#arma3_model

1 messages ยท Page 19 of 1

woeful viper
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300... wtf. I'm assuming the rails need to be purchased extra as well? What about the screws?

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oh wait thats the other one right? not the block-of-metal-made-look-tactical

hollow fulcrum
#

yeah, the block is just stupid.

past canopy
#

Price is nearly irrelevant when selling to the military ;)

woeful viper
#

not for the supplier because $$$

thin wigeon
#

It had a rusty metal material but just changed it for a matt material which uses different shaders but same problem. If I extract proxy (all LODs) then it looks fine on the main model. So now I'm really stumped.
https://ibb.co/8M2Btdg

Image image hosted in ImgBB

woeful viper
#

the other one at least looks as if they tried... still, 300 ? ffs

hollow fulcrum
#

i need some detailed plans for a M134 also.. I have the barrel group and reciever done pretty well (tapering and all), lots of gear under and around it though..

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hate to be this specific with the M2 then eye-ball the M134. had some decent plans for the Mk19, but kept it game simple. so that ones fairly trivial.

stuck oyster
thin wigeon
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yep, double checked they are def _ca. In the model viewer by themselves the proxy looks fine - if I extract proxy it looks fine. But if I just include the proxy the transparency behaves as though it only wants to show me faces behind the mesh that are still in the dish model - it doesn't carry on being transparent for the brick on the main model.

stuck oyster
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That is rather odd

thin wigeon
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I've seen this kind of thing before when you try and look through two windows one behind the other but the forceNotAlpha and sorting always put these right

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I've tried this one with and without forceNotAlpha both 0 and 1

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I'm completely out of options at this point, was really hoping you'd just be like "ah you forgot the really obscure LOD variable" like you normally do ๐Ÿ˜„

#

the brick texture is _co btw, so it's not like it's fighting with that

#

but it is indeed rather odd as it works if I just throw in the towel and extract proxy.

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I just tried posterizing the alpha layer to remove any none 0 or 255 values but same result.

stuck oyster
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Does the brick texture have alpha channel

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Even if it's co

thin wigeon
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nope no alpha on brick it's _co

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ok, good point, will double check

stuck oyster
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It can still have the channel

thin wigeon
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nope, just checked and it's 24 bit png, no alpha

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weirdest thing is it looks fine if I forget about proxy, so it still feels like a sorting issue still but I did try making the triangle top of the shop

stuck oyster
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Have you tried it with any other object as proxy

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Just to see if it's consistent

thin wigeon
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I knew I could count on you for some objective thought, I'll try that in a bit ๐Ÿ™‚

#

Good point tho, am I battling a problem in the main model or the proxy

stuck oyster
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Could give some direction to work with

thin wigeon
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yep, just tried it on a very simple speed camera and it's fine as a proxy

stuck oyster
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So something in the main model seems to conflict

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What type of material does the wall behind have?

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Multimaterial?

hollow fulcrum
wispy orchid
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hi, looking at a pretty strange problem with Nimitz: 1 out of 4 catapults are misbehaving. There is an attachTo command issued for the plane to the Nimitz and on catapult 1 any throttle increase will be set to 0 upon releasing shift then. The other three cats work as intended. Strangely when I place the carrier on solid ground (sigh), the throttle works once more. Also when I completely remove the road lod, it works (besides the plane flying off before the attach). I made a forum post with two pics to illustrate it: https://forums.bohemia.net/forums/topic/157177-preview-release-nimitz-for-arma3-0103/?do=findComment&comment=3481153 Any help debugging or better fixing this is much appreciated!

woeful viper
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what plans for the mk19?

hollow fulcrum
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operators manual and a bunch of patent foo?

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i didn't get into any internal stuff with that one. i did on the M2 for reloading foo. and then i went anal retentive mode with it. mainly because there was a big hole to fill with parts ... or something.

woeful viper
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oh, i thought you planned for some amazing feature for arma with it xD

thin wigeon
# stuck oyster What type of material does the wall behind have?

It's a simple material I copied from an existing rvmat.

#define _ARMA_

ambient[] = {1.0,1.0,1.0,1};
diffuse[] = {1.0,1.0,1.0,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1.0,1.0,1.0,1};
specularPower = 20;
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
class Stage1
{
    texture = "pwh\pwh_core\data\pwh_core_dugbrick_02_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};
class Stage2
{
    texture = "#(rgb,8,8,3)color(0,0.01,1,1,SMDI)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};

I just tried making a 1m brick cube in LOD 0 and gave it the same properties in geometry, then added the proxy. It was fine, but interestingly with just the cube selected the view looked like my problem, akak no transparency. I'm still none the wiser and it works fine if I extract the proxy so I'm really not convinced it's a material issue. Could it be because I've got a lot of window transparency in the model?

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Answered my own question - yes it is. If I delete all the windows, the proxy transparency works

stuck oyster
thin wigeon
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OK, I'll give that a go.

stuck oyster
#

it is possibly using the older "simpler" shaders causes issues

hollow fulcrum
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haha, umm no. see 'ArmA'. just trying to replace the old A1/2 weapons.. since i started them for the boat anyway.

stuck oyster
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supershader is the basic shader used in Arma 3 assets

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multimaterial is used for buildings/large constucts

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and tree shaders for plants

thin wigeon
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Is the super shader the rvmats that have the 7 stages? I kind of avoided those as they looked too scary. But it seems in my years on here they don't look scary at all now, will try converting my rvmats.

hollow fulcrum
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is there a proper Mk19 muzzleFlash? they don't really 'flash' more of a poof of smoke with perhaps some light.

stuck oyster
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you can use the default_super from p:\a3\data_f as base

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it has default procedural textures for all stages and you can leave them as is if you dont need to input anything in them

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hoewever using the shader will allow you to utilize the stages to make even nicer things

thin wigeon
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I just realised.. I think I just reached a new level of modellation or something.. heat sigs and everything. Thanks HG, will go through my 300+ materials now and upgrade em, that'll keep me busy for a few weeks lol

thin wigeon
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oo nearly forgot... goat_sacrifice++;

woeful viper
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yes there is grenadelauncher muzzle smoke effect

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no flash iirc

hollow fulcrum
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ah nice ๐Ÿ‘

thin wigeon
# stuck oyster you can use the default_super from p:\a3\data_f as base

ok, just been through and changed all materials in the model and proxy to use super... and... it's exactly the same ๐Ÿ˜ฆ Only thing I have found that makes transparent work for the proxy is to delete every single transparent TEXTURE, not material, in the main model. Or.. just extract the proxy.

#

I must be missing something really obvious...

stuck oyster
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what material does the transparent parts use

thin wigeon
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For the destruct windows I'm using the vanilla a3\structures_f\data\windows\destruct_full_window_set.rvmat & a3\structures_f\data\windows\destruct_full_window_set_CA.paa texture
For the undestructed windows it's using this rvmat which is possibly a copy of an a3 one with my texture (discord won't let me send > 2000 chars so here's the header, I just used my own SMDI further down)

#define _ARMA_
class StageTI
{
    texture = "a3\data_f\default_vehicle_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.066667,0.062745,0.058824,1};
specularPower = 2000;
// renderFlags[] = {"NoZWrite"};
PixelShaderID = "Super";
VertexShaderID = "Super";

But like I say it seems if I remove the textures from all transparent faces - all the _ca ones - transparency miraculously works for the proxy.

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If I leave behind a single _ca face, proxy don't transparance

stuck oyster
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the noZwrite flag probably bugs it

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remove that

thin wigeon
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Is that a comment with a // in rvmat or do I need a #? I did try that earlier

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nope, still the same even when I blow that nozwrite away

stuck oyster
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oh right its commented out

thin wigeon
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I did have a suspicion about that and as think I copied it from a vanilla thing way back I thought it might be dodgy

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I'm going to try my minimum repeatable case model again - I'll make a brick cube and include a window this time then add proxy to that bare minumum setup.

woeful viper
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i remember there was a function in max to basically make a new mesh from an existing mesh based on the UV's (so all flattened out and arranged like in the UV). Does anyone know how this function is called/ where i can find it?

hollow fulcrum
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hrmm.. thats an interesting question. i don't believe i've ever had a need to do that. but i could see where that might be useful.

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so the meshes are just flat planes and just like the UV map eh?

woeful viper
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yeah, it was ages ago i've seen that in a tutorial but can't for the life of me remember where it is

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very nice for baking additional detail on curved geometry

west haven
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some progress today, but I still have a while to go and I'll likely need to give it BUIS

karmic silo
stuck oyster
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geometry, physX geometry, roadway. and how the helo is set up

woeful viper
karmic silo
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All of my lods are the same and the issue still persists. ๐Ÿ˜ข

hollow fulcrum
fluid copper
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Is there land contacts for heli's? Maybe that in the memory lod is an issue

hollow fulcrum
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still trying to find the damn script or app i used to have for breaking single complex objects into multiple convex objects. that is one i would pay for again.

karmic silo
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I'm not sure, I tried it with land contact and no land contact

woeful viper
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well shit... the script creates a mesh without UV's.

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fucking useless then...

bright echo
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it should be just the physx lod for helicopters

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roadway etc shouldnt matter at all

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geo + roadway only matter for infantry

woeful viper
karmic silo
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I'm still having the same problem. Even removing the geos and placing them back in won't make contact...

woeful viper
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Ok i retextured the flattened mesh (since it was only a single small part) by UVing both original and flattened and using vertex snap to match every single vertex with the original. Bit of a chore though.

wanton rampart
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Any idea?

bright echo
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it says what the problem is

wanton rampart
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Well yes, but I don't know how to approach a fix for it or where to start

bright echo
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open that model in object builder or something else and fix the trailing space in lodnoshadow property

wanton rampart
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Cannot find a lodnoshadow property in OB

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I'd assume i would find it here

wispy orchid
karmic silo
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Normal

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Everything is working on it, but the contact with vehicles. I've tried moded and vanialla helicopters. Changes values and added and removed lods.

wispy orchid
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any dampers defined in model.cfg that may be extended upon start?

karmic silo
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That's all I got going on in the model.cfg

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since it's just a solid object

wispy orchid
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is the road lod above the geo lod, even by 1cm, and does not intersect the geo lod?

karmic silo
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It's ever so slightly, but the difference in-game is massive. Also I thought it needed to be slughtly above?

pallid island
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inb4 view/geo are autocentered and roadway lod is not

karmic silo
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I just have the Geo autocenter right now. I tried it on an off with the roadway.

wispy orchid
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I don't think autocenter makes any sense for non proxies? It's IMO best to remove it completely

karmic silo
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I've had no changes..

stuck oyster
stuck oyster
wispy orchid
pallid island
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not to sound annoying: is that geo lod properly split into convex components?tanking

stuck oyster
#

This was my next question

#

After results with the car test

pallid island
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if you have any problems - try throwing a car into it first. I can live by that ๐Ÿ™ƒ

stuck oyster
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It's good debug method in Arma ๐Ÿ˜…

karmic silo
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It blows up right away

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I just ran the components again and it's still a problem ๐Ÿ˜ข

pallid island
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i don't have any OB experience to speak of, but i have my suspicions about OB detecting components in the complex geometry meowsweats

karmic silo
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I would do it manually but I'm not sure what the requirments are. Also my only thin is while there are more vertices. The model is relatively simple and the issues persists even when I decimated it and turned it lower poly.

wispy orchid
stuck oyster
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It may be your geometry lod is not made right

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try it with just simple cube as the main platform so there is just 1 component

pallid island
woeful viper
runic plover
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He has marked some and its just little red

tropic lotus
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i am trying to edit a mod by an ex-member of the unit i am in (i have permission and all credit goes to him), but recently the UGL iron sights bug a bit, i think this is due to the model config, but when i try to edit this i get the error: 'invalid configuration - Missing "AnimationTypes" class definition'. i looked on the wiki how to fix this but i couldn't figure it out. what do i have to do to make it work? (note, only thing i edited was the textures on the model, and it worked before)

west haven
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my current plan will be to have it be in 5.56 using the basegame SPAR magazines, I am hoping if CUP is installed the magazine list will expand but I may have to work on that more

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Oh, as a slight other question

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how many polys is a reasonable number for an arma 3 rifle

soft kernel
fluid copper
soft kernel
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its hard to center it perfectly, its a bush with a bend stump and some branches more on the one side than the other. is it possible to set up a memory point for that?

charred bolt
charred bolt
west haven
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okay baller, that should be easy enough to do

charred bolt
# karmic silo I would do it manually but I'm not sure what the requirments are. Also my only t...

On your Geometry LOD,
Structure > Topology > Find Non Closed (must be 0)
Structure > Convexity > Find Non Convexities (must be 0)
Points > Select Isolated (must be 0)
Faces > Degenerated Faces > Check (must be 0)

Delete all existing ComponentXX named selections
Structure > Topology > Find Components
Select each of the components in turn and ensure it has more than 10kg mass assigned to it.

Try removing Geometry Phys LOD as experiment.

plucky patrol
charred bolt
plucky patrol
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yes

charred bolt
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Need to check the p3d in Object Builder really. Memory LOD.

plucky patrol
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for the HMG in the turret the effects are working fine only for the coax i do not kmow why does not

charred bolt
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Coaxial guns require selectionFireAnim = ""; and then manually hiding muzzle flashes with animations.

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But for the smoke effect, check the memory points match the naming in the coaxial weapon config.

plucky patrol
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where can i find the default configs ?

plucky patrol
charred bolt
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Copy and paste the memory point for the muzzle smoke into a new temporary LOD in Object Builder, then show what named selections it has attached to it.

plucky patrol
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all the names are the same

plucky patrol
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the point it was a part of a wrong selection in memory lod grouping

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it is all ok now

charred bolt
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Yes, that was my very first suggestion. Glad you have it sorted.

karmic silo
charred bolt
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Isolate the mesh piece that is non-convex. Try splitting it into two more basic shapes.

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For example, an "L" would need to be two boxes.

karmic silo
charred bolt
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Oh, ok, that's VERY non convex lol

#

You can try Component Convex Hull in OB, but it's likely to break the mesh (ie non closed).

karmic silo
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So I'm guessing your recommendation is to just rebuild it?

charred bolt
#

First thing I'd ask myself, is do those railings need to be complex like that, or could they be simple rectangular boxes with no gaps in them? Same with the stairs, just make it a triangle.

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But as was suggested a day or so ago, by HG was it, first of all, make a Geo LOD with a single box structure of 1 component and test it.

karmic silo
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But it still had issues according to the list that you sent

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I'm just gonna have to play around with it a bunch it seems

stuck oyster
charred bolt
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Is that a single box? Like an 6 sided shape?

charred bolt
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It's a rhetorical question. We've told you to make a simple box for your geo lod of 1 component, and then you show us some complex broken set of objects.

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Make a box. If that works in game, then make it more complex.

karmic silo
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It has to be triangulated does it not?

charred bolt
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You already have the link to the Arma LOD's and what Geo LOD needs... it's all there.

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But the answer is "no".

karmic silo
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Alright. I guess I'm going box by box then

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I do thank everyone for the help lmao

charred bolt
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1 box. 1.

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How difficult is that to test?

karmic silo
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I'm doing it rn

stuck oyster
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the 1 box test is a debug case to see if the problem lies in the geometry lod

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you will also need 1 square surface in roadway lod slightly on top of the box geometry

karmic silo
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The single box is allowing the correct contact with a helicopter

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I thought I was making it simple enougb before but I guess not..

charred bolt
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Excellent, so you know it can be done.
Now you can make it progressively more complicated.

stuck oyster
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you did not make it from separate pieces

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some parts must have been joined together

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so they formed 1 big blob of geometry together

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and caused collision to break

charred bolt
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We know they were because they were non-convex

karmic silo
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The previous geo I did was all from extrusions then separated into components .

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Ahh

stuck oyster
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art of geometry making is a bit different

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and has the specific requirements to work

karmic silo
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guess I'm just not there yet lol. I'm working on it

stuck oyster
#

imo best place to start is to use just simple cubes to make it

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at most a cylinder

karmic silo
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I love you guys ๐Ÿ˜‚

charred bolt
karmic silo
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I don't even necessarily wanna finish this anymore, I just wanna figure out what's breaking it

fluid copper
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And they are properly assigned to different component selections and have masses?

sacred folio
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i want to start making vehicle's for arma 3 but i have no idea where to start anyone have any advice?

marsh canyon
hollow fulcrum
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looks great ๐Ÿ‘

plucky patrol
pallid island
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stupid idea number N+1: fire geometry component with higher bulletPenetrability that comes through another component with lower bulletPenetrability, effectively creating a "window" to shoot through ๐Ÿ™ƒ
Pros: can lower the component count (square block with a square hole in it would take 4 separate convex components); possibility to cut, say, round holes.
Cons: ?

pallid island
plucky patrol
west haven
#

Oh yeah also an odd question but

I saw a thing talking about how the Promet has a 5.56 magazine model that isnt used, is it possible to actually make it used on a rifle as a magazine proxy? I was considering using it for my rifle but i dunno if it is allowed

stuck oyster
west haven
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Nice

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is the path to the model known?

marsh canyon
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a3\weapons_f_enoch\MagazineProxies\mag_556x45_msbs_30rnd.p3d

stuck oyster
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Seems to be blobcloseenjoy

west haven
#

Cheers bro ๐Ÿซก

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I might decide to fiddle around with the specific ammunition but honestly for now I just wanna get it out into the game

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takin it bit by bit

charred bolt
pallid island
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sad

white oak
#

does visualex for sbsource work for backpacks?

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or do I need to make the shadow lods

stuck oyster
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character stuff generally uses shadowlods still

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using visualex in the mix can look weird since its a lot softer than the shadowlod stencil shadow

white oak
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I'm rather happy with the result of it
so if it doesn't create any technical problems I'd rather keep it

stuck oyster
#

should work if you are happy with the visuals

white oak
#

okie

charred bolt
white oak
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its there

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can see the shadow of both mine and other peoples backpacks

stuck oyster
restive pond
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How do I get rid of these 4 rvmats because they are interfering with the binarization.

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I used a model from one of the ARMA 2 sample models, which invetibly brought these, which i dont want

inland pawn
restive pond
#

theres only 1 material

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for the object, which isnt any of these

stuck oyster
woeful viper
# pallid island sad

i didnt experience issues with this... as long as the protrusion is far enough away it will be consistent.
The truth is, there is no way to make fully 100% consistent fire geometry with the current firegeometry method. At plate joints there will almost always be issues due to finite precision. Close proximity of "end of plate 1" and "start of plate 2" is always an issue. Making corners overlap (instead of cutting plate ends 45ยฐ) can reduce the issues with inconsistency in my experience.

west haven
#

yo fellas, I got another question

the H_HelmetHBK_01 is the Advanced Modular Helmet used by the Livonians in Contact, right?

marsh canyon
#

Well yes. Don't know what's up with models though

west haven
#

darn, I was potentially hoping to do a retexture of it

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just the headphones one

marsh canyon
#

You can?

south badge
#

What did I break? harold I canยดt preview anything in OB anymore

bold flare
south badge
#

Hmmm. The only thing I did yesterday was get Mikeroยดs harold

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seems to be okay

stuck oyster
#

It's done in model.cfg. You can find examples in the Arma3 samples on steam

pallid island
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i'd assume something like this in the model.cfg

class Animations
{
  class Whoosh
  {
    type = "hide";
    source = "user";
    selection = "superHiddenSelection";
    minValue = 0;
    maxValue = 1;
    hideValue = 0.5;
  };
};```
and `muh_object animate ["Whoosh", 1];` to hide it afterwards
stuck oyster
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id recommend using specified sourece like super_hide_source and animateSource command as its said to be better in mP

#

but yes that is about it

magic oxide
#

i am working on building, it currently has only textures for faces in blender. when i try to export it as p3d i cannot open it, it says Load error. I searched previous messages about it but couldnt find and solution. I guess i need to add geometry etc. which arma object builder needs. can anyone guide me?

marsh canyon
#

Sometimes it fails Blender to "unload" the p3d and it locks to access for OB. To solve save the .blend file, open new (blank the scene) and it is unlocked now

magic oxide
#

any tutorial for making door axis and switch memories

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i am talking about coding

stuck oyster
magic oxide
inland pawn
magic oxide
#

or you talkin about arma 3 samples app

#

oh okey

#

thanks

runic plover
# magic oxide thanks

Its the sample House, there you should be able to find doors stuff, geometry stuff, roadway stuff, mostly everything basic for your structure.

magic oxide
#

i finished building and able to see it in editor but it lets me walk throught walls and there is tranparent inside of the building why it could be like that?

stuck oyster
#

or the insides modeled

#

look at the house sample

#

that has the parts you need

magic oxide
#

thanks taking a look rn

white oak
#

does bridges need the "Bridge" at the beginning of the modelname?

stuck oyster
#

no

sharp cypress
#

Now I'm working on the signal heads. I figure I'll look for more styles from other countries, but for now I'm using the Canadian Fortran style (since it is a lot more face-efficient than the Econolite's.

#

An earlier screenshot, while holding one of my actual physical references:

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I have a Fortran physical reference, but it's fully assembled, so... mild_panic

terse elm
#

yeah il second that

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might remake my thompson now iv finally grasped the concept of HP > LP modelling

restive pond
#

why do i have to model my own magazine? cant i just leave the model without a magazine and tell the game to place a vanilla magazine into a spot in the model?

#

(im only seeing things from the samples)

stuck oyster
#

the sample was never updated for proxy magazine

#

proxy magazine wiki page can give you a direction though

inland pawn
echo meteor
#

Have question on add a custom uniform model to game:

class CfgWeapons
{
class UniformItem;

class U_B_soldier_new : Uniform_Base
{
    author = "Splendid Modder";
    scope = 2;
    displayName = "New Uniform";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
    hiddenSelections[] = { "camo" };
    hiddenSelectionsTextures[] = { "\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa" };

    class ItemInfo : UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};

};

this is the example form the encoding guide on bohemia interactive wiki.
The guide said the "model" property in "U_B_soldier_new" is the model which showed when drop uniform on the ground.
Then where to set wearing model?

fluid copper
#

its in cfgVehicles

#

search for "B_soldier_New" in that config

echo meteor
#

this one?

fluid copper
#

yup

echo meteor
#

which config will show in virtual arsenal?

fluid copper
#

uhm, I dont remember, im sorry

#

I want to say the cfgWeapons one

#

atleast for the display name and stuff

echo meteor
#

CfgWeapons is items show in backpack,and CfgVehicle is entities show in world?

fluid copper
#

yup, weapons is also what shows when you drop it on the ground

echo meteor
#

got it.thx for general answer

echo meteor
#

how to set config if i have different camo but using same model?

fluid copper
#

duplicate it

#

both entries I believe

echo meteor
#

won't duplicate character add many new uncategorized unit to Eden editor?

fluid copper
#

character? this isnt a character, its a uniform

#

Here let me give you a reference config, it will be simpler then the one you're using

echo meteor
#

so B_soldier_new class won't add new unit

fluid copper
#

If you want to have different textures, then you need to have that camo area marked as a selection on the model, and then under the hiddenSelections portion of the cfgVehicles entry put the name of the selection, like this hiddenSelections[]={"camo1"}; and then have the texture you want it to be under the hiddenselectionstextures part, but it will be a file path, similar to the model one, that goes to the texture

last spindle
quick terrace
#

@woeful viper - you can use either textools

#

or you can open channel info

#

and copy the UV map channel to mesh channel

woeful viper
#

@quick terrace how does the channel thing work? never noticed/ heard of it

quick terrace
#

go to tolls

#

tools^^

#

sry utilities

#

more utilities

#

channel info

#

you got the object name and some info about it

#

like map, vertex color, select, the mesh of course

#

what any of tese scripts does is get the info from map channel and move that to mesh

#

i use it quite a lot for thinks like CNC cuts and older style 3d prints

#

of course i don't normalize the uv map in order to keep scale

lime mountain
#

Hello! I'm in process of making some scopes from 0. I did one with all uvs and textures, then in object builder looks like as I want, but at the time of looking at it in arma... The model doesnt shown.

I 3 lods, geometry and shadow volume. Also I assigned 2 textures slots for the scope... one for all the metal parts and the tube, and one for the lens... Maybe this is making the error about not being shown?

#

Also... What is the correct way to make my own reticle and lens? Dunno if its with rvmats or with textures.

woeful viper
#

ok first test worked... until i tried to get rid of the edge dependency, (select one edge and the other gets highlighted too) then it crashed^^

#

and how do i keep the scale it originally had ? It shrinks down extremely (guess it takes base units=mm , so 1mm = 1 in UV scale) when i just copy one to the other

quick terrace
#

yeah it uses mm to 1 uv scale

#

for crashing and selection

#

drop an edit mesh on top right after you copy pasted channels on your object

#

edit mesh not edit poly

#

on top of edit mesh you can drop an edit poly if you please

woeful viper
#

anything else after that? just applying edit mesh does nothing to the mesh.

#

oh ok it gets rid of the edge dependency

tropic lotus
#

i am trying to modify a local mod, and all animations seem to be working fine, but the iron sight of the UGL just glitches out. what am i doing wrong?

#

code is from model.cfg

#

nevermind i fixed it. wrong axis....

quick terrace
#

works correctly yeah?

sudden bridge
#

Hi, I would like to know how to make sure that when I get out of my boat, the player is not in the water (also the passengers).
What memory points should I add?
Thanks ๐Ÿ™‚

woeful viper
#

yes, thanks for the explanation. I guess the size thing can't be prevented but it's not really a big deal when the UV's are retained

fluid copper
#

I believe editing the getIn/getOut memory points should do it

echo meteor
#

don't know why the badge is black?how to fix this?

echo meteor
#

changed rvmat then it fixed,seems to be rvmat problem

fluid copper
#

Make sure the file paths in your rvmat are correct

sudden bridge
fluid copper
#

The name of them is technically up to you.. If you already have them in your memoryLod then check there, otherwise you'll need to create them and then set them to be used in the vehicles config

#

id send an example but am at work right now

real crow
#

Hi folks. I'm working on a 3d model gun recently downloaded and following the El Tyrano tutorial for importing it into arma3. Now i have a small issue: differently from what el tyrano have (1 material per textures), i have totally 3 textures assigned to 3 materials which are covering different parts of the model (muzzle, stock, magazine etc). Plus, el tyrano has a single "camo" vertex group that will be the hiddenselection "camo" in Obj builder if i understood correctly. Now, what should i do in this regard? I can easily create some camo "selections" for the different textures i have by copying some of the vertex groups i already have, and make a new vertex group called "camo2" (in reference to material n2). Problem is that some parts of the gun's main body have different materials assigned and no vertex groups are assigned for them, making me hard to create new vertex group i need for the last camo selections. I was wondering if is possible to create vertex groups from materials, this will make things a lot more easy and practical

stuck oyster
real crow
stuck oyster
#

Use Blender edit mode and the select/deselect tools in material tab to select parts per active material, then make vertex groups for those selections and name those camo, camo1, camo2

real crow
#

Aight, going to, thanks HG

#

Jeez was that easy

#

๐Ÿ™๐Ÿป

plucky patrol
#

Hi guys, I have question. My tank on max speed somehow it keeps steering to the right. Anyone has encouner this issue ? I have tried to change geo center mass objects on the oposite direction but with no effects

stuck oyster
#

Are all memorypoints even?

#

And centered

plucky patrol
#

on the wheels yes they are centered

charred bolt
charred bolt
#

What values do you have for sprungMass, springStrength and springDamperRate on the main weight bearing wheels?

plucky patrol
charred bolt
#

Those numbers sound fairly good to be fair. Maybe try something slightly lower as an experiment (and also the -1);

springStrength = 251000;
springDamperRate = 29000;```
#

Your tank total mass is 40.2 tonnes?

plucky patrol
#

41488.727

#

yes

charred bolt
#

There are quite a lot of things we can look at to solve your problem, but others who have had the same found it was suspension set-up, so that's why I suggest you look here first.

woeful viper
#

sprungmass being too large or small just means the vehicle sits too high or too low at default.
Vehicle steering to one direction can be some issue with correct naming of axis / memory points in model or config. Are all wheels the same size?

plucky patrol
#

hmm

#

i am not so sure if the size are identical

woeful viper
#

what tank do you have modelled (designation)?

plucky patrol
#

mbt type

woeful viper
#

so something real ? then i guess wheels are probably similar size

plucky patrol
#

I will try to clone the left wheels and then replace the right side ones

woeful viper
#

make sure naming in config matches naming in model (if you give wheel5 the boundary point of wheel 4 by accident in config,lots of bad things happen)

#

is it steering the one direction very strongly, or just very slightly?

plucky patrol
#

just slightly

#

at max speed of 54km/h

charred bolt
#

wheel mesh has nothing to do with it, it's all physx config and memory points

woeful viper
#

not to try to demotivate... but i had an issue of slight steering at speed many years ago (2014), but was never able to fix it back then.... ๐Ÿ™ˆ

echo meteor
#

my model of uniform doesn't show

#

it was good at object builder

marsh canyon
#

Which LODs you have?

echo meteor
#

and I can't move when wearing this uniform,view lock down on ground

marsh canyon
#

Do you have proper model.cfg?

echo meteor
marsh canyon
#

It should be model.cfg AFAIK. No other names are valid

echo meteor
#

OK

#

i'll test that

echo meteor
#

It dosen't work

marsh canyon
#

Okay, the reason is the wrong path

#

As far as I see from your source

echo meteor
#

yes,you right.I forgot to delete prefix

tropic lotus
#

i copied the muzzleflash animation from weapon config wiki page, but it doesn't seem to work. am i missing something? the code in question is:

            {
                type = "rotationX";
                source = "ammoRandom";        // use ammo count as phase for animation
                sourceAddress = "loop";        // loop when phase out of bounds
                selection = "zasleh";        // selection we want to rotate
                axis = "";                    // no own axis - center of rotation is computed from selection
                centerFirstVertex = true;    // use first vertex of selection as center of rotation
                minValue = 0;
                maxValue = 4;                // rotation angle will be 360/4 = 90 degrees
                angle0 = "rad 0";
                angle1 = "rad 360";
            };
stuck oyster
tropic lotus
#

buldozer and in game

tropic lotus
#

but there is muzzlesmoke, just no flash

inland pawn
tropic lotus
#

yes

charred bolt
#

Which muzzle flash proxy did you use?

tropic lotus
#

mk-20

charred bolt
#

exact path and name pls

tropic lotus
#

\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20

charred bolt
#

If you copy and paste the proxy to a brand new LOD, what selection names does it have?

tropic lotus
#

if i try to copy only the proxy it fails, if i copy the entire LOD (not duplicate), then it gives the same name (proxy:... \muzzle_flash_rifle_mk_20)

tropic lotus
#

it doesn't want to copy when i only select the proxy

charred bolt
#

You're doing this in Object Builder?
Select the proxy by dragging across it with the mouse?

tropic lotus
#

managed to make it work, name is : \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20

charred bolt
#

In this image I've copied across the A3 Samples weapon muzzle flash to a new LOD 2 and you can see it also has the named selection muzzleFlash

#

Your's should say zasleh

tropic lotus
#

i do have an zasleh selection

#

but that is not the proxy

charred bolt
#

zasleh should be your proxy

tropic lotus
#

so having a zasleh and proxy selection is not the correct way?

charred bolt
#

I don't know how I can make it simpler to understand than the screen shot above?
You have a muzzle proxy and you name it zasleh.
Your model.cfg then animates (hides/rotates) the selection zasleh.

#

You can also use selectionFireAnim = "zasleh" to auto hide.

tropic lotus
#

this didn't seem to want to work, and sorry if i am a little slow. never done any modeling or animating before this project

inland pawn
tropic lotus
#

currenty i placed the proxy, and then added the proxy selection to the zasleh selection

woeful viper
cloud zealot
#

Is there any reason Object Builder is not giving a mass to some of my components when i select all components and set a global mass ?

stuck oyster
#

Set it to 0 first to clear previous distribution

cloud zealot
#

Let me try this

cloud zealot
tropic lotus
restive pond
#

is there a grenade launcher proxy?

stuck oyster
restive pond
south badge
#

I dont assume there is a way of controlling the distance at which different resolution LODs load? Currently it seems like I am on my 4th and 5th resolution LOD once I move only 10-15 meters away from the object, which isnt exactly amazing

#

Especially when I take into account the fact that it is mentioned that every LOD should aim to cut away about 50 percent of tris of the preceding LOD

stuck oyster
woeful viper
#

size is a factor in the algorithm... so a small object will switch sooner. Also, if you have many of the same object (or there are a lot of objects in your scene) switching also happens sooner. And also if your system is not good

south badge
#

Ah, I see, cheers

#

Yeah, there is a fair amount of small, repeating objects in the model

#

I thought I could get away with straight up deleting certain parts of the model, which would not necessarily need to be visible at greater distances, but the distances at which these LODs load is too short, so Iยดll just simplify the geometry instead of deleting stuff

woeful viper
#

i'm talking about the model itself - the switching doesnt happen on individual parts of the model

#

unless you have proxies in your model. Those are switched independantly of the main model

charred bolt
#

Learning how to make good LOD's that work well with Arma is an art in itself and oft over-looked aspect. Give them as much attention as you did to the first res / pilot LOD.

woeful viper
#

it just feels like betrayal every time ... you did all the damn work and its shiny and finished... and then you have to do even more work and butcher everything, that you polished for a couple dozends to hundred hours xD

south badge
#

It is what it is, but you cant really do without it harold

cloud zealot
#

Is there a particular reason Object Builder is not detecting some of my animations ? I have a building with 82 doors, from 1 to 70 everything is ok but from 71 to 80 OB is not detecting them.

cloud zealot
hollow fulcrum
#

โ˜• @woeful viper sweet, and i actually learned how to do another something in max. i think i'll call this a day and go back to sleep until tomorrow.

woeful viper
#

having problems again with stupid OB and section count increasing -.-" Every setting is the same in the "E"-window yet sections are higher when i import an additional piece into the model

white oak
#

Is there a way to hide/unhide meshes with a script rather than the model/config setup?

stuck oyster
#

what is it you are trying to do?

white oak
#

something dumb, need to change a rvmat rapidly in a repeating pattern

#

figured stacking meshes and just hiding/unhiding in order would be a good approach

stuck oyster
#

that could work via hiddenselections

white oak
#

doesn't hiddenselections only work on the texture?

stuck oyster
#

there is hiddenselectionsmaterial too

white oak
#

ah, alright I'll go reading up on that then

stuck oyster
#

there may be some limits on how well that works

white oak
#

I should be able to point to a material file and it should work shouldn't it?
ie setObjectMaterial [0,"A3\Structures_F\Data\Windows\window_set.rvmat"];

stuck oyster
white oak
#

fair enough, I'm thinking of cycling between 4-5 rvmats with small variations to do something funny
now the current implementation idea I have is to cycle setObjectMaterial with a sqf

#

I need to add the hiddenselection to the modelcfg for it to work right?

white oak
hollow fulcrum
#

i generally import my .fbx files into a clean OB instance, then copy/paste it into my main/working model. generally do not have these issues. im really not sure whats happening to you there. granted im multitasking in about 4 different directions currently.

sudden copper
#

hello model_makers ๐Ÿ™‚ I am struggeling with finding the backpack proxy for gm_ge_army_rifleman_g3a3_80_ols. ... I am just new to scripting and dont want get in the world of modeling yet. How can I access such information without exporting the pbo files and stuf!?

stuck oyster
#

It gets replaced by the backpack in your inventory in game

#

What is it you try to do?

sudden copper
# stuck oyster What is it you try to do?

I am using the proxys of the models for a slightly complex visual concept. It works with "proxy:\a3\characters_f\proxies\weapon.001" for weapons but not with "proxy:\a3\characters_f\proxies\backpack.001" for backpacks

stuck oyster
#

And how it does not work

sudden copper
#

I need this for backpacks. And even better, also for helmets. But for helmets I am still struggeling to get the coordinates ๐Ÿ˜„

sudden copper
stuck oyster
#

Sure

#

Backpack won't really be able to give you that info I think since the proxy is just a triangle in the 0,0,0 coordinates of the model

#

You might be able to grab the model bounds via scripting though.

#

For helmet you would need to use the head selection, helmet itself has no separate access like backpack does

sudden copper
stuck oyster
#

You'll have to fake some of it

#

And make guesses

#

On how big and at what position something is

sudden copper
stuck oyster
#

Spine2 is what backpack mesh is typically weighted to

#

Or spine3

#

From those bones you should be able to get a rough direction at least

sudden copper
stuck oyster
#

It can be different in different models

sudden copper
stuck oyster
#

dont work like that

#

but its good to ask the specific questions

sudden copper
stuck oyster
#

you can make your own models sure

#

what you want to do you cant

sudden copper
stuck oyster
#

I could probalby write a more complex answer that still results in the same no

#

but I have pizza

#

pizza trumps complex answers

cloud zealot
#

Any reason a door is working properly in OB in every LOD but not in the game ? When i try to open this door in the game, collision works but not the visual nor the fire geometry

stuck oyster
#

some other animation tied to same selection?

cloud zealot
stuck oyster
#

is the pbo binarized?

cloud zealot
stuck oyster
#

Id recommend doing that for testing too

cloud zealot
fluid copper
#

Looking good! Probably want to use smooth shading for the actual export though

sharp cypress
stuck oyster
#

less is always better

fluid copper
#

I think you're thinking of subdivision, im talking about changing the shading to smooth instead of sharp. It has zero affect on performance, but makes rounded surfaces look rounded

stuck oyster
#

this kind of a prop would not be many 100 tris

sharp cypress
#

Fair. Speaking of, how many vertices can a face have? Back in the day of TA you needed 3 at minimum, 4 at most. I don't know how it works with modern modelling standards.

fluid copper
#

That is still accurate

#

If you have more than 4 its an n-gon, and won't export correctly if you use the p3d toolbox

marsh canyon
#

More than five vertexes would be called N-gon (N > 4) and it is basically hatred by almost every game engines or such

quick terrace
#

@hollow fulcrum +1

past canopy
#

@woeful viper why the smoothing group switchup on the folding stock?

white oak
woeful viper
#

uv split... didnt fit on the texture otherwise. You can only see it because dDo displays some things weirdly when normals are flipped.

#

does somebody have some good values (diffuse, spec, gloss, rvmat) for some nice shiny copper or brass?

hollow fulcrum
#

i have these things, but can't access them for another 6hrs. ๐Ÿ˜•

woeful viper
#

for RV i mean, not for PBR / toolbag /SD render whatever foo

hollow fulcrum
#

yeah, i know what you mean. and have things specific to the annoyances of RV.

woeful viper
#

cause i can only come up with something that looks like brown plastic...

hollow fulcrum
#

it's a pain in the ass to get most raw metals proper in RV. but the frensel chit helps quite a bit. i do have some decent looking copper/dull aluminum and whatnot. ACRE foo needs.

restive pond
#

do vehicle shadow volumes/stencils need to have the interior also modeled?

#

its a bit confusing, i see some samples are, but others arent

charred bolt
restive pond
#

why did it turn out like this?

inland pawn
#

Not closed, etc

fluid copper
#

It also looks like your uvmap is butchered

restive pond
restive pond
stuck oyster
restive pond
#

Im aware of the uvmap issue, just trying to fix the shadows rn

stuck oyster
#

does not need to be boxes

#

but boxes are easy closed shapes

blissful adder
#

Could someone help me with the process of importing models that I create into A3? I'm a beginner to modding but I have some decent vehicles that I made from WH40K that I'd like to add into the game

#

I already have my model triangulated and uv unwrapped with a texture, it's game-ready essentially. Just asking if someone can show me the process privately

stuck oyster
#

chosen the 2 most difficult vehciles to set up nice. VTOL plane and Bike ๐Ÿ˜…

#

you will want to start simpler

#

just a box

#

that you get in game

#

then gradually work towards more complex things

plain jackal
#

yeah I was gonna say those are gonna be tough

#

but if you're determined you do always have the sample models

stuck oyster
#

"Showing" the process would take few days most likely so it is kinda expeceted for you to figure out most of it on your own from the material available

#

the "arma 3 samples" on steam are solid starting reference to study

#

and there are few tutorials from Sokolonko, El Tyranos and Battlestad that can help you get started

#

@blissful adder

plain jackal
#

since you're around suppose i might as well ask @stuck oyster do you know what mempoint/cfg entry defines where bombs are created when dropped from an air vehicle?

#

only documentation i could find was for the proxies

stuck oyster
#

do you have proxies/pylons for them?

plain jackal
#

nah

stuck oyster
#

are you going to have? ๐Ÿ˜…

plain jackal
#

nope

stuck oyster
#

hmm

plain jackal
#

its not exactly a realistic vehicle lol

stuck oyster
#

proxies are the way to control varied positioning

#

naturally

#

but for the old default method lets see

plain jackal
#

yeah I just dont want it to drop from the origin point of the model really is all

stuck oyster
real crow
stuck oyster
#

this means you have non quad/triangle faces and need to triangulate the models

#

you can do that by adding a triangulate modifier to all lod parts and apply it via the export dialog

#

if you want to keep it non triangulated for editing purposes

real crow
#

mm ok, so i should select everything i have in every lod in blender and triangulate them, then i can export

blissful adder
#

Alright

#

@stuck oyster Is it alright if I ping you?

#

Where can I find these tutorials?

stuck oyster
stuck oyster
real crow
#

Doesn't triangulate mess up materials or any texture right?

stuck oyster
#

no

#

triangulation should be done before uvmapping

#

to avoid any issues

real crow
#

Damn i found already custom textures and normal in the model

#

So i will have to remake them

stuck oyster
#

no

real crow
#

Oh okok

stuck oyster
#

its usually ok

#

but sometimes face triangulates different than it was supposed to

#

and it can lead to uv artifacts

real crow
#

Oke oke

stuck oyster
#

those can be manually fixed later on

real crow
#

alright

#

Python: Traceback (most recent call last):
File "C:\Users\Salvatore Litrico\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\Salvatore Litrico\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\Salvatore Litrico\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 423, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\Salvatore Litrico\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 111, in writeFaces
raise RuntimeError("Model " + obj.name + " contains n-gons and cannot be exported")
RuntimeError: Model reslod1 contains n-gons and cannot be exported

#

Still the same error

blissful adder
#

Model probably has bad geometry

#

there's still ngons

real crow
#

So i should tweak these settings for triangulation i suppose?

blissful adder
#

For any ingame model you should optimise it first of all, looked at the screenshot you provided there's too many edges for that little gun, especially near the barrel

#

that would cause artifacts

real crow
blissful adder
#

Send me the model I'll clean it up for youy

real crow
#

Good enough

blissful adder
#

@stuck oyster Are there any modern tutorials or text guides on importing vehicles to a3?

stuck oyster
#

the older tutorials are still just as valid

#

the positions of the buttons in UI just have changed

plain jackal
stuck oyster
#

if not those then try gunbeg, gunend points

scenic knot
#

Hi! I'm trying to make a Shield Drone addon based on the A2 Darter. I probably messed up something in object builder but does anybody have experience making drones?

#

I'm able to get my model into the game, but its unresponsive to input when you take control of it from the uav terminal

inland pawn
scenic knot
#

I saw that turret/driver camera motions need to be animations, is that also required to get the drone off the ground?

inland pawn
scenic knot
#

Yes it does make sounds

#

Replacing the model in the config with the original darter does fly, so I thought it might be my p3d

white oak
# real crow mm ok, so i should select everything i have in every lod in blender and triangul...

I'd suggest sticking to quads as much as possible, triangles can create shading problems
you can easily find ngons by going to edit mode and then following
select > select all by trait > faces by sides with vertex count set to 4 and type set to "greater than"
also sometimes the toolbox doesn't tell you which mesh has the ngon (or in rare occasions points to the wrong one)
so its a good practice to select all meshes in edit mode and checking for ngons before export

real crow
rapid tree
#

does it make a difference performance wise if i have a helicopter and make the interior a seperate p3d ?

charred bolt
rapid tree
plucky patrol
#

when texture is moveing with the tracks some how it will disappear

runic plover
plucky patrol
#

UV map is orientaed verticaly if this is what you mean

runic plover
#

The tracks work as UV Animation and it goes just in one direction (in config you can also define tracksspeed 1 or - 1 but this will change only up or down when fo forward/backward

#

So your track texture needs to be just going up or down not left and right

#

If you mind just let me see your track texture

plucky patrol
runic plover
#

I cant see that im at work and phone kekw2

plucky patrol
#

ok

woeful viper
#

(thats not supposed to be wood btw... before anyone asks)

plucky patrol
hollow fulcrum
#

lol, looks good though. i assume that is your brown plastic.

stuck oyster
plucky patrol
#

the same it is done on vanila and on the samples

sudden copper
# stuck oyster pizza trumps complex answers

So I did further reading on that matter. I understand know that on infantry weapons are using proxies and when an backpack or helmet is equipped then the [0,0,0] of the model dimension is relevant because the game is basically loading another whole model rather than equipping stuff.
Is this "research" correct?

stuck oyster
#

sounds about right yeah

sudden copper
# stuck oyster sounds about right yeah

Ok. But this would mean I could "miss-use" the existing proxies by moving them in the ObjectBuilder to reach my objective, right? ... my Model will not be about playing the game. I need it for something else ๐Ÿ™‚

stuck oyster
#

things wont be in right places then

#

what is the "something else" then?

#

it helps to be frank about what you try to do

#

it always helps narrow down towards the specific answers you might be looking for

#

as question itself might not be even right for the thing you try to make

sudden copper
#

Ok. There is this DeepGTAV paper (also on github and youtube) for training of object detection algorithms. I want to do this with Arma 3 and I am pretty far with learning SQF scripting and building an extraction pipeline for the data and screenshots. However, a very important thing is missing: proper 2d screen dimension boxes for soldier, helmet and backpack at the right place.

For soldier I hope that "camera" proxy has just to be moved little bit more over the head. For Backpack and Helmet I wouldnt mind if it is any other proxy just replaced. Off Course, you are right the visuals shouldnt change, but maybe there are like empty or not-used proxies like binocular around?

stuck oyster
#

I dont know if Arma license allows that kind of use so Id maybe claer that from BI first. They might be totally on board though blobdoggoshruggoogly

sudden copper
#

I thought so because I can move the boxes around. for example to the tip of the weapon when using binocular proxy

sudden copper
stuck oyster
#

yes it is

#

like I said earlier it does not work like that

sudden copper
#

i cannot write this in my thesis ๐Ÿ˜„ ... I need to explain why I will use another labeling approach and therefore looking for expert interviews.
so when I use a not needed proxy like bineculars, because I do not use those objects, this still will not work!?

stuck oyster
#

and since this is kinda off topic here and a bit unknown if Arma can be used for this kind of purpose I dont think we should continue before you get a clearance from BI

#

if they give you green light, I think #arma3_scripting would be the place to talk about how to grab the mesh positions of different things in runtime instead of looking into how to "hack the models" to get some close enough data

#

but moving things around will just break stuff

#

proxies themselves are likely not the answer to your problem

sudden copper
#

ok. thank you so far. And dont worry about the leagle eagles, those are my turf ๐Ÿ˜„ And the enduser agreement has quite fair end user obligations that do not prohibit this.

stuck oyster
#

I prefer not to be used. blobdoggoshruggoogly

#

so I do worry about stuff like that

sudden copper
sudden copper
# stuck oyster so I do worry about stuff like that

โ€œYou donโ€™t learn to walk by following rules. You learn by doing, and by falling over.โ€ โค๏ธ Thank you anyway for explaining. I hope I will manage with math then. Maybe I will hire a tutor on ObjectBuilder if math is not mathing

restive pond
#

what is the vertex selection called for the speed gauge of a vehicle?

stuck oyster
restive pond
#

how should i configure the animation part in models.cfg then?

#

i have only been copying vertex names and copy pasting model.cfg lines as of now

restive pond
#

thanks

livid canyon
#

Trying to make my drone show weaponCargo like WS Bustard gun drone.
I've got

showWeaponCargo = 1; // CfgVehicles confirmed in config viewer
weaponCargo _v // ["arifle_SPAR_01_GL_blk_ERCO_Pointer_F"]

p3d has proxy named \a3\characters_f\proxies\weapon
The weapon isn't showing up yet. What else would be required?
Working now after game restart. =D

soft kernel
fluid copper
#

Can you see through it without any textures?

soft kernel
#

I need to try

stuck oyster
soft kernel
#

yes i named the png to file_co.png and then i use imagetopaa. how can i check if it has an alpha channel?

#

model without texture seems solid

white oak
#

Do you have any other lods? Or just the visuals

soft kernel
#

shadow,geometry viewgeometry and firegeometry

white oak
#

Possibly an error with the shadow lod from my experience
If this is a static object you can just do
prefershadowvolume = 0
sbsource = visualex
That'll remove the need for a shadow lod
If all else fails you can do
forcenotoalpha = 0
that should be a last resort as it creates problems with shadows

#

All these properties go to the geo lod

livid canyon
#

What could prevent a weapon cargo proxy from being drawn in gunnerview? I"m trying to set up a turret like the western sahara gundrone, so you can put an infantry weapon in it. I've copied the weapon proxy into view-gunner lod, but it doesn't show up.

charred bolt
livid canyon
#

ah, yes it's also named gunner

charred bolt
#

ie. copy and paste the proxy into an empty Edit LOD and see what named selections are present

#

Make sure it doesn't have anything else like "camo" for example.
If it's just gunner then check whether you have any animations working on that named selection, such as rotation or hides which could be making your proxy disappear.

#

Does the proxy have a Gunner View inside it? (not sure that matters, but might be worth checking if the LOD's have to match)

livid canyon
#

oh oops the weapon proxy is named and has rotate animations

#

I mean they are infantry weapons so they should have view-pilot right? i'll try taht

charred bolt
#

View Pilot yes, but not View Gunner. Which could be the issue perhaps.

livid canyon
#

hmm. changed lod in p3d to view-pilot, and also tried setting LODTurnedIn = 1100; in turret, no luck yet

#

if I createSimpleObject the weapon model and attach it to the turret, I do see it in 1pv

charred bolt
#

Try LODTurnedIn = 1; and LODTurnedOut = 1; in the gunner turret as experiments. Also remove any named selections from the proxy.

livid canyon
#

none of those seem to be doing the trick.

#

fwiw it's also not visible in the gundrone turret, the shadow doesn't show up =p

charred bolt
#

You see the weapon in LOD 1 (external view)? And then setting your turret to use LOD 1, you don't see it?

livid canyon
#

it seems to be? I'll try setting the gundrone's turret to use LOD 1 and see if anything changes there.

charred bolt
#

It's not a personal weapon and you have hideWeaponsGunner = 1; in turret config?

livid canyon
#

hideWeaponsGunner is 0 and I do see that on my back, that one being in character inv and not in the turret cargo

#

gunnerview doesn't show the gun or its shadow ยฏ_(ใƒ„)_/ยฏ

#

Thanks for your ideas <3

restive pond
#

Why does my firegeometry not work? There are no bullet impact effects. I've assigned faces to penetration .rvmats...

white oak
#

Components?

restive pond
#

could be, but even with removing firegeomtry (which appareantly the game will replace it with geometry LOD), rocket ATs sometimes pass through

#

i havent assigned all faces to a component, but I have for the windows and they still dont work

white oak
#

Things will pass through if they're not assigned
Also they have to be a closed convex objects with each object being a seperate component

#

Find components in OB
Or create components/geo option in blender with the toolbox will automate the work for you

restive pond
#

to cut time, i put the entire body in 1 component

#

(for now)

charred bolt
#

Fire Geometry "working" and bullet impact effects are somewhat different.
The bullet impact effect decals do require the FG to be properly set-up (closed, convex, ComponentXX, penetration rvmat's) but also the FG mesh surface must be closely matched to the position of the first resolution LOD, and won't work when isDiscrete = 0.

soft kernel
charred bolt
soft kernel
#

no it have 1. ok

charred bolt
#

Maybe post your rvmat code.

soft kernel
woeful viper
#

i would guess issue with AO / AS map

charred bolt
#

Nothing obviously wrong with the rvmat.
As X3KJ says, could be your ambient occlusion. Do you want to post an image of the _as texture?

#

You didn't confirm if your shadow LOD was fully contained within the resolution LOD. One way to check is to go in game, then disable Shadows in the Video options and see if the image changes.

soft kernel
#

i slightly moved the shadow lod into the model but there is still a issue with that

#

i make the AO/AS with blender then i rename it to *_as and then i use imagetopaa

#

@woeful viper What could be the issue on the AS/AO map?

woeful viper
#

well either the darkened area has black normalmap color, or something else is going on
Apply the AS map in blender to check if its correct and you have no dark purple spots on the upper stair

#

actually your AS has different UV transform than the rest. Dir and Pos have other values... though i dont really remember anymore what dir and pos does for these values.
AS map:
class uvTransform {
dir[] = { 0, 0, 1 };
pos[] = { 0, 0, 1 };
};

rest:
dir[] = { 0, 0, 0 };
pos[] = { 0, 0, 0 };

stuck oyster
#

neither of those seem right

#
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    }; ```
#

bi default

white oak
#

do bushes/trees require a b/t prefix to move around in the wind?

#

or just the class declaration is enough?

stuck oyster
#

bush/TreeSoft/Hard

white oak
#

so the class property in the GEO lod then?

last spindle
#

@woeful viper https://community.bistudio.com/wiki/Material_templates has the basics to get started with any sort of metal you should need, i think we need to update that page, i have started locally to put together a p3d of a simple cube, and heaps of rvmats and textures to put up as a library of starting points

soft kernel
#

@woeful viper the stairs seemed to be fixed i reduced the size of the shadow lod and made a new UV map and ambient occlusion for the model. thank you!

soft kernel
charred bolt
soft kernel
#

true but with an material applied, i always had the same result

#

i will try again

white oak
#

its not the material
its something with the glass mesh, removing the glass will fix it
I ran into this before but can't remember how I got around it atm
also 7k faces is tad much for a single wall

soft kernel
#

7k? it is having 2k

white oak
#

blender is giving me a count of 6890 faces

soft kernel
#

ah faces i thought pixels

#

yeah i tried around a bit. had 4 boxes before

charred bolt
#

Bring the glass faces to the top of the stack

soft kernel
#

what do you mean with stack?

charred bolt
#

Select glass, Faces > Move top

soft kernel
#

still the same

#

it seems the glass texture is causing this

white oak
#

Its more likely an issue in the model rather than the texture, swapping the glass texture does not solve the problem

soft kernel
#

when i apply only the glass material without texture it works

stuck oyster
soft kernel
#

i woud say yes

#

i try now a single texture for the complete model.

stuck oyster
#

lot of transparent surface will make the game treat the whole model as "transparent"

#

you can for example move the glass parts into separate model and insert that into the main model as a proxy

soft kernel
#

ok cool i try

white oak
#

Proxies can't be baked into a map though, keep that in mind

stuck oyster
#

?

#

proxies dont show up in terrain builder/buldozer

#

but they do work on terrain objects

#

@white oak

white oak
#

I remember asking you if there was a way to add flags to terrain and you saying not due to them being proxies
Perhaps I understood that wrong

stuck oyster
#

different thing

white oak
#

Fairs

#

Still wish it was possible though

stuck oyster
#

flag as a proxy would not have the cloth sim

white oak
#

Would glass as proxy have destruction?

stuck oyster
#

or flag a terrain object now that I think of it ๐Ÿค” the flag stuff is special case

stuck oyster
#

but to make the glass destructible you would have do do it in parts

soft kernel
#

finally. glass as proxy works

stuck oyster
#

design choises in this stuff can be difficult sometimes

white oak
#

Yup

stuck oyster
#

the forcenoalpha named property can also be tried but it can has its own issues

soft kernel
#

thank you guys

#

I tried forcenoalpha but still transparent

stuck oyster
#

design and creation methods depend a lot on how much interactive features are wanted

white oak
#

Again though, do cut down on that face count
You should be able to achive that object with 30 odd faces
Arma is an old game, let the normal map do the heavy lifting

#

As a reference these 3 are between 7-9k faces

runic plover
# soft kernel I tried forcenoalpha but still transparent

is your glass or transparent texture a seperated texture? i mean seperated of your other stuff that is not being wanted to be transparent

also is your transparent texture called _ca.paa at least and your non transparent texture _co.paa?

plucky patrol
#

Hi guys, I have an issue when the texture is applied to object, the game FPS drops very low 9 - 10 fps, texture file is 512x512 px so is low quality, model uses 1 paa file

#

I was haveing the same problem before with another model but then it was the case where to many paa files have been loaded

#

any ideeas ?

charred bolt
signal pond
#

hello everybody
glad to be there.

i have modeling informations and work with 3dsmax to create models

i need to build an special scud luncher vehicle for arma3
no prob with modeling main vehicle,
i need information about vehicle bones and anims
like wheels ,windows materials,effects like smoke and other bones, setting up missile mode(fire mod position) settings and plugins for export model from 3dsmax

stuck oyster
#

that is fairly complex thing for a beginner (in putting things into the game)

#

most of what you are looking for is not documented much so you will need to dig deep in google for many things.

#

you can find information about animations and texture types and material (rvmat) files on the BI wiki

#

prepare yourself for this to take a couple of months

signal pond
stuck oyster
#

I don't. Usually people use fbx as transfer medium I believe

white oak
#

HG is there somewhere I can read about the batch export of toolbox?

warm blade
#

Anyone got any idea why lodnoshadow isn't working all of a sudden? I have on my res lods, and my shadow is still coming from the res lods

#

its completely ignoring my shadowvolume

charred bolt
warm blade
#

sorted bud, thank you

#

not sure how I did but I did lol

white oak
#

have you ever used it?

stuck oyster
#

no

warm blade
white oak
#

say if I'm making small variations of objects
I can keep some of the LODs (as there seems to be an option to add a given mesh on every export)
All those variants stay in a single neat blender file
overall QOL

muted tapir
#

i have batch exported things with a python script before

#

i can look up the commands i used

#

if that helps

warm blade
#

yeah i don't think there are options in normal arma 3 toolbox for that but diablo might be able to help ^^

#

you could always export all to one file and copy over (if that easier than doing 1 by 1)

muted tapir
#
name = "P:\\folder\\test.p3d"
bpy.ops.armatoolbox.export_p3d("EXEC_DEFAULT", filepath=name)
``` will export to the specified path as a p3d. 
i guess you could write a script that will turn on and off the arma object properties of the variations and then exports them.
white oak
#

digging into the python scripts think I've figured it out
will do a write up when I got a bit more of a grip on it

white oak
#

now this isn't a dig at any person/entity specifically
but bloody hell making stuff for arma made me a lot better at working on undocumented stuff

white oak
#

Here's a sample blend on how to do batch exports with the toolbox and a How To:

In the Scene Toolbar under Arma 3 Export Configs tab create needed configs to tell the toolbox which exports the meshes will be included in, with a file name and an origin object (Optional, will default to world origin if no object selected)

Note: Arma 3 Export Configs batch operations tab is about assigning configs to meshes, not required for batch exports

Then assign the configs you created to the meshes in arma 3 shelf (Or tick Include in every config checkbox)
Head to the batch export window, select the configs you want exported, and you're done

The sample blend will spit out 3 files Lamp_(1/2/4)Side.p3d Where
Lamp-North and Main Pole will be in all 3 files
Lamp-South will be in 2 and 4 sided
Lamp-West & East will only be in the 4 sided
Note: Collections that the meshes are in does not affect the exports, only the configs assigned on the arma 3 shelf will do so

woeful viper
#

@Hatchet no, thats actually supposed to be bakelite. But there are some heatsinks in the front (barely visible in this shot) that should be copper

hollow valley
#

I'm getting "Unable to load file. Load error" error on object builder
I've been trying to upload a blender .p3d object to the object builder every try ends up with this error,
I sent the file to my friend and it loaded up just fine,

I'll be glad for help

marsh canyon
#

It maybe because Blender sometimes fails to unlock the file. To sort it you can just Save -> Create new scene and the thing is unloaded

inland pawn
hollow valley
hollow valley
#

It seems like the problem is with my object builder

charred bolt
hollow valley
#

I just found the logs

#

does anyone know if that can be the problem?

marsh canyon
#

Maybe you want to remove ObjectBuilder folder and re-verify

charred bolt
#

Yeah, try uninstall, reinstall.

hollow valley
#

ok, i'll try that

marsh canyon
#

Just to make it sure

charred bolt
#

Possible registry error?

hollow valley
#

could be, I hed to run the registry patch

hollow valley
marsh canyon
#

Then maybe what Apollo said

charred bolt
#

Win 10 or 11?

hollow valley
#

10

charred bolt
#

Uninstall all tools. Run a registry cleaner (with backup). Reinstall tools.

marsh canyon
#

Or urm, just my tip of head said, have you launched Arma 3 Tools from Steam at least once?

#

Did OB ever worked fine for you?

hollow valley
#

it works fine with some of the samples

marsh canyon
#

Some of?

hollow valley
#

but not mods' related object

marsh canyon
#

So some doesn't?

charred bolt
#

Sorry to ask, do you own legit copy of Arma 3?

hollow valley
#

in steam

marsh canyon
#

Uh, did you just uninstalled A3T?

hollow valley
#

yes

marsh canyon
#

(Just received the bot log deletes your posts automatically, did you just experienced an internet issue?)

hollow valley
#

no, it said that it removed my message for spam protection

marsh canyon
#

Well it actually is a false alert so we can proceed

hollow valley
#

yha

marsh canyon
#

Aaanyways, try to reinstall

hollow valley
#

I did, it seems that the registry didn't update with the new configs

white jay
#

so i was trying to export this model to object builder but i have some problems

charred bolt
charred bolt
#

What does this say, out of interest?

white jay
marsh canyon
#

GitHub released ArmaToolbox does not merge multiple objects with the same LOD into one

#

Check the pinned for the latest/not stable one

white jay
#

then what can i do to join them in one property ?

charred bolt
#

I may be unduly suspicious, but your name is Litio, not "pepe", and that first letter does not look like either an "L" or a "p".

white jay
#

๐Ÿ˜ฎโ€๐Ÿ’จ

marsh canyon
#

It's a Spanish name, then? I don't think that's a proper way to answer Apollo

white jay
#

Allright my bad, thats the name i use for the credits, i was thinking that it was obvious but anyways

pallid island
#

name that changes its first letter depending on if it's open? That's rad ๐Ÿคฃ

white jay
#

i have photos that demostrate the progress of the vest

#

come on

#

I have no other way to prove it

marsh canyon
#

You have

#

Just tell us what is the author there

white jay
#

its pepe...

#

what do you want ? change the name of the author and put litio?

marsh canyon
white jay
#

the original model of the fcpc its not mine but the build of the vest yes

marsh canyon
#

fcpc?

white jay
#

this is what comes out when I open it

charred bolt
#

So there is some part of the model which was made by someone else, called adacas. Do you have their permission to include and edit their part of the model? Once we are content that this is all legal we'll happily help you, but currently we only have half a story which has required some effort to extract so far.

charred bolt
#

The Arma community has strict rules when it comes to modding, to protect the original authors hard work. It's not allowed to take others work and edit it without their explicit permission. This isn't always apparent to everyone who may come from other game communities where protection of IP is not valued or ignored.
You should either obtain permission for the parts you did not make, or remove them and make your own version from scratch.

pallid island
prime bolt
pallid island
#

if the username wasn't sus - i wouldn't search for it :3

prime bolt
#

I didnt know that lol

hallow steeple
#

so I just realized, I might be doing a bad.
If I made a simplified verison of an existing model, is that bad? Like, sidewalk, I used objects, placed around the ingame model to get their dimensions so I could make my own version, and use it as a center piece, for in the center of where I wanted sidewalk- BUUT, I didn't use the original model other then placing it in game and measuring it. Textures are just being referenced via a3\....
I suspect I may need to redo half my city's sidewalk ๐Ÿ˜…

charred bolt
hallow steeple
quick terrace
hallow steeple
#

top is my center piece. Again, just placed objects around and got their position from the original object

white jay
quick terrace
hallow steeple
#

Hmm- maybe in this case, it's acceptable, since- it is simple and meant to be used with another, already made thing. But in the future- heh-
If I'm mistaken, pls lmk, I don't wanna accidently do something I shouldn't, and not give credit and such ๐Ÿ˜…

white jay
hallow steeple
#

(I don't wanna give too much detail about how I did it, b/c if it IS bad, I don't wanna give someone else ideas xD)

quick terrace
white jay
#

I think the base of the vest was made It by hyoon

quick terrace
charred bolt
white jay
#

But dont worry, thank youu anyways ๐Ÿ‘๐Ÿป

hallow steeple
charred bolt
quick terrace
white jay
#

๐Ÿ˜‚

#

Sorry for being anoying with you guys

quick terrace
#

!ban 924440117513445417 60 using ripped models / taking credit for other peopleโ€™s work

high scarabBOT
errant pumice
#

Does anyone know why object snaps to memory points I've made only horizontally, but not on vertical points? In this case the green objects.

errant pumice
#

nvm, found that one vertice was in wrong named selection ๐Ÿ˜‰

#

Solution (properly named selections for snapping) if anyone is looking for exact same thing: https://forums.bohemia.net/forums/topic/177498-more-than-one-snap-point-for-placement/?do=findComment&comment=2800718

stuck oyster
restive pond
#

im trying to figure out why my PIP (rear view mirror) only shows a black texture

#

-the memory points (pos/dir) is where its supposed to be
-face is uv mapped
-the two textures for the mirrors are #(argb,256,512,1)r2t(rendertarget0,1.0) :: and #(argb,256,512,1)r2t(rendertarget1,1.0) ::

#
class RenderTargets
        {
            class LeftMirror
            {
                renderTarget = "rendertarget0"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0)
                class CameraView1
                {
                    pointPosition        = "PIP0_pos";     /// memory point of PiP origin
                    pointDirection        = "PIP0_dir";     /// memory point of PiP direction
                    renderQuality         = 2;            /// what quality should the PiP be
                    renderVisionMode     = 0;            /// zero means standard vision
                    fov                 = 0.7;            /// what is the angle of the PiP field of view
                };             
            };
            class RightMirror    /// rendering of PiPs is shared, it is best to have one for all sources, this is just an example
            {
                renderTarget = "rendertarget1";
                class CameraView1
                {
                    pointPosition        = "PIP1_pos";
                    pointDirection        = "PIP1_dir";
                    renderQuality         = 2;
                    renderVisionMode     = 0;
                    fov                 = 0.7;                    
                };             
            };
        };
    };
charred bolt
restive pond
hollow valley
charred bolt
hollow valley
#

tnx m8

bright echo
mossy mulch
twin tide
civic stratus
#

Is anyone familiar with this error with pboProject?

creating a texHeaders.bin...
failed: detex module found an error in (one or more) paas
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>```
stuck oyster
#

corrupted texture files most likely

gritty vigil
#

I'm working on a helmet and trying to put the NVG mount in the correct spot. Is there any good way to tell where to put it? or is it just a matter of trial and error to get roughly the right spot?

marsh canyon
#

Arma 3 Samples has nvg slot sample

gritty vigil
#

ahhhh neat

#

I guess I probably should have started with that for scaling

#

this thing is huge

restive pond
charred bolt
# restive pond anybody have any other solutions with this?

It sounds like you've done everything correctly, so it comes down to whether you've made a mistake that you're not aware of.
For that we'd need to see the files in more detail. If you wish, you can zip up the whole project and send it to me in DM so I can build and test.

still trail
#

If I inherit animations from another class, will those anims be available in buldozer?

woeful viper
#

inheriting extern animations in model.cfg is verboten. You can't have externs. If it is intern only however it is no problem and will work.

ember heart
#

you can inherit if the superclass is somewhere in the folder structure

main jasper
#

Any idea why at certain angles my model disappears? I know that there is an issue when using big models, but we're talking a tiny model, 2x2.6 meters
It's currently under the Helper_Base_F class however even with House_F I am having the same issue.
Now the issue only occurs when the door on the model is open yet when it's closed there are no issues

#

Just for reference this is my object

white oak
#

bad skeleton/vertex group combo perhaps?
I've had doors/frames get flung 20+ meters away when I messed mine up

#

On a different note, is there a way to hide selections randomly when objects are baked into the map?

white oak
#

that might work, the idea is to have 3-4 duplicates of a face with different textures then hide all but one of them to create randomness

still trail
#

Both classes are within cup\watervehicles

#

Thx

livid canyon
#

What should I reference for animating a piston/shock offset from a rotation joint?

charred bolt
livid canyon
twilit seal
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But with your piston placement, right?

pallid island
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calculating IK by hand meowsweats

livid canyon
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ah, well that's actually its current state. however the piston angle changes at a different rate depending on the mainGun angle due to the offset, right?

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if it's a "that's the best and it's good enough" i totally get it.

livid canyon
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I suppose the other choice is to animate rotation from one joint as well as the piston length, leaving the mismatch at the other end, where it might be hidden by a big fairing?

twilit seal
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I bet there's a way to do it I don't know about. I'll mess around with it when I get off work

charred bolt
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You can see examples of exactly these animations inside the SOG:PF tanks. There are a couple of ways of doing it. The easiest is if you have a part that can be stretched without showing it too much, in which case you rotate just one end and weight the verts at the other end to be fixed to the adjoining part.

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When pistons need to slide inside cylinders you're faced with mathematically calculating multiple rotations or else doing it by trial and error.

twilit seal
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I thought ampersand's issues was that it wasn't linearly related (which I think it should be but I'd have to think about it for a moment to be sure)

charred bolt
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Multi angles, unless they're small, almost always aren't linear. In that case you need to split the range of movement into multiple stages each with different rotation angles.

livid canyon
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ah that makes sense

runic plover
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Most stuff you can easy handle if you do the cfgSkeletons correctly. So all axles will move with what you got connected with cfgSkeletons

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In OB you can play the anim frames, with Enter you can switch trough

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And mousewheel you can move frames

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I did already a lot of complicated animations, as example a little box with a dual automated minigun that deploys with 17 animations in it

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