#arma3_model
1 messages ยท Page 19 of 1
yeah, the block is just stupid.
Price is nearly irrelevant when selling to the military ;)
not for the supplier because $$$
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
the other one at least looks as if they tried... still, 300 ? ffs
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..
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.
Are the textures named with correct suffix (_CA)
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.
That is rather odd
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
I've tried this one with and without forceNotAlpha both 0 and 1
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 ๐
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.
I just tried posterizing the alpha layer to remove any none 0 or 255 values but same result.
It can still have the channel
nope, just checked and it's 24 bit png, no alpha
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
I knew I could count on you for some objective thought, I'll try that in a bit ๐
Good point tho, am I battling a problem in the main model or the proxy
Could give some direction to work with
yep, just tried it on a very simple speed camera and it's fine as a proxy
So something in the main model seems to conflict
What type of material does the wall behind have?
Multimaterial?
think this tripod will work for both: https://gyazo.com/0f6c44b539b019184ba656458d1612e0 (MK64? (M2/3 & MK19)
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!
what plans for the mk19?
operators manual and a bunch of patent foo?
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.
oh, i thought you planned for some amazing feature for arma with it xD
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?
Answered my own question - yes it is. If I delete all the windows, the proxy transparency works
id recommend using super shader as "default" material
OK, I'll give that a go.
it is possibly using the older "simpler" shaders causes issues
haha, umm no. see 'ArmA'. just trying to replace the old A1/2 weapons.. since i started them for the boat anyway.
supershader is the basic shader used in Arma 3 assets
multimaterial is used for buildings/large constucts
and tree shaders for plants
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.
is there a proper Mk19 muzzleFlash? they don't really 'flash' more of a poof of smoke with perhaps some light.
you can use the default_super from p:\a3\data_f as base
it has default procedural textures for all stages and you can leave them as is if you dont need to input anything in them
hoewever using the shader will allow you to utilize the stages to make even nicer things
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
๐ ๐
oo nearly forgot... goat_sacrifice++;
ah nice ๐
ok, just been through and changed all materials in the model and proxy to use super... and... it's exactly the same ๐ฆ 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...
what material does the transparent parts use
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.
If I leave behind a single _ca face, proxy don't transparance
Is that a comment with a // in rvmat or do I need a #? I did try that earlier
nope, still the same even when I blow that nozwrite away
oh right its commented out
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
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.
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?
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.
so the meshes are just flat planes and just like the UV map eh?
yeah, it was ages ago i've seen that in a tutorial but can't for the life of me remember where it is
very nice for baking additional detail on curved geometry
some progress today, but I still have a while to go and I'll likely need to give it BUIS
https://gyazo.com/64ff24459d4343b5a072ae0213bae7ec Any idea which Geo would be causing this issue? All the Geos are aligned and the character models work fine walking on it, however when trying to land the helicopter it stays about 3 feet off the ground.
geometry, physX geometry, roadway. and how the helo is set up
ah well this works too i guess http://www.scriptspot.com/3ds-max/scripts/uv-2-mesh
i had a script that did similar stuff a while back.. think it was the same basic concept.
https://www.dropbox.com/s/32q45mywkzbzj52/slideknit.rar?dl=0
would have to find the details on it.
Is there land contacts for heli's? Maybe that in the memory lod is an issue
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.
I'm not sure, I tried it with land contact and no land contact
it should be just the physx lod for helicopters
roadway etc shouldnt matter at all
geo + roadway only matter for infantry
http://www.scriptspot.com/3ds-max/scripts/uvwxyzswap this allows swapping back and forth, which is nice, but i need the flattened UV's as mesh with original UV's intact. Saving/Loading uv's doesnt work because the mesh is changed
I'm still having the same problem. Even removing the geos and placing them back in won't make contact...
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.
it says what the problem is
Well yes, but I don't know how to approach a fix for it or where to start
open that model in object builder or something else and fix the trailing space in lodnoshadow property
is this AFM or the normal flight model?
Normal
Everything is working on it, but the contact with vehicles. I've tried moded and vanialla helicopters. Changes values and added and removed lods.
any dampers defined in model.cfg that may be extended upon start?
is the road lod above the geo lod, even by 1cm, and does not intersect the geo lod?
It's ever so slightly, but the difference in-game is massive. Also I thought it needed to be slughtly above?
inb4 view/geo are autocentered and roadway lod is not
I just have the Geo autocenter right now. I tried it on an off with the roadway.
I don't think autocenter makes any sense for non proxies? It's IMO best to remove it completely
I've had no changes..
I use autocenter disabling with most things
If you drop a car on the thing what happens?
oh, interesting
not to sound annoying: is that geo lod properly split into convex components?
if you have any problems - try throwing a car into it first. I can live by that ๐
It's good debug method in Arma ๐
It blows up right away
I just ran the components again and it's still a problem ๐ข
i don't have any OB experience to speak of, but i have my suspicions about OB detecting components in the complex geometry 
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.
Have you tried to find non convexities in your geo lod, Structure-> Convexity -> Non-Convexities?
is each pole and horizontal bar separate block?
It may be your geometry lod is not made right
try it with just simple cube as the main platform so there is just 1 component
and https://community.bistudio.com/wiki/LOD#Geometry for the requirements 
getting somewhere with the details (placement is fudged up though) http://abload.de/img/screen02xzs0a.png
If i look on the pic, looks like his Geometry has no Mass cause i dont see these big grey squares
He has marked some and its just little red
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)
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
Oh, as a slight other question
how many polys is a reasonable number for an arma 3 rifle
hy. can anyone tell me why my icons are offset? https://imgur.com/a/DTOsnlJ
Probably because the object isnt centralized
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?
Right mouse click the LOD property name and either delete or edit it.
You should have "lodnoshadow" and value 1 in all your main res LOD's (0, 1, 2 etc)
Between 15 and 30k tri's, reduced to about 1k or less in final res LOD, halving each time.
okay baller, that should be easy enough to do
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.
Hello , I have a strange problem with the muzzle smoke effect on the tank coax gun , the smoke effect appears corectly at the begining but does not move with the gun axis , i do not know why ๐ฆ please help https://imageupload.io/C0aStmjwO4gTyt3
Have you included the memory points for the muzzle effects in the selection for the animated gun (such as otochlaven)?
yes
Need to check the p3d in Object Builder really. Memory LOD.
for the HMG in the turret the effects are working fine only for the coax i do not kmow why does not
Coaxial guns require selectionFireAnim = ""; and then manually hiding muzzle flashes with animations.
But for the smoke effect, check the memory points match the naming in the coaxial weapon config.
where can i find the default configs ?
in memory lod the point is named as it is in the model cfg it appears on the correct position but the only issue is that does not move with the mouse, the muzzle effect anim is moving , only the smoke does not
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.
all the names are the same
the point it was a part of a wrong selection in memory lod grouping
it is all ok now
Yes, that was my very first suggestion. Glad you have it sorted.
Only one that isn't zero is Non Convexities. I've tried a couple things but it still persists.
There's your error then. You have to fix it or it won't work.
Isolate the mesh piece that is non-convex. Try splitting it into two more basic shapes.
For example, an "L" would need to be two boxes.
https://gyazo.com/cc554c54886983286642a29cdb465788 It seems kind of random. Espeically since it's corners and only some parts
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).
So I'm guessing your recommendation is to just rebuild it?
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.
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.
That's what I'm currently doing with this https://gyazo.com/c9de54a1ba9309a22633d470bb63f18a
But it still had issues according to the list that you sent
I'm just gonna have to play around with it a bunch it seems
yes you can create points that set bounds of the object so that the bound center is wherever you like
Is that a single box? Like an 6 sided shape?
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.
Make a box. If that works in game, then make it more complex.
It has to be triangulated does it not?
You already have the link to the Arma LOD's and what Geo LOD needs... it's all there.
But the answer is "no".
I'm doing it rn
the 1 box test is a debug case to see if the problem lies in the geometry lod
you will also need 1 square surface in roadway lod slightly on top of the box geometry
The single box is allowing the correct contact with a helicopter
I thought I was making it simple enougb before but I guess not..
Excellent, so you know it can be done.
Now you can make it progressively more complicated.
you did not make it from separate pieces
some parts must have been joined together
so they formed 1 big blob of geometry together
and caused collision to break
We know they were because they were non-convex
art of geometry making is a bit different
and has the specific requirements to work
guess I'm just not there yet lol. I'm working on it
I love you guys ๐
Here is the part I don't get. With just the octogon in works fine. but as soon as I add a side square it doesn't work anymore https://gyazo.com/007005cad09935c686a580df9073c54d
I don't even necessarily wanna finish this anymore, I just wanna figure out what's breaking it
And they are properly assigned to different component selections and have masses?
i want to start making vehicle's for arma 3 but i have no idea where to start anyone have any advice?
Yup
Terms of make a model in software like Blender, you should to look some other place for the tutorial/reference. If you mean importing into Arma 3, check Arma 3 Samples, pinned posts and ask here
looks great ๐
Hello, how to sync the target cross with the gun movement , in this picture the cross is moveing with the gun but not at the same speed and angle ๐ฆ https://imageupload.io/1UbDbZK43FUcQ4n
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 ๐
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: ?
assuming you're packing Test_Tank_01 from Samples unchanged:
open model.cfg, go to line 108, change from "gunnerview","otocHlaven" to "gunnerview","OtocVez", re-pack the pbo
explanation: gunnerview memory point seems to be erroneously marked as a child of cannon instead of turret. So when the cannon goes up/down by X degrees, view in optics goes 2*X degrees 
๐ โค๏ธ ๐ it works thanks a lot
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
If its through magazine proxy, it would be used straight from the games files and that is OK.
a3\weapons_f_enoch\MagazineProxies\mag_556x45_msbs_30rnd.p3d
Seems to be 
Cheers bro ๐ซก
I might decide to fiddle around with the specific ammunition but honestly for now I just wanna get it out into the game
takin it bit by bit
Overlapping fire geometry will result in inconsistent and undesirable behaviour and should be avoided.
sad
character stuff generally uses shadowlods still
using visualex in the mix can look weird since its a lot softer than the shadowlod stencil shadow
I'm rather happy with the result of it
so if it doesn't create any technical problems I'd rather keep it
should work if you are happy with the visuals
okie
Have you checked that the shadow exists in 1st person?
The problem with visualex in vehicles is that it looks great 3rd person and requires no Shadow LOD, but doesn't exist in Pilot/Cargo View.
the problem may be that it does not cast shadow on itself in the vehicle first person
How do I get rid of these 4 rvmats because they are interfering with the binarization.
I used a model from one of the ARMA 2 sample models, which invetibly brought these, which i dont want
Go to materials and remove them
likely in firegeometry
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.
yo fellas, I got another question
the H_HelmetHBK_01 is the Advanced Modular Helmet used by the Livonians in Contact, right?
Well yes. Don't know what's up with models though
You can?
It fails to find dta folder maybe?
Usually next to buldozer/arma3.exe there is dta folder
It's done in model.cfg. You can find examples in the Arma3 samples on steam
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
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
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?
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
thanks it worked
any tutorial for making door axis and switch memories
i am talking about coding
There is the arma3 sample models on steam
i seaarched door sample but nothing showed up in workshop can you give me a name
Itโs not on workshop. ARMA 3 samples comes with every ARMA 3 purchase
Its the sample House, there you should be able to find doors stuff, geometry stuff, roadway stuff, mostly everything basic for your structure.
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?
you dont have geometry
or the insides modeled
look at the house sample
that has the parts you need
thanks taking a look rn
does bridges need the "Bridge" at the beginning of the modelname?
no
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:
I have a Fortran physical reference, but it's fully assembled, so... 
yeah il second that
might remake my thompson now iv finally grasped the concept of HP > LP modelling
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)
you can
the sample was never updated for proxy magazine
proxy magazine wiki page can give you a direction though
Thereโs a magazine proxy you can use
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?
this one?
yup
which config will show in virtual arsenal?
uhm, I dont remember, im sorry
I want to say the cfgWeapons one
atleast for the display name and stuff
CfgWeapons is items show in backpack,and CfgVehicle is entities show in world?
yup, weapons is also what shows when you drop it on the ground
got it.thx for general answer
how to set config if i have different camo but using same model?
won't duplicate character add many new uncategorized unit to Eden editor?
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
so B_soldier_new class won't add new unit
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
fixed up all the mistakes i wanted to on my low poly bake, still some errors, but the overall size of the object, i think it will be fine
https://www.artstation.com/artwork/41nAk
@woeful viper - you can use either textools
or you can open channel info
and copy the UV map channel to mesh channel
@quick terrace how does the channel thing work? never noticed/ heard of it
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
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.
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
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
anything else after that? just applying edit mesh does nothing to the mesh.
oh ok it gets rid of the edge dependency
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....
works correctly yeah?
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 ๐
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
I believe editing the getIn/getOut memory points should do it
don't know why the badge is black?how to fix this?
changed rvmat then it fixed,seems to be rvmat problem
Make sure the file paths in your rvmat are correct
Do you have the exact name of these memory points? Thanks for your answer.
I tried with DriverGetOut but it didnt make it
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
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
It is possible to make selections by material in many tools. OB can do it though it is usually recommended to do that in your source model straight
Yep iโm working on it on blender, i am a newbie to it so i was wondering how that would work
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
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
Do you have edit lods?
Are all memorypoints even?
And centered
on the wheels yes they are centered
Check that the sum of sprungMass in class Wheels {} is the same as your total mass in the Geometry LOD.
Yes the values are ok
What values do you have for sprungMass, springStrength and springDamperRate on the main weight bearing wheels?
for sprungmass = 3357.393 springStrength = 324000 springDamperRate = 36000 for 12 main wheels that use damperAxis
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?
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.
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?
what tank do you have modelled (designation)?
mbt type
so something real ? then i guess wheels are probably similar size
I will try to clone the left wheels and then replace the right side ones
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?
wheel mesh has nothing to do with it, it's all physx config and memory points
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.... ๐
Which LODs you have?
Do you have proper model.cfg?
It should be model.cfg AFAIK. No other names are valid
yes,you right.I forgot to delete prefix
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";
};
Does not work where? Buldozer testing/in game?
buldozer and in game
but there is muzzlesmoke, just no flash
Is there a muzzle flash proxy
yes
Which muzzle flash proxy did you use?
mk-20
exact path and name pls
\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
If you copy and paste the proxy to a brand new LOD, what selection names does it have?
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)
In what way does it "fail"?
it doesn't want to copy when i only select the proxy
You're doing this in Object Builder?
Select the proxy by dragging across it with the mouse?
managed to make it work, name is : \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
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
zasleh should be your proxy
so having a zasleh and proxy selection is not the correct way?
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.
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
You should have your muzzle flash proxy and a selection named zasleh. Zasleh, when selected should highlight your muzzle flash proxy
currenty i placed the proxy, and then added the proxy selection to the zasleh selection
slighty improved version...from yesterday http://abload.de/img/screen08x4sg3.png
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 ?
Set it to 0 first to clear previous distribution
Let me try this
Thank you very much, it worked ๐
first time didn't work, just tried again and now it does. thank you and apollo for your help and time
is there a grenade launcher proxy?
No

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
Not possible to control it exactly. But that could indicate you have "too complex" model
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
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
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
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.
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
It is what it is, but you cant really do without it 
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.
Ohmy bad, there is an error in the skeleton
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.
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
Is there a way to hide/unhide meshes with a script rather than the model/config setup?
no
what is it you are trying to do?
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
that could work via hiddenselections
doesn't hiddenselections only work on the texture?
there is hiddenselectionsmaterial too
ah, alright I'll go reading up on that then
what kind of material change do you try to do?
there may be some limits on how well that works
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"];
yes. but what effect are you trying to make? It usually helps to be precise as many thinga have been tried already and proven to work or not ๐
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?
yes
as a section
I'll make sure you'll be the first one to see the result if I'm happy with it
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.
hello model_makers ๐ 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!?
Backpack proxy is the same for all models
It gets replaced by the backpack in your inventory in game
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
Best to explain what you try to do in detail.
And how it does not work
I need this for backpacks. And even better, also for helmets. But for helmets I am still struggeling to get the coordinates ๐
is the image sufficient?
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
More a #arma3_scripting thing beyond this point though
Yes, but head shall be pretty close. ๐
You'll have to fake some of it
And make guesses
On how big and at what position something is
Ok. I thought of something like "maybe there is another way for the backpack". Thus, when it is a triangle from 0,0,0. I should be able to calculate a proper starting point for my box, right? One that is not slightly of like pelvis or spine.
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
thank you. ๐ spine 3 is exactly on backpack to far above. And spine2 does not give any results. :D.
It can be different in different models
oh, boy. there is my thesis going ๐ ... In worst case I will ask some tutor or so to show me how to create own proxys on those models. Is this a good backup plan!?
you cant
dont work like that
but its good to ask the specific questions
ok. I thought one can genarate own models and has to set proxys for geometry and memory manually. ...
ok. Sorry to bother you.
Thus, I could use own models with the required proxies?
Why cant I export the original ones and change them and import them with another name?
it just dont work like that
I could probalby write a more complex answer that still results in the same no
but I have pizza
pizza trumps complex answers
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
some other animation tied to same selection?
no, the selection is only used by one selection
is the pbo binarized?
not yet
Id recommend doing that for testing too
ok i'll try
So far, so good:
Looking good! Probably want to use smooth shading for the actual export though
I plan to. ๐ I find it easier to manually sculp things for this part, though. Also, how much of an impact does face count have in Arma? The last time I seriously modelled was for Total Annihilation, and face count was a huge deal.
less is always better
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
this kind of a prop would not be many 100 tris
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.
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
More than five vertexes would be called N-gon (N > 4) and it is basically hatred by almost every game engines or such
@hollow fulcrum +1
@woeful viper why the smoothing group switchup on the folding stock?
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?
i have these things, but can't access them for another 6hrs. ๐
for RV i mean, not for PBR / toolbag /SD render whatever foo
yeah, i know what you mean. and have things specific to the annoyances of RV.
cause i can only come up with something that looks like brown plastic...
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.
do vehicle shadow volumes/stencils need to have the interior also modeled?
its a bit confusing, i see some samples are, but others arent
If there are windows to the interior, then yes, you could create a Pilot or Cargo Shadow Volume LOD with some detail.
If the interior is entirely enclosed (like some tanks) then you can just put a big shadow box fully around it, and perhaps bake in light source shadows to the textures.
why did it turn out like this?
It also looks like your uvmap is butchered
I thought shadow lods could be just planes instead of boxes?
No issue there, i copied strider config for now
uvmap is model related and it is indeed broken
Im aware of the uvmap issue, just trying to fix the shadows rn
Shadow mesh needs to be closed
does not need to be boxes
but boxes are easy closed shapes
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
chosen the 2 most difficult vehciles to set up nice. VTOL plane and Bike ๐
you will want to start simpler
just a box
that you get in game
then gradually work towards more complex things
yeah I was gonna say those are gonna be tough
but if you're determined you do always have the sample models
"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
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
do you have proxies/pylons for them?
nah
are you going to have? ๐
nope
hmm
its not exactly a realistic vehicle lol
proxies are the way to control varied positioning
naturally
but for the old default method lets see
yeah I just dont want it to drop from the origin point of the model really is all
if I recall right they use the rocket or missile mempoints
Although i'm trying to follow the el tyrano's tutorial to my best, this error pops up when i'm trying to export the gun, with or without defining the geometry LOD as custom or as such in blender
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
mm ok, so i should select everything i have in every lod in blender and triangulate them, then i can export
Alright
@stuck oyster Is it alright if I ping you?
Where can I find these tutorials?
youtube
you may need to reopen Blender before exporting as failed export locks the target file
Yep did this
Doesn't triangulate mess up materials or any texture right?
Damn i found already custom textures and normal in the model
So i will have to remake them
no
Oh okok
its usually ok
but sometimes face triangulates different than it was supposed to
and it can lead to uv artifacts
Oke oke
those can be manually fixed later on
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
So i should tweak these settings for triangulation i suppose?
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
First time with this 3d stuff, so i have no knowledge specifically with this issue
Send me the model I'll clean it up for youy
Good enough
@stuck oyster Are there any modern tutorials or text guides on importing vehicles to a3?
no
the older tutorials are still just as valid
the positions of the buttons in UI just have changed
Hmm I must be doing something wrong somewhere then. I'll have to make sure I have all the config entries for rocket and missile mempoints defined.
if not those then try gunbeg, gunend points
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
P3d likely doesnโt have geo, or such
I've added closed convex low poly components for geo along with physx lods, but having no luck on getting the drone to move.
I saw that turret/driver camera motions need to be animations, is that also required to get the drone off the ground?
Does the drone make noise when the engine is on?
No
Could be bad Config
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
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
Alright will test it, thanks Ken
does it make a difference performance wise if i have a helicopter and make the interior a seperate p3d ?
No performance issue, except that as a proxy you won't be able to animate anything inside it.
So sometimes parts of interiors (like seats) are proxied, but cockpits are not.
alright thanks for the quick reply
Hi all, i am trying to texture the tank tracks but in game the texutre is not displayed correctly. I do not know how to explain better , and I made a screenshot https://imageupload.io/LqwWxUXVLtRHIBT
when texture is moveing with the tracks some how it will disappear
Track texture needs to be
| | and not to be ==
^ >
UV map is orientaed verticaly if this is what you mean
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
is a test texture https://filetransfer.io/data-package/ZCao2CVc#link
I cant see that im at work and phone 
ok
I managed to fix it, uv unwrap must be bigger than the texture it self
lol, looks good though. i assume that is your brown plastic.
that does not sound quite right
the same it is done on vanila and on the samples
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?
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 ๐
no
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
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?
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 
I thought so because I can move the boxes around. for example to the tip of the weapon when using binocular proxy
well there are projects around (https://github.com/AlexandreSajus/Military-Vehicles-Image-Recognition) and even datasets on kaggle.com with arma images. However, those screenshot were labeled manually. I simply automate the process without using the material.
back to the actual question. Is moving proxies a problem?
i cannot write this in my thesis ๐ ... 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!?
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
ok. thank you so far. And dont worry about the leagle eagles, those are my turf ๐ And the enduser agreement has quite fair end user obligations that do not prohibit this.
Yeah, I am thinking about this all the time. But my math for such stuff is not fair enough.
โYou donโt learn to walk by following rules. You learn by doing, and by falling over.โ โค๏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
but we do follow the rules here.
what is the vertex selection called for the speed gauge of a vehicle?
you can define it to be whatever you like
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
study material
thanks
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
hy. I have a issue with texture transparency. I tried to read other users issues with that in forums. I can see through my solid object. I made the texture with _co suffix with Image to paa. Tried it without and with rvmat material and I always can see through my object. does anyone have any suggestions what else this could be? https://steamuserimages-a.akamaihd.net/ugc/2115062479266001423/A3786A48F8DF09370D65EB9B4053D40AF9EC600B/
Can you see through it without any textures?
I need to try
is your texture named with the _CO suffix before its conversion to .paa? and does it contain alpha channel (even if it has no transparent pixels)
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
photoshop say no alpha channel https://i.imgur.com/wBDHh0s.jpeg
Do you have any other lods? Or just the visuals
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
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.
Do you have any named selections on the proxy?
ah, yes it's also named gunner
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)
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
View Pilot yes, but not View Gunner. Which could be the issue perhaps.
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
Try LODTurnedIn = 1; and LODTurnedOut = 1; in the gunner turret as experiments. Also remove any named selections from the proxy.
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
You see the weapon in LOD 1 (external view)? And then setting your turret to use LOD 1, you don't see it?
it seems to be? I'll try setting the gundrone's turret to use LOD 1 and see if anything changes there.
It's not a personal weapon and you have hideWeaponsGunner = 1; in turret config?
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_(ใ)_/ยฏ
Thanks for your ideas <3
Why does my firegeometry not work? There are no bullet impact effects. I've assigned faces to penetration .rvmats...
Components?
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
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
ok i did the latter and now i the window and wheel works, but not the main body?
to cut time, i put the entire body in 1 component
(for now)
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.
hello does anyone know why my material behaves so shortly before night. It gets very dark in the half. on chernarus it is also like this during the day. https://imgur.com/a/Ft43HJU
Do the dark slats have a different rvmat than the rest of the wood?
Check that your shadow LOD mesh is fully inside the resolution LOD.
no it have 1. ok
Maybe post your rvmat code.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i would guess issue with AO / AS map
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.
ok the as texture: https://imgur.com/a/NlCCgYT
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?
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 };
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
do bushes/trees require a b/t prefix to move around in the wind?
or just the class declaration is enough?
its related to their simulation type set in the model itself
bush/TreeSoft/Hard
so the class property in the GEO lod then?
@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
@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!
but i still have transparency issues with my wall. I tried everything Ken mentioned here but I still can see through my model. I completely remade the model and texture: https://imgur.com/a/7yVi7YB
I don't knwo what to do anymore. If someone want to have a look: https://cloud.walk3r.info/index.php/s/ROaQqidRks3p32u
You don't have a material (rvmat) assigned to frame_co texture.
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
7k? it is having 2k
blender is giving me a count of 6890 faces
Bring the glass faces to the top of the stack
what do you mean with stack?
Select glass, Faces > Move top
Its more likely an issue in the model rather than the texture, swapping the glass texture does not solve the problem
when i apply only the glass material without texture it works
is there a lot of glass surface?
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
ok cool i try
Proxies can't be baked into a map though, keep that in mind
?
proxies dont show up in terrain builder/buldozer
but they do work on terrain objects
@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
different thing
flag as a proxy would not have the cloth sim
Would glass as proxy have destruction?
or flag a terrain object now that I think of it ๐ค the flag stuff is special case
nothing has destruction by default
but to make the glass destructible you would have do do it in parts
finally. glass as proxy works
design choises in this stuff can be difficult sometimes
Yup
the forcenoalpha named property can also be tried but it can has its own issues
design and creation methods depend a lot on how much interactive features are wanted
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
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?
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 ?
If you are compressing any files when you binarise, try without that option.
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
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
thank you for answer.
if you work with 3dsmax please share your exporter plugin
I don't. Usually people use fbx as transfer medium I believe
HG is there somewhere I can read about the batch export of toolbox?
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
Check all of your other LOD's for shadow related properties that could be over-riding the SV.
dont know of any
have you ever used it?
no
why do you wanna batch export bud?
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
i have batch exported things with a python script before
i can look up the commands i used
if that helps
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)
what kind of variations?
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.
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
size/texture/direction/named properties etc
Say I want to make a lamp that has a 1/2/4 sided variations
there's a lot of stuff I can have them share
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
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
@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
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
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
Does your p3d have ARMA object properties ticked
Yes, remember that the file hes opened in my friend's PC just fine
I checked it, the file isn't locked
It seems like the problem is with my object builder
I'm able to open your p3d ok with my Object Builder.
Try Steam verifying your Arma Tools installation.
Done that
I just found the logs
does anyone know if that can be the problem?
Maybe you want to remove ObjectBuilder folder and re-verify
Yeah, try uninstall, reinstall.
ok, i'll try that
Just to make it sure
Possible registry error?
could be, I hed to run the registry patch
didn't work, same error
Then maybe what Apollo said
Win 10 or 11?
10
Uninstall all tools. Run a registry cleaner (with backup). Reinstall tools.
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?
it works fine with some of the samples
Some of?
but not mods' related object
So some doesn't?
Sorry to ask, do you own legit copy of Arma 3?
Uh, did you just uninstalled A3T?
yes
(Just received the bot log deletes your posts automatically, did you just experienced an internet issue?)
no, it said that it removed my message for spam protection
Well it actually is a false alert so we can proceed
yha
Aaanyways, try to reinstall
I did, it seems that the registry didn't update with the new configs
Do you have permissions from the original author to edit this model? Sorry to ask, we like to know it's not ripped before helping.
i made it
What does this say, out of interest?
GitHub released ArmaToolbox does not merge multiple objects with the same LOD into one
Check the pinned for the latest/not stable one
then what can i do to join them in one property ?
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".
its a spanish name
๐ฎโ๐จ
It's a Spanish name, then? I don't think that's a proper way to answer Apollo
Allright my bad, thats the name i use for the credits, i was thinking that it was obvious but anyways
name that changes its first letter depending on if it's open? That's rad ๐คฃ
i have photos that demostrate the progress of the vest
come on
I have no other way to prove it
We're just trying to figure out where is the origin of your model
the original model of the fcpc its not mine but the build of the vest yes
fcpc?
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.
i dont know who is him so no
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.
Theres no one called adacas

Gonna shoot my brain out
if the username wasn't sus - i wouldn't search for it :3
I didnt know that lol
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 ๐
In the UK, if you create something, then you own it's intellectual property if it meets the requirements for copyright, patent or a "design". If the items you have used do not fall into that qualification (for example, another modeller makes an untextured mesh sphere) it probably does not qualify and you could use it without implication.
why do you lie about it?
top is my center piece. Again, just placed objects around and got their position from the original object
๐คฆ๐ปโโ๏ธ dude i was saying that i made the the vest
you made the vest? what software did you use to make it? what did you bake it with? do you have screenshots of work in progress in the software you used to make it?
can you provide some wireframe?
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 ๐
Blender, and i have photos of.the progress Pufu
(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)
i am asking because it looks very similar to models made by someone else. Want the help here, please make sure you use your own models
I think the base of the vest was made It by hyoon
you think?
The onus is unfortunately on you to make sure you are not using anyone else's IP without permission, not on giving credit without permission or other people telling you if it's ok.
So if you think something you've used could be considered IP, either get the permission or remake that part.
Yes, i think because im not sure
But dont worry, thank youu anyways ๐๐ป
alright. I think in this case, it is fine, but if it's any more detailed, then I probably wanna do something else.
It may not be 100% relevant, as I'm not an expert on these matters or which court jurisdiction would be applicable, but here is the UK gov definitions which might help you decide:
https://www.gov.uk/intellectual-property-an-overview
https://www.gov.uk/register-a-design
so what is it then? did you make the model or not?
Lets say no
๐
Sorry for being anoying with you guys
!ban 924440117513445417 60 using ripped models / taking credit for other peopleโs work
*fires them railguns at @slate pebble* ร_ร
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.
nvm, found that one vertice was in wrong named selection ๐
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
Hey up, Im sort of asking blind here, as Ive as yet STILL to actually properly place any object in regards map creation- but Ive read somewhere that you can add little invisible snap points to your objects for the purposes of accurate placement, is that correct? If so, is it possible to add more ...

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;
};
};
};
};
Make sure you don't have any named selections on the PiP textures, such as "camo".
its not part of any named selections (including camo's) except ~pip
@charred bolt
turns out the registry did update, but now it seems that the problem is with texView too
Sorry to hear it. When PC's go wrong they're a pain. Hopefully you can resolve it before you get to the stage of a full Windows reinstall.
tnx m8
can try setting https://community.bistudio.com/wiki/Arma_3:_Named_Properties#forcenotalpha on the model
#creators_recruiting not here
Apologies I didn't see that channel
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>```
corrupted texture files most likely
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?
Arma 3 Samples has nvg slot sample
ahhhh neat
I guess I probably should have started with that for scaling
this thing is huge
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.
If I inherit animations from another class, will those anims be available in buldozer?
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.
you can inherit if the superclass is somewhere in the folder structure
Not working for me (
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
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?
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
What should I reference for animating a piston/shock offset from a rotation joint?
Show us a photo with the parts named and in what direction you want the animations.
You want it to animate like this? (Soul_Assasin's video)
https://youtube.com/watch?v=JvoqBVcDlJU
But with your piston placement, right?
calculating IK by hand 
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?
if it's a "that's the best and it's good enough" i totally get it.
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?
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
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.
When pistons need to slide inside cylinders you're faced with mathematically calculating multiple rotations or else doing it by trial and error.
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)
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.
ah that makes sense
Most stuff you can easy handle if you do the cfgSkeletons correctly. So all axles will move with what you got connected with cfgSkeletons
In OB you can play the anim frames, with Enter you can switch trough
And mousewheel you can move frames
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
With 1 source