repath the stuff anyway
so you cant change the filepaths/folder structure
Pbos are not OG Files, ask him to send unbinarized P3d file
honestly the repackaging is just waste of space
just use the other mod as dependency if you need the stuff
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
So there's no way to use them as dependancy
I'll just leave it as is
The guy is propably not the author either
They created them
I don't understand why are you so fast to claim those things out of nowhere
doubt is high. this devgru stuff tends to be ripped from other games
experience
"private mods" 9.9/10 are not legit
they are hidden because they dont stand any scrutiny
and would get banned
Experience - 99/100 people that claim to be allowed to edit files, but do not have the originals are shown to not have permissions
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
If you think you don't need them, then you haven't been listening.
They sent me and told me I can use it as it's their propriety, sI mean, should I start an investigation?
we have made by Vader
author martinius
and so much erroring stuff this is some bad made mix of stuff
lol
and it has single 9K tris lod
no no, this aint really made by anyone
people who make stuff are more careful
For sure not ripped 
what does this mean?
that the model is super heavy for what it tries to be
which means its bashed together by someone who dont know what they do
which is basically the MO of people who rip stuff from other games
Understood
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?
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
gain is few mb at best in case like this
I just saw some paa names with unrelated names and thought it could be from previous p3ds removed from the pbo from the author
I think mikeros Eliteness can tell you what paa's the p3d references
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.
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.
Also in the arma 3 tools do I use Male.p3d or ManSkeleton_Pivots.p3d for this step?
the p3ds wont really be of use
as for blender stuff, youll have to consult blender manual and reference that to the stuff any tutorials show
the basic "how to learn how X program works"
So I'd have to create a completely new skeleton using blender bones and all?
yes
https://forums.bohemia.net/forums/topic/161228-armarig-for-blender/ and this also wouldn't work I imagine.
Bohemia Interactive Forums
A constrained Ik rig built in Blender.Aimed at A2/A3. Intended for use with Alwarrens Arma toolbox. Static and hand anims can be exported direct to PBO. Dynamic animations like walk/run cycles can be also be exported directly with some extra work. Im not an expert on the internal workings of Blen...
well it would have to be reshaped to do the new animations
Id however recommend making a new one
as the learning to do that will help with the animation work
Ah okay sounds good.
ok so rememba how I was talking about my teleporting problem with the translation animation??
i figured out the problem
the axis of motion apparently has to be called "motionaxis_1"
or "motionaxis_2"

or at least that worked for my bigol doors 
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?
There are no hard coded names. But names in model.cfg and P3d parts must match
What do you mean by animate proxies
If something animated instantly it is either script command error error in p3d/modelcfg/config setup
They do match ; w; the animation works fine in object builder's preview
And the call for the animation is just the same as the door minus the names of the animation sources
I'm just telling you what the baseline is so you don't make wrong assumption
I get you, I'm going to double check that section anyway just to be sure ;w; not meaning to sound defensive
I'd recommend using animateSource command to animate it though
It's more network friendly
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];";
thats what i have in the statement
this is what i mean by animating the proxies
How are the animationSources configured in the config.cpp
class AnimationSource {
class Gond_1_Source {
source = "user";
sound = "";
animPeriod = 60;
initPhase = 0;
};
class Gond_2_Source: Gond_1_Source
{
initPhase = 0;
source = "user";
};
};
forgor the s
is there in the file *now
Was just going to mention class AnimationSources with an s at the end
lol
does the item that the proxy is calling have to have the same name as the proxy?
i mean its component name
gond1 and gond2
Nothing inside a proxy animates
what does your model.cfg animation code look like?
In your setup the animation moves the whole proxy and what's in it don't matter
aight thats the intent 
one sec testing a change rq
aka the forbidden "s"

she slidin now
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
well while im here i have one more question, lemme get a clip rq since im dog water at explaining things
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".
p much
glad it was something simple
my next question, how was this accomplished?
i have a vague understanding, i saw in the config for model you can do sourceAddress = "loop";
but how is it just...going?
even in *eden?
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"

You can make animations run on init i guess thats what he does
there is a engine source called time
that just ticks forward
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"?
yes
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
};
?
engine driven sources dont usually have a class animationSources class
something like that yeh
awesome!
angle0 angle1 instead of offset
Yee
Awesome
Is this kind of thing performance heavy?
not especially
maybe if you got thousands of things doing it on screen at the same time
Okay neat
I want to make the grav lift effect I have kinda bob up and down and rotate 
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)?
Stick to 1 2 3 4. They are there just for order
Is it know at what distance every resolution will activate?
depends on scene complexity
if there is a lot of other objects on the screen, it will switch to lower res lods sooner (distance wise)
So arma will do it automatically basically?
yep
Intresting. Thank you.
but you need to make the lods available to the game, as in have them in your model
other than that, you are good in that regard
So you should always have multiple LODs even if the model is the same in each res LOD?
no, the poly count decreases as the lod number goes up
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 ...
Is that in tris?
to me, yes, though other people prefer to look at the number of faces
your mileage may vary
boo... so much work today. did make it halfway through the M2 last night though.
https://gyazo.com/f80179e45c7748fe7312e098e3eb9480
https://gyazo.com/e8f23c93faf5d9371f35deae9acd2953
not very exciting, but foo nonetheless.
be back in some hours.
Tris is the way to count it. In game it's all tris
Even if you have quads in your model, in Arma all of it's converted to tris
And typically your game model should not have quads in the end as they can mess up uv mapping
So you are recommending to triangulate a model before UV Unwrapping it?
It makes more stable results
As if quad gets triangulated wrong way than it was intended it causes deformation In texture draw
Interesting. I did not know that. Thanks for the info!
@hollow fulcrum great progress, none the less.
never had any issues myself with quads, interesting to know though
I'd agree, it's rare for quads to produce noticeable problems but it can happen especially if you recalculate normals in OB, so best practice is quads in Blender (or other) source but triangulated for p3d export.
makes sense, I just never touch OB unless I wanna preview the mesh in bulldozer
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
how do I avoid this issue while rigging?
correct weighting and mesh topology that deforms right
how do I correctly weight paint the pelvis area tho
I haven't done it in ages
the Arma sample man is alright reference
paint more pelvis strength on the bum area is probably a start
😄
and check that the mesh topology is made so that the joint can work
also that is pretty extreme pose isnt it?
it is
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
have this problem for the first time ever, so I have no idea where to start for resolve this bug
do you have your usti hlavne and konec hlavne alligned ?
Yepp
solved
What was the issue?
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
no
well vanilla proxies have models
and they should load in buldozer (assuming proper P drive setup is done)
okay now i have another problem, bullet fly higher than i aim. For example i shot on 300m with 300 zeroing and my bullet slaps upper like it's 100m
doesnt matter what scope i use
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.
your barrel memory points are higher than you think OR the end point of the barrel is slightly above the start point of the barrel
copy, i'll check. ty for answer
aight, seems like my memory points are ok. I moved this two "usti" and "konec" but this doesnt give me any result.. damn
are your scopes your own? does it happens with iron sights?
Im not sure but I feel it like weapon works correct with iron sight
but when i use scope it's ass, any scope
maybe the sight proxy is not correctly aligned?
altough, it should not be that bad to offset you 100 meters
Well i solved this problem. Seems like the cause was proxies i just remake them
Thank you
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?
Not possible to have below waterline space
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.
Poor sailors
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).
he did mean static walkable ships though, where this wont be possible
should i add Geometry_Buoyancy for Aircraft?
diag_x64 always warning for it , and sometimes CTD
Yes, for when aircraft lands on water and starts to sink.
But Buoyancy LOD should be extremely simple, like 1-2 components only.
nope, I don't think Oakleys come with reality bending properties
eldritch terror
eldritch error 😄
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
it can theoretically automatically paint right bones on both sides
I’ve manually renamed the vertex groups. Shouldn’t that be fine?
if they match in correct places sure
I double chceked and they didnt
is there a way to do a mirror flip in object builder as in blender?
I just dont want to reexport hahaha
Better to reexport whatsoever
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
try a vanilla texture of any kind and see what happens
did you assign textures to hidden selections or something? kinda doubt that textures in itself can break a model, tbh
thats what im saying, it really doesnt make sense, but yeah i have hiddenselections for variations, ive tried it without assigning them in hidden selections as well and its the same thing
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
yeah, all 3 models are the same, just 1 has assigned textures to the model ( its just the shirt, everything else works fine )
damn it works fine when its vanilla textures
funny. maybe try a different rvmat
just did it didnt work..
it works as long as i assignt it to textures that arrent in the pbo where the model is
What program you use to build the pbo?
All models need to have some default texture and rvmat assigned to them in p3d. That is essential for them to work right.
Is one of the res lods empty?
tbh I've never really looked into LODs in arma, so I wouldn't know where to check if that is empty.
Where is the vest from?
no, I was given it to fix an issue with elements of it but the version before I changed it worked decently 💀
ah, tfl, classic
didn't even notice that, would probably explain why it's so buggy
indeed 
TFL stuff is all stolen/ripped and banned from here. I recommend you don't touch that crap.
just as an fyi the jpc and avs from tfl are both commissiond and payed assets theyre not stolen
just as an fyi we dont care
TFL stays banned.
and bringing anything from them here will result in warning and ban as we do not endorse or support thiefs
Wait so I cant use assets ive commissioned and payed for?
are you with TFL?
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.
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
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
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
Sounds like the method for attaching that you are using removes the physx interaction (Geo Phys LOD)?
I never made a geo physical lod
Attachto makes geometry ignored
Can someone give me an insight if the sharp edges are neccessary in the shadowLod for vehicles ?
yes
Just for vehicles or everything ?
https://community.bistudio.com/wiki/LOD#ShadowVolume All the info is there
Appreciate it
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
@past canopy is this finished?
is it ever #fml
no but in all seriousness its close, still working on the rear bungie and a bunch of Crye pouches ;)
from long ago http://imgur.com/a/WTpCq
just wanted to joke about the gigantic WIP plastered over it, but you didnt fall for it... damn :D
looks very good though
if i hadnt overslept and missed the saturday post office opening times i could have gotten my tablet and finished the textures on one... :/
Anyone gonna be making the new Commando Rifle?
kac ks1 for anyone wondering what hes on about
Anyone have an editable flagpole/flag .p3d files?
why
Want to create a custom texture one.
Building a terrain mod and I want to embed the .pbo into the build.
You can find sample I the A2 public data sample
☕
woot! @ a free day to tinker with ArmA things. (although the temptation to play other things is very real...)
is it too vibrant or do you want it to be vibrant?
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
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)
yeah idk just gonna copy stock A3 values and see where that gets me
maybe try without rvmat (just the texture) just to see if it is indeed rvmat problem
ok weird
isnt the first time its happened
never bothered to fix before
now I pay the price lol
i wouldn't recommend using the VR for texture tests
you could try this http://pastebin.com/S2H3Vmdq, this works for me
k
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
No
Aw
I'd have loved to been able to grab some of the billboard objects too. Like, Tanoa's building billboard covers
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
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
diag exe from dev branch and diag_drawmode command
what kind of issue you have though?
The collision will get the player stuck if they are walking too closely to the wall. My thought was it was too wide initially
does your roadway go under the wall?
No, the object doesn't dig into the ground
you still have a floor there no?
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
well it does sound like something (maybe another object) is sticking through
Highly likely
the geometry does not seem to have that end protusions
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
there seems to be some differences here so if you have just freehanded the collision boxes its possibly you got small ridges tehre
I looked. Really missing Armaholic (RIP).
Yes. Use .tga format and you can see the texture directly in the Object Builder viewports.
textures **should **be directly applied on a model
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
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
You also need a Fire Geometry LOD where you define the materials and armor thicknesses that control penetration of ballistics.
The HitPoint and Fire Geometry LOD's are then made sense of by your config classes, such as AnimationSources {}, Hitpoints {}, Damage {}, Turrets {}.
so the model will affect the fire geo lod? i.e. if i have two cubes and one is thicker than the other will it automatically make it so the the thicker cube will be "tougher"?
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?
This will explain most of what you need: https://community.bistudio.com/wiki/Arma_3:_Damage_Description
thanks much appreciated
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.
As you are working on tanks, you should also be aware that there is a better way to set-up the damage model, using the armor component system introduced with the Tanks DLC update.
https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement
dumb quis how can i change ob to dark mode
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
Don't think so, no.
alight thank you
I always put sunglasses on before starting OB
@past canopy does this count? http://abload.de/img/hbmdstp.jpg very early wip
Just don't use OB 😎
Where can I find that?
hey guys is the tutorial https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial the most current?
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
thats a fair point i guess
there are some youtube videos available as well IRC
anyways, answering punctual questions here also works
Will hit up youtube now and try not get distracted :)
I think Burns from Burns armories has created a set of tutorials to get stuff in game, haven't viewed them though
@wispy orchid thanks will have a look
Thank you very much.
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?
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?
Having a few problems with my model I think it might be because of my model.cfg but I am unsure:
- Strange issue with bipod where standing/crouch deploy looks fine but prone pushes you into the ground (happens in all locations on all maps)
- When an optic is mounted the front and back sight rotate on a strange axis and go sideways.
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.
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?
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
never fucking mind, its binarization doing :D!
😅
i was starting to pull my hair out there tbh, a whole day wasted because of binarization!
you can try some of these example templates for the RVMAT, https://community.bistudio.com/wiki/Material_templates
i would think Metal-Fighter might be a good base, or even Shell Casing
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?
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
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
this could be included in that tutorial just in case, I think it is already mentioned in the texture section itself but a little reminder could be neat.
never knew about this page P1NGA, an invaluable reference. just why is it under the category "Pages with broken file links" though. thanks
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 😅
no idea, it is linked from, https://community.bistudio.com/wiki/ArmA:_RVMAT where i first found it
i think it is there because the images no longer exist, so has broken links
perhaps too shiny but it's the effect I was looking for! thanks P1NGA
missing bipod memory point
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
Have you already checked out the pinned messages in this channel?
I did glance through it but most of it is just references to attributes I dont know how to use
unfortunately not it does have a bipod mem point
wrong position?
seems to make no changes which is why I suspect model.cfg
is this a custom bipod or integrated into the rifle
I'm using the vanilla bipod attachments
and you really have a bipod memory point that is approx the position where the bipod would end?
like so
indeed I do, not near my pc to screenshot but I added it and adjusted several times before I sent that screenshot
ok, then i dunno 😄
it's just interesting that other stances work as expected
likely related to the arm position
There are no exact tutorials to make custom size characters. It pretty much relies on learning to understand how the engine works by studying how all parts work together
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
are there any fabric/cloth modeling chads here with open commissions?
hopefully a simple project, but one i crave feverishly
we have the #creators_recruiting for such things. best to post there
OPE
unrelated but, any idea why I cant change my server profile name like others seem to be able to? even with base user roles
no idea. but try verifying through #✔role-selection
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.
yes its not possible
next rail state just works off a config property
I see, so what are they supposed to be doing with next Rail State, modifying the attachment itself?
just changing which attachment is used
so yes you do need to configure each combo individually
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
there is not, shrimply use cba railstate
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?
is it a model already in use like that?
or a new model that has not been unwrapped yet?
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
frome the 3d view it looks like currently the mesh is using mirror modifier so the other half dont really exist yet
yes so you cant really do anything with this model as you will need the already unwrapped model
as if you unwrap it again it wont match the old unwrap
so Id be better off pulling the properly unwrapped helmets out the other blend files and putting em into this one
yes
will do, thank ya kindly
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)
#arma3_questions is the place. buut honestly your question dont quite have anything to go on
there are no details to grab on to
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
I tend to just take a screenshot or render of side view in Blender
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
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
pure chrome...
there's an addon/script but idk if its publicly released
anybody know why there are spikes when i import .p3d arma3 models into blender?
What spikes?
inb4 proxies
artemoz is correct. They are proxies
what is their purpose? do i also need to put them in my own models
proxy is, basically, a placeholder for different p3d
Proxies are basically “a model in a model”
"place wheel here, place person there"
Do you need to put them into? Depends
ah ok i understand
im a bit dissapointed that the sample models arent as detailed as i hopedit would be
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"
Sample models are to show how it works, not how they are detailed
right
Well, sort of
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
A proxy can rotate, translate, such
Eg, a blurred rotor of a helicopter. That is a proxy, and that is obviously animated
i see, thanks
Their animation is probably defined in model.cfg
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
Still struggling hardcore with this bipod issue if anyone has any ideas? When I deploy bipod prone I get shoved into the ground.
- there is a bipod memory point
- Memory and Geo layer have autocenter property set to 0
tested on all vanilla bipods and works fine when crouched/standing
maybe the elevation of the gun in regards to the skeleton is not the same?
Compare vanilla with yours and see if they match, if they do and your set up is correct perhaps your bipod is larger than vanilla ones?
I did not make a custom bipod I am only using vanilla bipods
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
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?
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
interesting it's in the same position as the MX SW
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
which is the weapon who's anims i'm using
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)
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
some mods opt not to and just let it sink/float
the sinking is... significant lol
yes it's bad lol
and it's fucking infuriating
standing works fine
or is at least bearable
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
yeah, that another thing then
so I don't think it's a terrain LOD issue
but atleast you narrowed the issue
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?
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
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
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";
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
Hey, is there anyone I can commission to give me lessons on arma modding? I’ll pay up to 40$ for comprehensive tutorials
the bipod issue is fixed, was an issue with my view-pilot layer
Hi, newbie here. How can I get the scale of arma 3 characters relative to what Im modelling in blender?
arma tools cant be used for commecrial purposes, so no.
We do answer questions here to the best of our abilities
however comprehesive tutorials take hundreds of hours to make
so such thing if done as paid work would cost thousands of dollars
Not even specific lessons on importing and Set up? Also if it’s commercial work, one could also be able to get paid training? Pay for training?
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?
well if it does not use arma tools then sure such can be sold too
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
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
to sell?
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
Arma tools = the tools/programs provided by the games maker
Yes
so what you in theory could pay for is teaching how to model stuff
and the theory of config making
Not to model stuff, but to import and use models
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
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
Yes uses the tools but you’re not using the tools commercially
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
All right, but I want to say for the record that this is fucking bananas
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.
most of the time the people who know stuff follow the tradition of answering questions
Wouldnt commercial use also be hiring and paying model / scripters to be part of a team and create assets?
no if model is made in non Armatools program
anything done in Object builder can not however be paid for
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
and that part would break the non commercial use
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
if anyone else has any other commecial use questions, email BI legal department.
was it missing? I remember all sorts of weird shit happen regarding attachments if youy dont have one
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?
Making a model with a 3D modelling software, import into P3D, have a config, pack it into a PBO
ok I will need more details if that is ok
Which software you use to model?
Blender
Then check the latest addon for Arma Model making from the pinned
ok
Suggest the experimental one
ok I have done that
You need to have a bit of clue to export as Arma-(Almost)-ready P3D, check ToolBox's manual
ok
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
is there a manual?
The one I found is super outdated and doesnt resemble the current addon
☕
mid poly M2HB, spent a couple hours on it last night.
https://gyazo.com/e05729add68340f13b2259141e5a82ae
https://gyazo.com/77849aeee3fce5e9837bc3520e119e85
only the barrel, bolt and oll buffer groups to go... decided to make all the stamp/flat parts proper. also got most of the bolt group pieces modeled.. now to just figure out where they go. :D
Oh, you still have the plane? 😱
Unfortunately the download link expired...
each hand of the clock would use one of the clock time related animation sources
all a single model?
yes. though mesh parts can be separate
uh- don't suppose anyone has a model config I might be able to look at for a clock? 😅
oooooo riiiight- so buldozer doesn't show animations for time-
I can let you have one much later tonight if you don't get one before
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";
};```
wait, does terrain builder buldozer not show animations but object does?
TB dozer plays time too if I remember right
Animation isn't working on the church x3
Tanoa Church has a bell tower with a clock
well TB is not the place to check animations anyway
yeah TB dozer seems to be frozen in time yeah
well, only animation wise. Sun still moves
sure
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
Kinda stupid question but what does this icon mean in ObjectBuilder ?
Looks strange because it appears only in 1 model. Other's doesn't have it
But anyway - thanks for answer
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 ?
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
no, it doesn't run
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
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
yes, sure, It's configured already
ye the launcher setup dont really work that well
you can look up the P drive guide in PMCwiki and try doing that instead
are you installed buldozer via bis arma3 tools ?
no
and how ?
PMCwiki has a guide 😅
like I said
it uses simple bat file to mount P drive
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
instead of the renamed copy called buldozer exe
do you mean arma3p from mikero's tools do it automatically ?
yes
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
OB runs now but throw another error
yeah, went to the second round
how i love it )
you likely still have P drive mounted from the launcher
that dont work with mikero tools very well
i have deleted it manually and install how it guides on PMC wiki
🙏 good luck
ty
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
not even any epic Fallout porn? you guys suck. :P
WTB detailed cover group drawings for M2HB 😒
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?
streatched UVs
damn @hollow fulcrum i read mid poly m2HB as Mi28...looks good nontheless
yeah you'd think this dinosaur of a weapon would have alot of drawings.to find.. nope
might want to be careful what you write with "porn" in the message
nearly kicked you :P
@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:
@white jay well your mind works in a different way to mine then 😁
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
Hia! How do i do proxies? I wanna make it so there's a new object, but it uses an existing model x3
what's the extent of changes you want?
but its a sick model :P
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
if the loudspeaker is from vanilla-ish (BI) content - just... point TB to the unpacked game data?
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
you can create a proxy in OB through the create menu and point it to the p3d you want to use
Do I needa worry about the UV or anything?
Blender/ArmaToolbox can also do that but it cant show it visually
no it reads all of that from the original p3d
in your model there will just be a triangle
ok, so I can ignore the "check faces" giving the bad? xP
*triangle per lod
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
what is memory lod again? 😅
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
Oh wow, @hollow fulcrum !
It's nice to see new M2HB model!
A2's model is getting...kinda old :P
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.
@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...;)
it'll be around 6k i imagine.
(w/ mag and ammo belt)
the mount might make it 7.5 or so.. we'll see.
@last spindle = PORN! @hollow fulcrum - mi28 would be PORN!
i have it planned to some degree, i'll see if my porn misses makes me a tight schedule for porn christmas or not...
hahaha
basti is a slipery lad, but CMA mesh is shit indeed
¯_(ツ)_/¯
and innacurate
ah...
'attention to detail, accuracy is key'
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
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.
@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 ;)
lets see some pics there Hatchet
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..
ah, very nice 👍
zipper detail is nice
will post pics of the Cryedro after I texture in a bit
yeah he did a really good job
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.
texture around the front?
aye, wouldn't that be a single piece of material? that wraps the mag?
oh by the velcro?
on the pouch with the flap open. and the camo behind the velcro.
just the corner seams breaking the pattern up.
yeah I haven't fixed any of the issues with stuff like that
That Cryedro looks...so good
all good, just something i noticed. :P
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? :)
huh?
nevermind ;)
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
yes
what about "candy" instead of "porn" ? :P sugary sweet bakes
:P
never mind... was a config error
could anyone help why my vehicles' wheels are rotating the wrong way? i used the car sample and they are oriented the right way
Check you have the wheel axis memory points correctly set-up.
there was an issue with blender rotation. but it rotates in place now, but still rotates 90 the wrong way (towards the left/right)? the axis memory points are where they are supposed to be
just checking. Are those 4 separate 2-point selections?
yes
Either the points are incorrectly labelled or not referenced correctly in the model.cfg
both of these things i copied from the sample
i only changed the location of the axis
can you please show just one of those selections?
If you are arguing that there is nothing wrong, then please carry on.
Check
- Skeleton
- Animation that controls wheel
- Actual p3d
show individual selections
you mean each axis?
to make sure only correct two points are named wheel_1_1_axis
and now relevant part of model.cfg
model.cfg from samples uses type="rotationX"; for axes. And x is red axis in blender 
nah, the car on blender screenshot is rotated compared to the sample one 
i guess using simple type="rotation"; should also work (question mark?)
this is the correct rotation then?
talking Blender: sample is forward-towards-negative-Y
This is the Sample Car. Match your OB to this.
ok, its the same as this... i will try in game
had to fix about the rotation in blender
It's critical that vehicles point to the left, so although using rotation rather than rotationX might work, many other things will break.
good old 
ok it kinda fixed it... theres a collision problem but ill handle that later...
right now, the rotation point is off, the wheel rotates at the point where the back of the wheel is, instead of the center...
That's steering rotation rather than wheel rotation?
ahh
that might be it, i havent fixed that
thanks for helping with this one! im sure ill ask more in the near future
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 🙂 )
except it's hell
Like most things it gets easier with practise and experience.
for sure
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 ?
well it does mean it is on the heavier side
but if it has good lodding it might not be a problem in game
I see, thank you 🙂
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
no
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
@stuck oyster thanks for the info I will have a look through the Arma 2 thing
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?
As a generalisation, you should use the correct size for the vehicle. Most real life vehicles are built to accomodate 1.8m tall individuals, but you might need to make custom character animations for how they sit in the seat if you find they are too tall.
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.
sorry what is rtm?
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.
i see... alright thanks
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