#arma3_model
1 messages · Page 20 of 1
Just do a second model and call it as example blabla_item.p3d and turn it 90° or -90° and let load the gear that model
These item gear is a proxy and doesnt change, but you can change the loaded model of it
ok
Nah nothing to dso with that, the Doors open and close fine
Hello, fellow devs, can anyone send me an exported model of a door and (optional) door frame? I need it to make a proper doorway for my building's interior
there's a house with doors in the samples
I don't know how to use Object Builder, I'm just a modeler
if you look at the pinned messages in this channel theres a blender addon called arma blender toolbox that lets you import .p3d files
Anyone else able to give me some insight?
does it disappear when only the opened door is on screen while the wall is offscreen?
Take video of what happens
Yes
For sure gimme a few
then the problem is that the door leaves the objects bounding box
👆
the game only considers the original bounding box when it decides what is offscreen and doesnt have to be rendered
Any way to increase the bounding box?
just add a single floating vertex where the door opens to
yeah
Solid, I'll try it out, thanks
or memory lod
bounds are combination of all lods
also if animated parts go beyond bounds they lose geometry collision
Hi folks, i would like to remove the copilot seat, search light and collision lights (the blinking ones) from my heli model. Should i remove them within the model cfg or delete the memory points within o2? How should i proceed? I managed into fixing the position of the navigation lights in o2 easily, but what if i want the afore mentioned stuff to be removed?
removing stuff from mesh naturally makes them not visible anymore
model.cfg is for animations
for lights you would remove the light classes
removing just light memorypoints would make lights default to model origins
Okk, so remove the classes from the model cfg, thanks HG
Btw almost forgot, same reasoning is valid for the copilot seat?
config.cpp, not really need to do much in model.cfg
you can remove animations related to anything you remove from the model of course
for copilot seat you would remove the copilot stuff in config.cpp
and the proxy from the model
Aight aight, roger that
Works great, thanks for the help my g
What define the position of the expulsion cartridge animation? Strangely when firing from the heli cannon i see that the spent cartridges spawn from the center of the helicopter, near the exhaust position. gunBeg and memorypointGun are assigned correctly, then what explains this?
they have their own effect
gunbeg/end points define the barrel direction
the effect points may be defined in the weapons config
Ooh, i inherit the 23mm cannon from GM cdlc. Maybe that's why. But their gun is positioned under the helicopter though
As mine, if that makes any difference
no difference
you need to figure out what the effect points are named from the weapons config (config viewer)
and add those memorypoints to your model
gunEnd has nothing to do with the casing effect
it gunBeg gunEnd define what direction shot goes
the trajectory of the shots fired is accurate, is the casing the problem yeah
Ok found in mu model the "destructioneffect1" memory point in the same position where casings happens
i shall move it near the gun chamber
Yeah sorry i was just wondering
your model likely does not have the correct memorypoints
so you need to check the names of the effect points and add new points for those names
Ok, found the cartridge effect, its effect name, and its memory point. Now i should make the a memory point in my model and then? I'm confusing a bit
Ok maybe i got it. Should i create a gun particle class to connect the name effect of the gun with my freshly done memory point?
no you should just need the memorypoints that are same name as used in the effect class
you dont need new effect class if you are inheriting it
Worked 👍🏻
👍
Hello,
How can I naming bolt with charging handle gun's skeleton?
they moves together.
like: https://drive.google.com/file/d/1yYKITAuV7eRp8Bt-5vEOLQYV4X5e8r3E/view?usp=sharing
and this: https://youtu.be/wd98wovSSV0
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함께 보시죠!
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Not sure what do you mean by naming. Name does not really matter if you set everything up
What is the setting to make map objects on map have more transparency? As icons?
Probably you could try these RGB colors so as example 1,0,0,0.5
Means red, and 0.5 transparent
Oh wait, map objects also need a own definition and need definition in the model itself aswell in geometry LOD property
Anyone got a clue why i'm not able to copy past points in obj builder anymore? I select a pont in a selection, then press ctrl+c and create a new lod selection, then ctrl+v to past the point in the new selection. But it doesnt work, the copy pasted point is still tied to the previous selection of origin.
That is normal.
You can't simply copy and paste it, you have to either rename the selection before pasting it or add it to an existing selection by selecting all points and right-click>>redefine the selection
Okok
I'll call that good enough xD
Yeah looks good great job 
It's a little messy but here is the code I used to generate the angles. I gave up on finding the inflection points xD
Well done, that does look good, nicely worked out!
Hello. Does anyone know the file names for the generic US model base? to use as a reference?
there arent any
there is only the sample character in the arma3 sample package on steam
oh. There is no way to get the arma 3 models to use as a reference?
no
you can only retexture them?
correct yes
how do people make custom armors that work with the defualt models if they dont have a reference to fit it to?
they dont.
or they make a guess with the sample character, then test in game and make adjustments
how do they weight it to the arma 3 skeleton ?
the sample character is weighted
you can transfer those weights as a base
and tweak to fit
people also have commonly used Macsers armarig to test weights (blender users at least)
its a comminity member made rig that the armaman fits with
or you can make your own rig too if you like
Is DeP3d by Mikero a paid tool?
Guys, any tips or tutorials on how to make custom optics for helicopters? Mine it's a mono seat with a glass cockpit and uses the vanilla uav optic for the moment
I already made some optics for vehicles, is this the same?
Oke, so let's say i don't need dinamyc numbers and advanced stuff, but just a simple texture that switch between cannon and rockets: is it doable?
Some times i even think about the simple drawn of a dot like in sog cdlc iirc but that's like the last resort
Btw, i have this strange issue with the glass when the player eye sets on a body of water. Totally clueless about what that could be
what do you mean by switch between cannon and rockets
what texture you want to switch?
and what shader does your glass parts use in their rvmat?
not all of them are compatible against water
Between the two weapons available i think there is a difference in trajectory of course, so when you switch between rockets or 23mm cannon the optics could change, or ( that’s an horrible idea now that i think more of it) at least creating a single texture that comprise both of the gun optics
the weapon crosshair is defined in the weapons config if I remember right
if your weapons inherit from vanilla weapons they should get that also
Alright so it’s a shader issue, let me check because this heli is not an exclusive work of mine, we are working in two on it and he did the rvmats
Okk, rockets are vanilla, cannon is a gm cdlc weapon. So i should search for cursor and cursor aim in their config?
Yep we inherit from vanilla glass_veh for the glass rvmat
So i should check the vanilla helis glass rvmats then
this is good idea
What are the "default" and "default_destrcut" rvmats for?
where?
Within the heli config
Hell no, i need to change the rvmat path to the p3d too
that's why it wasn't working i guess
what heli is that?
The heli i'm working on, the custom one
.
well assuming you have that default.rvmat assigned to some part then that array wout define how it changes when the heli is damaged and destroyed
they work in groups of 3
first one is the one on the model as non damged version
second of 3 is damaged one swapped at defined treshold
and third of 3 is the one swapped to when the vehicle is destroyed
Ok that was helpful
Fixed, it was this. All the glass rvmats paths needed to be declared in the p3d
Now i can sleep peacefully
had enough
yes all surfaces need some default material and texture set in the p3d to work correctly
In Blender with the Arma toolbox settings installed of course, how do you define two textures for a single model to use.... I have a model which uses two textures but I only see an option for a single Face Texture. Am I missing something or is it not possible to have more then 1 texture in a model?
Add more materials and assign faces accordingly
multiple material slots
👆
Silly me, thank you
And it worked, thank you for the quick response.
What would be the vert / edge / face/ or triangle hard limit?
p3d limit is 2^16 verts
ty Ken
Hey guys
I wanna make a uniform mod
I hope I'm in a right channel
I wanna retexture the vanilla ones but can't find them
You need to tell us like everyone can understand
I wanna retexture the vanilla ones
Which?
can't find them
Can't find what?
I hope you don't mind me correcting you, but the poly limit (at binarise version 69 or before) was 15 bit (2^15 or roughly 32k polys) and this was raised with binarise version 70 (Techreport #26, Feb 18th, 2016) to 32 bit (2^32 or 4.2 billion polys). * strictly speaking "max vertex indices", not "polys" for the purists.
This does not however mean that all tools (eg Buldozer), or even the RV engine, can cope with massive poly models, but it's certainly possible with modern PC's to push it higher than was ever considered at the start of Arma 3's life.
Thanks for the correction
2016 update mentions 2^16 verts per lod so that was the latest info i had
I bet I am making an ultra silly mistake. I am making a helmet, I added in Geometry within object builder and gave it the property autocenter with the value of 0.
It between his legs. What has my google fu failed for me here?
Helmets/vests/backpacks need named selections to be rigged to the skeleton
ie you'd select the majority of vertices of a backpack in a vertex group called spine3
I see, how would I go about this? sorry if there is an obvious post somewhere I do not know about.
I don't personally use OB unfortunately
What do you use out of curosity?
Blender, you can get the toolbox from the pins
Ah, I thought I had to do blender -> toolbox export as p3d -> OB to finalize
Hello, Can I get a document for "Material" in Enfusion Blender Tools?
List of needed things is in pinned messages on the channel
I cannot find it
Wrong channel
oh sorry
btw thanks for sending me over here goat. you the mvp
Blender with the toolbox can work to skip OB use completely, but OB is good for checking certain things work right.
There are possibly a few things you can't do in Blender that you might need Object Builder for, but not much.
However, for those that are proficient with OB, there's nothing wrong with using it, it's just a tool and your choice of which to use.
Okay, awesome. thank you guys so much. I will read through all the pinned messages then see if I have fixed the issue afterwards.
OB can be just tedious to learn with the limited documentation. (not that blender Arma things are any more documented either...)
Yeah, I plan to write out as much as the steps I can then throw it on my github or something. That way it may help someone down the road.
I have been doing a lot of opening really old threads and youtube videos to see what does and does not work.
If you need examples for buildings/map objects feel free to go through my model repo
Could I have a link to your repo?
Went through the pins and the wiki pages. Still in the guys groin; blender screenshot with the Geometry object selected.
I have not. :O youtube video tutorial failure. its only like 5 years ago.
Inherit armaman to a new class that has the name of the p3d and add the selection to that
On a side note feel free to step in with corrections, I'm recounting week old experience of my own while sleep deprived
Sleep deprived unite!
so would i include
model = "\myfile\addons\something.p3d";
or would i take the sections from arma man and place them under
class something : armaman
@white oak if coyote and I figure this out with your sleep deprived life Im totally sending you like 20 bucks on fiverr or something
class something : armaman
Add a new sections array with just your named selections
Pack the mod with the model.cfg and the p3d in the same folder
ok
:O
Why am I stupid? lol
what I initally followed: https://youtu.be/BfS9fBOE7Gw?si=ieBHIvQrjmJJMLPy&t=7107
the helmet just sits in between the legs and we cant get it on the head
Uniform models
so it would look like this?
class firewall_helmet: ArmaMan
{
sections[] =
{
"neck1"
};
};
honestly i just need someone to walk me through it I will be in vc
do not use outdated config files.
Those htMin/htMax etc thermal properties do not belong in the model.cfg at all. They are config.cpp parameters. Unfortunately BI made a mistake many moons ago and put them in a model.cfg, never corrected it and modders have copied blindly ever since.
does it matter if those are left in?
Why not also add next week's shopping list and a short little poem too? No won't "hurt" apart from reinforcing to other modders that it's needed, but also completely pointless.
Ahhhh, software dev sass. I shall add the shopping list and a short little poem.
😉
Think, we could make the most amazing poem as a group! :D
Looks like i have Glass issues again. What would this be? Specular issue of the rvmats? This is my glass_in.rvmat, derived from the vanilla heli light_01, as far as i understood, it should concern the inside of the glass cockpit, am i right?
#define ARMA
class StageTI
{
texture = "a3\data_f\default_glass_ti_ca.paa";
};
ambient[] = {0.1,0.1,0.1,1};
diffuse[] = {0.1,0.1,0.1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.1,0.1,0.1,1};
specularPower = 800;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0.2,0.4,0.25,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "#(argb,8,8,3)color(0,0.2,1,1,SMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,32,128,1)fresnel(0.85,0.36)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage7
{
useWorldEnvMap = "false";
texture = "a3\data_f\env_interier_car_ca.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
I already tweaked the specular[] values, trying to lower them, but no results have been obtained
busy week with normal work, but here are some images of the work on the M2HB from a couple days ago. hopefully touch it again sometime this week 👀
https://gyazo.com/fa6f0218fa39c4b2994a421eed736944
https://gyazo.com/2fb65cd96f457d14f3499348d1d683c4
https://gyazo.com/19f8eaa9306efba989ccd67959c88777
https://gyazo.com/0f04592f00631669c03eaa472efaa236
https://gyazo.com/cf343a01241ec4499fcd7ba8334c58d9
https://gyazo.com/a8e14d4de4e22a30592d6440e03e8b1d
https://gyazo.com/56fdcdd0613930560761cdd719f91081
https://gyazo.com/1362ead69f74c35cfaa9ebdc44e3aa86
https://gyazo.com/5bfb96205245f7b83153758617a1ef8c
thus completes Hatchets porn session for the day.
here is a fun issue I seem to be facing. When I export the p3d file using Blender and arma tools arma 3 will send the error bad file format.
object builder and no issue if I use that.
any ideas y'all?
Do you get any errors when exporting from blender?
mmmmmmmmmmmmmmmm
Hm that is odd. Ive never run into that issue. Is the path to the o2 script correct in the preferences?
turbosmooth me baby
H:\Games\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder
probably need to add .exe huh?
Mine looks like this S:\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe
I appreciate your existence lol. We shall see what happens now.
omg it just works now.
now to figure out how to properly texture a model and export the correct files to convert to .paas
thank you for correcting me!
Are you using blender to texture it?
I did initally, I was not sure if that is correct though.
If you're using a generative method for the texture then they will need to be baked I think. I have almost no experience with texturing in blender
I do not even know what a generative method texture is lol
how do you make the texture?
broke apart the model so I could color 3 separate parts.
colored the parts using the UV map tab on each part of the model.
put the model back together.
for reference
Try looking up a guide online of how to export textures from blender. Once theyre exported you can convert them easily the the texview tool that arma provides
I will do so, thank you!
Just making sure are you using 3 seperate textures for it?
Yes?
Yes
is the workflow better to have each part of a helmet separate in terms of arma? or should I combine the model?
So for example separate but all placed correct on each other (separated for screenshot)
or one object?
Like in terms of arma modding what is best practice
They are all combined into one view lod for armas p3d's so it doesnt matter
okay
There is no one true workflow, as jeff said they're all combined, the main thing I'm trying to clear is whether are you using 3 images for it. While there's nothing preventing you its a tad wasteful to use 3 of them for a helmet, see if you can merge them into a single one
If you're already doing that, I misread things
Oh, sorry. I understand what you are asking.
I have the UV map with all parts of the object on it. So I export it as one image.
What I do not have is the different image types for like the reds, _CO, and so forth.
You'd often need to bake the object for the other maps
Usually the workflow for this is
Make object -> make high poly - > bake high poly - > texture low poly
bake high poly?
also thank you guys for being so awesome. you go to the forums or reddit and its just people stonewalling.
Baking the high poly is the process where a program calculates normals/shadows/material properties etc on a high poly model so you get textures that allow you to apply the effects to a low poly model
There's someone called chamferzone on yt their flashbang tutorial is a great primer from start to finish (of the full model making & texturing process)
oh, okay sweet. Should I stick with blender for texture or would something like substance painter / quixel mixer be significantly better?
Thay may be a texturing channel question actually
sweet
that f'n bolt took 2hrs, and still needs a bit of topology rework. fortunately, you'll never really see that stuff in game. should look decent for opening the cover on reload though.
nicely done @hollow fulcrum - you should really jump boat into the openSubDiv yaht
meh.. im just really comfortable with the whole edge modelling turbo smoof process. and honestly some of my daily foo revolves around similar things and animation rendering (where OSD isn't always a great idea). so it's just what i do. obviously OSD has it's advantages. but meh.. 'time' is my greatest enemy. i do have some OSD skills though ;)
just very not very 'productive or efficient' with it. which again, is that whole time factor thing.
yeah, i would say it is exactly opposite - OSD main focus is on animation faster computation
plus, the ability to define on the fly the smoothness of edges without the need to move the supporting ones
just saying...then again best workflow is the one you know
so nobody knows or has an app or script that will generate multiple convex meshes from a single mesh? (ffs.. i know i had one some years ago..)
(╯°□°)╯︵ ┻━┻
Im having an issue with the ai path lod, everything is named correctly, but the ai dont like the doors, so they wont pathfind into the building unless the doors are open. I have the entry and exit points to the door named as ActionBegin1 and ActionEnd1, so im not sure whats up with that
do you have the useractions for the doors?
yup, the player can interact with it just fine
and both actions are defined in the config as well
is the action set to be player only? 😅
lets not tell anyone
@stuck oyster Actually it did not work... The ai still pathfinds to the closest exterior point of the building
is there an in point before the door?
yes, a doorless entrance that the ai can get into just fine
Does the door also need an in?
whats the condition for the user action?
sorry its using another script, im trying to locate it
what Im after is, does the condition require action user be player
or something else that would prevent AI from using it
could I just set the condition to true for now to test it?
sure
will it accept code like this = {true};?
hm gave an error, ill just bool it
hm even with it as true the ai ignores it
Is there a standard for how to set your model to correctly have the "front" the same way as every other object in arma?
From some scripting functions on wiki I am led to believe that y-axis in model-space should be forward (front), with z axis being upwards.
Looking at my model in ObjectBuilder tool I have the model set so when clicking the "front" key it shows the front. However this makes the y axis being "upwards" when looking at the coordinate system in the top right of the program.
Wondering if I have the model set the wrong way around compared to arma standard?
There isn’t really a way to right it. It’s keep rotating until when you rotate the object in game, the arrow follows the front
hmm. How does it work then if I have two different objects that each have their "front" in different directions on the model itself. If I give them the same vectorDirAndUp ingame, their front will look at two different places? If that is the case then any way ingame to take that into account so they will both look the same way?
Front is defined in Object Builder as pointing to the left, in the LEFT view. (CfgVehicles)
Thanks! Seems like I indeed have the model back to front.
Any easy way to just flip all lods/layers in object builder? Before I used to do a full reimport from blender and redo layers. (I am very new to the modeling part)
Thanks!
How does this apply to objects when they are laying on the ground? Rotating my model around so front is pointing to the left in the left view, when its placed on the ground ingame its upside down. In the image what I intended to point straight up, is pointing straight down.
I guess items laying on ground is different in terms of what is front and up?
Try comparing your item to a similar vanilla game item to see how they behave. What is your item?
its a static object, item itself is decorative, but with scripting attached for tracking its location. Think handheld radio. I'll try and compare with orientation of vanilla game items in the object builder
Comparing it with the weapon in samples and I figured out the orientation. Thanks! Seems to work as expected now! 😄
Now I just need to figure out why my texture break when lod change 🤔
Looks like the UV in your next LOD is broken (flipped/resized)?
That is a good shout. Getting late now, so I will check that tomorrow. As that mean I need to reexport from blender then, and remember how to do that. (When I originally did it, it was a rather long time ago 😅 )
Actually even in doubt if I did proper UV of anything but the first lod... that could explain a lot.
Thanks for the help! 🙂
I have no hair to pull out or I would lol, "Autocenter" equals 0, need View-Pilot, and Geometry. Geometry must have Autocenter right?
For a helmet.
geometery lod yes
huh, for whatever reason it kept resetting the Geometry lod to a custom lod.
Can you not use hiddenSelections with proxy selections for helmets?
I know some proxies cant utilize the hiddenselections system fully. Like vehicle proxies cant change using the vehicle appearance menu for example. Perhaps its the same here
my proxies selections aren't visible at all in-game. I did assign the hiddenSelectionTextures and hiddenSelectionMaterials the proper textures/rvmats
Where are you assigning those values? In the helmets class?
Since its technically a different model, that probably wont work. I actually cant think of a way that it would work, since youd have to have a different class definining the selections of the other object, but they wouldnt at all be synced to the models in your proxy
yes
In the p3d, the proxy is assigned to a selection and when I place that selection in the hiddenSelections array and assign it a texture in the hiddenSelectionsTexture array, the proxy isn't visible in-game
And it is visible if you dont do that?
Alright. Im going to go with its just not possible to assign hiddenSelections to proxies then. On paper I cant come up with a way for it logically to work, Ive never tried it though. Perhaps someone with experience with it know
Is suggest including every face that you need to be able to change textures on in the base model
Out of curiosity, what part of the helmet are you trying to use hiddenselections with?
camera, flashlight, strobelight
instead of 12 p3ds totaling 330mb, I wanted to use 1 model p3d and 3 proxy p3ds
Hold on im confused now, are you using hiddenselections to change a texture or are you trying to use it to hide the proxy?
Ah
one sec
Ok, you should just be including the alternate parts into the base mesh, not as a proxy, just as the model. Then they can be hidden with hiddeselections
You could still use 1p3d for everything. Just have ALL your helmet content in it, and hide and show stuff as you need it
dont. Arma uses such weird systems lol, there are so many ways to do something its hard to keep track of it all
@last spindle i could see where that could be really useful for building and the like. i might even try that. grabbed the unity plugin, will report back how that goes. if it does what i think it will, i'll be very happy.
http://sourceforge.net/projects/hacd/
https://code.google.com/p/v-hacd/
better links, the previous one was more educational/historical..
In object builder is there a way to change the scale that you zoom in or rotate in 3d view? the Top/Front/side etc are find but the 3d preview when scroll is way too sensitive and zooms way past the weapon i'm working on. And it's properly scaled to the same size as the test weapon in Arma 3 samples.
Alt LMB RMB mouse up/down
is the vest example suppose to have any kind of model at all?
Doesn't work, goes from this to this in 1 unit of mouse wheel scroll
Not wheel, mouse move up
Okay that worked thanks
Object builder is just so awkward to use compared to Blender
Yeah, but if you have to use it, https://community.bistudio.com/wiki/Oxygen_2_-_Manual
Thanks
yeah, outside my paygrade but somebody should do it or tell me how. haha
Hey! I'm working on a metal gear mod and for some reason the transparent texture seem to be generating some weird artefacts any idea on how to fix it? (ill send the images momentarily)
if the back is to the sky or ocean this does not occur
your background color under the transparency is white and then texture mipmaps the white bleeds through. save your texture with approperiate background colors under the transparancy (png save option usually/ tga should do that always)
i have never heard of this before, i will search on how to do that
after i check the save option tho
I've been searching all night and im unable to figure out how to change the color underneath the transparency as you said.
Which software you use? Also what is the name of that texture?
im using photoshop for this texture edit
texture is named trans_CA
I really thought his was a model issue or i wouldve put this in texture makers :/
ill give it a read
Also uh I should've suggest this before the article but
Does the transparent part have color in PAA/TexView?
I mean bottom left part of TexView
It should tell RGBA on the mouseovered pixel in 0-255*
Or Top left box of TexView to switch render mode
i made a custom rvmat want me to send it?
Best to post it here
I'm not able to check rn and actually HG has better knowledge about such
well i appreciate the assistance on your end :)
Actually, A3's shader is definitely not perfect, since it is almost 15 years or more old tech. Not even PBR you've noticed, so nothing could be perfect honestly. So please try not to bet all of your money, but prepare for "it is what it is"
Regarded to the such transparency, sometimes even vanilla fences do such
thats what i thought
if thats the case, frankly, ill just deal with it unless there's some magical easy fix (which there probably will not be)
oh well i tried
try using _co instead of ca transparency
co can handle transparency too but its 0/1 aka fully transparent / fully opaque while CA allows for blending but can cause issues
Said CA
you need to resave the file as _co not just rename it
Well I just read through the python script for blender, works similar to the UVLayout maxscript, should be able to utilize both to make a maxscript version......exports an obj, runs it through a exe and then imports it into the scene
Ah well, that's a point
like for example BI use CO transparency for camo nets, fences (like yours) etc
i prefer to be anonymous
there is nothing wrong with that either. ;)
this one also looks epic http://kmamou.blogspot.com.au/2015/06/a-simple-c-class-for-3d-mesh-decimation.html
check out the pictures..........all those hours spent reducing poly count on my models....
think thats the guy who took over the original workings.
yeah, but even outside of that.. a good decimator is always handy.
yeah and i expect that if you have your UV's setup with hard edges at boundary, and the decimator is told to ignore hard edges, should be fine
key word there 'good'.
also looking at this http://kmamou.blogspot.com.au/2015/01/opencl-acceleration-for-v-hacd.html v2.2, 10x faster
ofloads calculations onto the GPU, similar to upgrading from xNormal to Knald
that looks like a killer setup honestly. wish i was at the rig to check the Unity implementation. regarding decimation things, i've used Polygon Cruncher on/off for a long time. i think the only one i've seen do better (with large scale stuff, 100k's) is the decimator in ZBrush.
and xnormal can do GPU rendering these days :P
and it's very fast. (i haven't even had time to check knald, seems to be gaining popularity though..)
yeah, but it aint as good as Knald :o , ive only just gone across to Knald, but i like it, however it has its issues, so does xNormal
is knald actually producing better results? or is it something else?
The normals i find are very close, xNormal maybe better, but deffinatley takes longer, Knald does do a better job a Curvature, Concave, Cavity, they seem cleaner. The biggest thing for me is speed, and the ability to preview all in 3D, export the ones you want, adjust cages in realtime in 3D
and it looks like something programmed in the last decade......... not 1999
lol, well the idea of realtime cage adjustment sounds interesting. honestly i've yet to find anything better than xnormal for handling normals and the overall quality. but it is lacking in generating some of the more commonly needed maps these days. speed is really not an issue, but previewing and all sounds good.
i'll mention, i like the baking results in the current 2.0 suite. as you can bake a many a thing in there now. ;)
reason i will not purchase knald until after i see Suite 2.0.........just using Knald Customer Beta atm, full features and works like a charm
well, it's time to go close some shops up. catch you guys tomorrow.
and i think i read somewhere 2.0 release in a couple weeks. (?) might be the other thing.. hopefully soon though. granted it still needs some tweakage in a couple departments.
meh just release it all ready, or give me a beta license ;) i was wanting to not start texturing the M198 until it was released, but could not wait any longer, so started it in 1.0
Good morning to everyone,
I have been having this issue with an object placed within a building after adding the force no alpha property.
The white texture looking issue only occurs a at certain angles
Also these objects are baked into a terrain
Move faces to front
All of them are at the top
With the move top command
As I said the model doesn’t have this issue at certain angles
Is the room a seperate structure or is this all in one?
It’s a separate structure good sir
If you are building a complex object in blender (or whatever program) and you have it ready to be imported to arma. Should the objects be combined in blender / object builder; think car and wheels.
imo the easiest way to get something into arma is to not use object builder and do everything in blender.
so yes you should combine the object in blender
I use blender for 95%, for whatever reason I still have to open the p3ds in object builder to relink the textures. the arma settings keep losing the paths for whatever reason.
Okay, ty!
I'm not sure if i recall correctly but something like that might be caused by the o2script path not being set up correctly
ah
knowing my luck that would be the case lol.
Well now I need to figure out how to have each object keep their textures cause they load funny right now lol
Probaly try the wirepart texture instead of _ca as a _co but you got to resave it as _co
@short copper does this point to o2script.exe for you?
then it's probably a different issue, i guess i misremembered
Will try shortly
If this doesnt work, check out this here:
https://community.bistudio.com/wiki/RVMAT_basics#Render_flags
NoZWrite might be interesting for this
Hi all i got my building working ingame and going good however the doors open instantly rather than smoothly. How would i fix this?
{
type="rotation";
source="door_1";
selection="door_1";
axis="door_1_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.0;//rad 0.0;
angle1 = -1.6;//rad -91.67325;
// memory = true;//(default assumed)```
the pictures that i originally sent were actually the _co version but when i changed it to _ca it didnt seem to affect anything
that was with doing it properly ie. naming the png/tga ca/co and then resaving the paa?
double check the animperiod value in animation sources in your config, it might be set to 0
Making the file a CO worked. Thanks my guy
Spooger man
lol
My templates for characters / full body models seem pretty scuffed. Do I need to complete a repair operation somewhere or should I search for better p3d files to make uniforms?
what do you mean by scfe
awef
The models load in with a ton of wild planes which I expect. I try and clean them up but it just ends up deleting the models.
that is importing A3_character_example p3d
yes this is how it should be
oh, lol
I see. would there be a better model for creating uniforms or should I just use the skeleton dots man?
I tried a few models and all of them imported this way. Good to know it is intentional though lol.
no this is the one you want to use
🤔 you cant open other models unless you do something forbidden
I am just doing the file import p3d.
I know webnight has his stuff open to people, well some of it.
right those are alright
If I am doing something forbidden I do not realize it lol. I am just doing everything I can to google before asking anything here.
Should I just make my own version of the template that is not so pointy then import the uniform afterwards on the correct version?
no open source models are fine
the way you said it sounded like you were doing something else
disregard that
the sample character is the one you want to use though
mmmkay
like I said
you need the proxies in place and the various LODs the sample has
+your own resolution lods for drawing simpler versions of your thing at distance
trying to read up on initPhaseArray for randomized animations/init states without much luck
does the game select a random element in the array or does it generate a random value using the elements as a min/mid/max type deal?
Tested this further, seems its the former, where a random element is picked from the array, dunno if there's a size limit though
how many variations did you add?
6 {0, 0.2, 0.4, 0.6, 0.8, 1}
I'm using it to hide meshes so no clue
not in bulldozer, baked it to the terrain
start from testing in OB buldozer to make sure your animations from model.cfg work
then for terrain baked objects you need a classname in land_p3dname format to connect animations between config and terrain placed p3d
and when you make model.cfg animations you should know what values you use in the animations
On this note, how much performance difference is there between an object that has 14k faces with half of them hidden vs an object with 7k faces
no data on such
technically hidden parts should not be drawn I think
as long as they are hidden by the actual animation
not by making them seethrough with textures
to uncharted waters then, if there's negligible difference it'd be so nice to have entire buildings randomized
So I have VIV setup so it goes along that long straight hallway, any ideas why that 3rd vehicle is in the ground? its ViVed so when I move the big vic it moves with it.
what is ViVed?
like its loaded
It's been a long time since i last messed with viv stuff, but if i recall correctly there are memory points set in a vehicles config that define its bounding box for being transported.
So i think the vehicle that's in the ground doesn't have those configured
hmmm
do u know which memorypoints, or their config entry so I can cross ref
I'm on mobile atm so no
I can check it once i get home
ty 
@umbral shuttle just did a little googling and found it
https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport
It's the points referenced in dimensions[] that define the bounding box of the vehicle and therefore the position it's in
ohoh u meant on the big vehicle
i meant on the vehicle that is being transported
oh so the APC thats in the ground needs it too?
Yeah
Let me go look at the config then for the 3 cars that worked fine, and see wat it has
Just saw that you can even manually set the coodinates now if you don't have the mempoints
That wasn't something one could do back when i last worked with viv transports
hmm so the car doesnt have class VehicleTransport defined, so I guess it got lucky with its bounding box?
I guess default behavior is that vehicles can be transported using their default bounding box
Go check the apcs config
ahhh the APC has it defined, and the memory points are nonexistant
Well i guess you can override the apcs config mempoints with modelspace positions to fix it
am i doing something wrong, im trying to connect memory points to an animation to hide it, but i cant seem to get it to work, the mempoints are connected to a reflector cfg
i know its doable as another mod does it, i just cant get it to work myself
Memory points are only usable as axes and such
You need actual model selections
what LAW model was used in ACE2?
yeah, i actually beat you to it in another conversation. i just added you on sketchfab also, and created an account. i have you to thank for that. :)
Hi folks, I'm currently learning model making and I have a question about shadow LODs. My impression is that the general rule is that the shadow LOD has several rules such as each mesh has to be fully enclosed, triangulated, sharpened, and that the volume should be 90% such that it does not clip the resolution LOD and cast shadow onto itself
However I'm checking some models for reference (above is a random Hk416 from NIArms's github) and I see that the Shadow LOD exceeds the resolution LOD. I copied the shadow LOD over to the resolution 1 LOD and can see z-fighting all over
Is there a technique used to ensure that the shadow does not cast onto the resolution LOD itself, but that it will cast the shadow on other objects/the ground?
ive moved on to Marmoset Viewer and ArtStation now......
damnit Jim.
I like both, if the combined, AWESOME!!!!
Sketchfab supports animations, has an API and is very very awesome......Artstation has a cool wall, better displaying of artwork, and the Marmoset Viewer you can do a stripped Normal, AO, Specular, Diffuse view......
well i've used Marmo and 3DO for those things for a while. i have been looking for a good place to put foo though.
https://www.artstation.com/artwork/41nAk load it up, and click one of the buttons in the top right of the viewer and see it give you the stripped view
yeah, i wouldnt put stuff up just to see what it looks like or test, it is for showing off :p
artstation is da shit
ah chit, that is nice.
:D
you have a 17 also :P
where's the channel specfic 'P0RN' emojicon????
need to push more stuff there, an make some lighting adjustments to the 17 as well, since that was the first test
@hollow fulcrum yeah it is already in 0391
@hollow fulcrum......that script i was working on, it output something, but i cannot find where it is outputting to :s strange since i coded it ffs
outputting is good.
found it buried in a user folder, must of got some paths wrong
im stoked about that. i should be sleeping right now. got me all excited, and now i must tinker or chatter. seems to be mostly chatter.
want to texture a howitzer for me?
nah, i have it all baked, and started the process of base in DDO, which means i have 8K PSD files that are like 200mb each take me awhile to upload
i already started, so i will just plod along, until i get Suite 2.0 ;)
So I've tried everything known to man (bold statement) but I'm hitting a wall with this one. No matter what I do this muzzle flash is kicking my butt.
So I'm importing mk47 to arma 3, everything works perfect besides the fact that when I put on a suppressor on the gun the muzzleflash just stays there. When you fire the gun the flash rotates around the suppressor. Has anyone run into this issue before?
class zaslehrot
{
type="rotationX";
source="ammorandom";
selection="zasleh";
axis="zasleh_axis";
sourceAddress = loop;
minValue = 0.0;
maxValue = 4.0;
angle0 = 0.0;
angle1 = 6.2831855;
animPeriod = 0.0;
initPhase = 0.0;
memory = true;
};
and this, just a little test to see if the commands worked http://i.imgur.com/rieZzPn.png
all good, i'd do it though ;)
not very complex to start with, but just wanted to see it get rid of a few edges
going to jump it straight up and try 5million poly turbosmoothed mesh next
do it! i still haven't made it into unity... mind is set on sorting 'presentation' things.
nope, unless he updated the repo, i just used 2.0 not 2.2 i think, have to check
that was using his example, low quality fast settings, not a bad result
hmm.. how much overlap is there between elements or are they have flat seams?
flat seams i looks like
this would be ideal. nice
meh, i run at 100% all the time
the seams ^
curious to see how detailed it can go and accurate the seams are
anyone know if it is possible to animate the Vehicle in Vehicle (ViV) memory points / loaded vehicle? For example, could I load a crate into a ViV defined on the front of a forklift, and then have it move up and down with the lifter?
kinda difficult to see whats going on in that image, but then again its 0245 here
im still having to mess about with a cmd line to get the output, max doesnt like the cmd string im generating, when i sort that out V1 can ship :D
haha <3
Hey horrible and or anyone who has been modding for awhile; once I finish writing the doc on basic modding would you be willing to look it over to make sure I didn't make any newbie mistakes? I want it to help people in the future.
This doc?
? :O
Because I see nothing
What does this basic modding include? I mean about what kind of basic modding. Modding in arma can go in many different directions and some tasks are very different to others
Just how to go from something modeled in blender to in arma kinda deal. tbh if it is a waste of time I won't continue.
I think the idea is great and i also told once to HG if we all vets & experienced modders could do a "How to guide" but not really anyone wants to do such.
What you want to do is also different, i mean its a big difference between a simple crate or object to a whole functioning tank or car or airplane etc. Thats what i mean it does go in many different directions.
I would be in from the whole start so started with installing the modding tools, how to do a cool mod.cpp, how to do configs for different kind of stuff and all the other tasks.
But i think after more than 10years Arma3 i do know why the other people dont want to start with such. Not sure if its a waste of time or not, actually a lot can be found here, and a lot of questions get answered here.
But also a lot gets repeated every month
Yeah, that is kind of why I wanted to do it. Something from the very basic of getting in a simple helmet or box to vehicles. I planned on putting it on github so people could do pull requests and make edits.
So much of the info out there is either out of date or does not work due to technology changes that its a giant trial and error to do even simple things at times.
can you help me with this problem? its not transparent but i can see other vertex(?) from other side of the wall
Perhaps flipped normals or a bad rvmat/texture? Try importing just the view lod without any texture or rvmats and see what it looks like
Normally just place the shadow LOD on top of the resolution LOD's and make sure it doesn't stick out. Scaling down the shadow to be 98% of res LOD can work with very basic shapes, but you'll normally need to do some manual tweaking.
Where the shadow protruding doesn't matter is in deep holes, that are likely to be permanently shadowed anyway (such as down gun barrels, in suppressor recesses, exhaust pipes etc).
One trick you can play is to reverse the normals of certain parts of the shadow lod if shadow break through is an issue, as this will cast a ground shadow, but not self-shadow. Use wisely.
Selection zasleh will need to be both in model.cfg CfgSkeletons as a skeletonBone, and also in CfgModels sections[].
Also make sure the proxy is not part of any other sections[], such as "camo".
I highly suspect the answer will be no but there's only one way to find out and I hope you'll tell us when you've tried it? 😉
I will double check when I'm home but I'm 99% certaini put it in CFgSkeletons and in sections. But you know what I think it might be, my zasleh and the proxy are the same. That's what I've seen other weapons have done and thought it's ok
You do name the muzzle flash proxy as zasleh, that is correct.
Hmm will check if it's tied to camo maybe
There is a mod that loads crates in the back of pickup trucks and they move with the vehicle. Not sure but wouldn't that be a similar concept?
This one has some nice logistics, but I expect Evrik has already heard of it 😉
https://youtu.be/Yo5_tB_3Tjs?si=HpJpCfKD-zvznlsJ
A quick view of the new MAN Truck series.
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Hi guys, I have 1 singular memory point to open two single doors adjacent to eachother, is there a way I can set this up in the config or do I have to use a script to open them>
userAction can do whatever you want it to do
I feel like I'm going deep into the weeds on this lmao
how much detail should I really do for the bolt or does it not matter much
How would I go about making a head without a nose for a mission? Does not need to be a mod, can be In just the mission files, but I have no idea if it is even possible
needs to be a mod.
Damnit, alright, time to learn how to do that 😄
What are the main reasons why memory points would not work ingame?
I've placed them but its as if they're not there ingame to do anything with
And I have correctly defined them in my cfgs as I have done the exact same with another building
Does the .p3d model name have the same name like in cfgModels?
Yes and it loads in fine Ingame and I can animate the doors via debug but whenever I try to add anything via the memory points they do not work
If I inherited my skeleton to some vanilla skeleton,should I declare all skeletonbone under parents to have a correct inheritance?
what kind of a thing are you making?
imo its best to have your own skeletons set up fully instead of inheriting them. that way you keep control of it better and knwo what exactly is in it
character being the exception where you need to use the exact same skeleton and not your own so that the character animations will work
Does your model has Geometry?
yes as well as geometry buoyancy
Does the Geometry has a weight?
mightve been the issue, i just set it on 100 and it either starts flying around or does the same thing in the video
Arma 3 Sample's Weapon's geometry mass is 7
making a uniform,so i think is better to inherit vanilla skeleton to avoid issues
In Arma 3 Samples is an example and an example model.cfg
Make sure your uniform model has arms, hands, fingers etc at same position like the example has.
And add the selectionnames & weightpaint
I already done that,just have some question on the inheritance of model.cfg,and it's solved
it still does not work unfortunately, it starts flying around more, but then continues to do the falling bug
For characters ypu copy paste the exact same cfg Skeleton setup. It has to be exactly same.
Then you have the cfgModel classes where you put your P3d name as classname as it is shown in the sample model.cfg
The definition of convex on internet should be accurate
This
I should have asked this a decade ago. Would there be value in using blender addons like simply cloth pro to make mods or does arma not like blender addons?
what blender addons or tools you use dont matter at all
only the resulting model transfers over
👍
Wait, do you have any suggested addons? paid or free.
Now thats a big brain question
not really off the top of my head.
I've bought some that I have not even used yet
but it really depends a lot on what you model and how your workflow goes
I am mostly curious what others use currently; see if there are any I would like to look into
Hard Ops Is really good, i use Machine tools too
and mesh machine
Thank you! I am going to probably make weapons, vehicles, and uniforms / gear mostly.
For Uniforms To get your base mesh down use Marvellous designer or CLO 3D basically both the same
For Weapons try use a program that doesn't care about topology like plasticity or Fusion 360, Both of them are really easy to learn
You can get a 3 year licence for fusion 360 if you only use it for personal projects and plasticity is a monthly subscription based software
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thanks! I will take a look
Really good for sculpting https://www.maxon.net/en/zbrush
making details on clothing etc
ah, I was about to ask the use case for sculpting
Here's some in-depth explanations of how to export a garment out of Marvelous Designer and import it in Zbrush without having to do any retopology.
The cheat sheet is available here: https://outgang.studio/export-marvelous-designer-to-zbrush/
If you find this content useful, please subscribe on Youtube, it really helps.
This video covers the l...
use this for retopology
there is a lot of ways of doing retopology but the most accurate way is doing it by hand, most people try find ways around it but doing manual retopo is the best way, And you learn a lot from it
use this for maual retopo https://github.com/CGCookie/retopoflow/releases
https://www.youtube.com/watch?v=CIIY1tCC9HQ
A suite of retopology tools for Blender. Contribute to CGCookie/retopoflow development by creating an account on GitHub.
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Hey guys! Here we continue with the boot project, let me know if you wanna see the full retopo process! Enjoy...
is this where I say 'Damn man, I just wanted to make a shirt' ? lol
Trust me, Learn manual retopo for good results I did not do it and got really shitty results
Is there a way to hide a face after unhiding it?
in blender?
in game
meant faces/meshes of a model using model.cfg
as by default having the hide value higher than unhide value does not work
You don't, you can only unhide selections...
You don't need Zbrush, you can use blender but it has a lot of features that blender doesn't have
I was looking at the sculptors toolbox as a kinda stand in
¯_(ツ)_/¯
I also just dont want a ton of subscription based tools. For me this is a hobby and not my career.
Same here, but it's good to have them
hello, i dont know anything about arma 3 but is there a tools python script that works for blender 3.6 or only 2.8. using with 3.6 creates errors. but 2.8 seems fine. is there an updated version?
pinned messages
Are there any known example of objRandom animation source?
Nothing in vanilla files as far as I can tell
on a side note userPositionHashedInit is not random as suggested by model.cfg reference
it is random in the sense that it will pick a random value from its array based on its map position
but it will always be the same value once baked to the map
why do my buildings that have damage = no in their named properties still get destroyed when a dead AI falls on one of its walls?
"damage" named property defines the destruct animation, not whether or not an object can be destroyed
Check the mass on Geometry, only way i know of
try also adding destrType = "DestructNo"; to the config
So, I have this vehicle. It's an IFV. And when the turret is facing front, the gun elevates and depresses just fine. But, if I rotate the turret to the rear, the vehicle has a hump that should limit it's depression over the rear. Instead, it just clips into the rear and the vehicle can fire through itself
Is there anyway to stop the clipping without a script?
Here's the clipping
In Turret config, this sort of thing will do it:
{
limitsArrayTop[] = {{17.1955, -93.583}, {11.1851, -27.2403}};
limitsArrayBottom[] = {{-21.5844, -94.9925}, {-14.3463, -29.4387}};
turnOffset = 0;
};
class TurnOut: TurnIn
{
limitsArrayTop[] = {{35.5209, -94.8698}, {32.1307, 95}};
limitsArrayBottom[] = {{-44.5208, -95}, {-34.5606, -5.0313}, {-32.2057, 12.7971}, {-33.5706, 33.2967}, {-31.542, 70.3073}, {-36.4877, 95}};
};
Use dev branch diagnostic exe to easily find turret limits that you require to prevent clipping.
@charred bolt I actually tried this before and got the points where it should start to elevate
So, in between there is when it should elevate the gun
Is there any documentation on what each value of the array is for?
Yes, google should find it on the BI wiki
but it's simple box coordinates and use the method I describe to find them automatically
Will do, thanks 👍
I successfully managed to import and retexture a gun but still the muzzle flash is a bit in a backward position to the muzzle. Muzzle and MuzzleFlash proxies seem to be in the right place. So what defines the muzzleflash position?
The proxy defines position and direction. You just want to 180 it
That’s why. Roteate then
Thankss
Google apparently can’t
@charred bolt Works
anyone have any general way to make a shadow lod? right now im having issues with closing my mesh.
i should add, im closing it via OB
Better to do your job in your modelling software after all
well, im merging my high poly mesh into the shadow lod
Merge near until low poly
then closing it
but it doesnt appear to work
Easy way to do it, which is also a poor way to do it, take your geo and mark sharp, close and flip
feels like i have tried everything lol
does the AI also still work fine with targeting and hitting? special on elevated terrain
Make it new, don't try to shortcut by using existing mesh.
You can make it from few box shapes pretty fast.
yeah thats what i did in the end
works fine now, thank ya
👍
is there any poly limit to shadow lods?
generally i want it to look nice but i also dont want it to break my game lol
If you are above 1000 you usually have too much
And weapons are maybe 500 max usually
i was doing night vision, i had bought a model recently for it and wanted new shadow lods
my shadow is 200 polys rn i believe
Sounds about right
If only visualex worked with vics
hey
does anyone know if the arma 2 warfare objects (like factories) are included in the released content packs?
while trying my building mod this error shows up and cant open my door
i am sure that i have that sqf file inside my project file
@stuck oyster do you have any solution for that mate?
your path isnt right
to the file
You're missing a physX
And a lot of stuff
Hey, does anyone know the values for the yellow color in emmisive rvmat file ?
Or how to make this color , i need it for a bulb on my tank
0.4,0.3,0.1
for emmissive you can also do
400,300,100
what should I do to fix that?modify and use the CfgVehicle.hpp of sample asset instead?
Go to the class you’re inheriting from and copy it’s physX. Edit as needed
Evening guys.
Looking for some help when it coms to shaders/shadows being cast on the player in custom buildings.
So at this point, the shadows are working fine for a custom building when in 3rd person, however, when in 1st person it appears no shadows are cast on the player. This is only happening whilst inside my Custom Buildings.
Any ideas?
3rd Person Shadows working and being cast on the player
1st Person no shadows cast on the player
This happens both on Custom buildings spawned through editor and also baked into the map.
there are plenty of properties,which one should I tweak?
Copy everything, adjust as needed
yes,I did copy phsyx form inherited class,but I dont know which value I should to tweak to fix bug
I 2X engine power but nothing happened,tank still don't move
Then you need to match the physX stuff exact
Your selections need to match 100%
The sample tank != M2A1 Slammer
I did matched the physX stuff if you are talking about physX in config and model.cfg
And I found I set a wrong value of mass which is much heavier to M2A1 Slammer,then I set it a reasonable value,now It's could turn around and move forward sometimes,but it still far away from a functional tank,should I set a higher value of enigine power?
yep,I should,everything work now,problem solved
Hello is it possible to disable specific proxy? I need to diasable antenas and satelites from CUP terrains buildings :-) thank you for answer.
unless there is a hide animation specifically designed to do that, no you can't.
No AFAIK
Anyone have any ideas?
No
Typically buildings use multimaterial.rvmat and should not need anything fancy for shadows to work
Also buildings in A3 mostly use sbsource=visualex shadows drawn directly from resolution lods.
So they often don't need separate shadowlod.
There isn't anything fancy, just a simple ShadowLOD. however there are no shadows cast on the player in 1sxt person
However the shadows work in 3rd person
And in general they cast shadows on the ground
Can I trigger an animation when I press ctrl+a?
I think to try with sqf
And we are using the visualex sbsource like all other building but still to no avail
Can you show your Geometry LOD properties (which includes the sbsource=visualex) and check that you have no other properties in any other LOD except lodnoshadow = 1 in resolution LOD's?
Not at home right now, however I checked this morning and there was nothing in another of the other LOD’s apart from Geometry where we had the following
Map = building
Class = housesimulated
Sbsource = visualex
Placement = slopelandcontact
you also need prefershadowvolume = 0 when using visualex
Exactly what Ken says.
Hi, it seems that does not work. the emmissive is still red in color
can you show what you did
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {400,300,100,1};
specular[] = {0,0,0,1};
specularPower = 1;
PixelShaderID = "NormalDXTA";
VertexShaderID = "Basic";
diffuse[] = {0,0,0,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {400,300,100,1};
specular[] = {0,0,0,1};
specularPower = 1;
PixelShaderID = "Normal";
VertexShaderID = "Basic";```
try this
What colour is the mesh that you are applying this rvmat to?
that section does not have any color
no paa
it is a reflector section
it has only the rvmat file
Try assigning the mesh a procedural texture
#(argb,8,8,3)color(1,1,0,1.0,co)
not working 😦
hmm strange on another bulb is working and for others don`t. It seems to be another problem, well thanks for the tips
Have you included the broken bulb by mistake into a named selection such as "camo" which is changing it's texture via hiddenSelections?
Yes this is the problem but not with camo , with another section
Hi folks, small issue here: after successfully importing a Panzerschreck i have an issue with its rocket ammo: rocket is a separate p3d, both in it’s fired mode and unfired one, same texture and uv map as the Panzerschreck since they share the same Uv map and texture. The weapon is good, fires with no problems, rocket hiding and unhiding during reloading and firing process. Just the rocket textures doesn’t want to show up and basically what i recon to be absence of the correct ballistic trajectory, it looks like a numb and dumb projectile that stays in the same angle and looks like it has no real weight. Rocket Geometries are there, with mass given and autocentered. Model cfg includes just the “fired rocket” in a spearate class along with the Panzerschreck one.
What’s the issue here?
And the rocket sometimes passes through vehicles and sometimes not
these are for refernce ☝️
Will check when I get home, question is, I also have a shadow volume LOD, should I keep that or remove it considering I’m using visualEx
ditch them
also mark all your res lods as lodnoshadow = 1
Is there no way to have the shadowlod remain since in my opinion the visualex doesn’t give enough detail on the shadow
But also allow shadows to be cast inside the building when looking through 1st person
Both shadowlod shadow and visualex shadow should cast in first person just fine.
Visualex shadow is just far faster to use
The visualex works in 1st person when used
However when the shadowlod is used I only get shadows cast in 3rd person not in 1st
Can't remember encountering a situation like yours with either shadow type
Is there maybe a poly limit for the shadowLOD?
So hard to say why it happens
Unlikely. But you could try making shadow load from simple box shape for the roof and see if that makes any difference
Good idea. I’ll try all of the above when I get home
Shadowlod should be as simple as possible
And usually visualex shadow produces far more detail even if it is softer edged
Does visualex take into account windows when making shadows?
I see. I’ll give it all another shot when I get home and update you
☕
Am I using wrong syntax?
MoveObject P:\GPLT\addons\GPLT_Vests\AR\AR_Belt\AVS_RONIN_H_M_AR_JUG.p3d gplt_data\data\vests GPLT\addons\GPLT_Vests\Data
does the p3d need to be moved to the bin folder where moveobject.exe is located?
No
@last spindle I just baked with a 7.6 mil file that was ~3.8GB in obj form and ~500 in FBX, would highly reccomend fbx :)
I haven't used this tool before, can you see what the problem is? I did my best following this page https://community.bistudio.com/wiki/MoveObject
https://wiki.mikero.tools/tools/moveobject latest tool wiki stuff can be found here at least. I dont unfortunately have the time to debug this at the moment
thanks for the link, I'll keep messing around with it. I suspect I might know the issue
Is there any guides or docs about how UGL eye rotation stuff works? I see how OP_eye and OP work, but I'm importing something with the m203 flip-up sight so the sight itself wouldn't be rotating
unfortunately no
like theoretically it works the same way as the real thing
but aligning the eye points for different distances can take some guesswork yes
I would make a code so spam the actual GL and fetch the distance and angle
not bad idea
the fun part is then translating the angle to p3d coordinates
I'm not really a math guy after all
if someone does work out a less guess work method I'd love to hear about it though as I loathe the current method
interesting, i dont have any issues with just using properties in Geometry LOD:
class housesimulated
map house
sbsource visualex
and in all other LOD's i dont have added any kind of proprties, so also nothing with prefershadowvolume etc
in 1st view and 3rd view no issues with visualex only
the only issues i do know is in a vehicle and viewPilot LOD but thats known
correct yes
anything else should work
yeah without doing own shadow LOD's, i did no shadow LOD's so far for my structures
not everything supports FBX though......
this exe im using for a special purpos does only support OBJ, and then outputs WRL
patiently waits for @last spindle to progress with this special purpose tool
stupid question, but how do we exclude files/folders in pboProject now? (in the middle of restructing project workflow pathing and foo..)
if you mean source files?
basically
have a folder named 'source' it will ignore it*
huh.. that is not working for me.
or wasn't a couple months back because i moved all my source chit out.. and i wouldnt do that for no reason.
the issue if i recall correctly was that it was still attempting to path check things in the source folder and of course failing to crunch. i'll try it again though. thanks.
well i ended up changing my project structures to having all my source files in a seperate location, because what PboProject did to get around binarise trying to crunch the source folder, was temporarily move the source folder to another location, and then back when finished and this caused havok with having files open in photoshop and what not
ahhh.. that actually explains some things i was curious about.
yeah you would get this error, Error Code 12 i think, just saying it couldnt move the source folder because something was using a file
So, related to this.
When making a model from scratch, the angle of the sights should be calculated from this equation. When using an existing model and tuning it for import (an APL model for instance), you need to measure the angle and do some algebra to then tune the velocity to match the angles
method above, think it'll work
I'm assuming the grenade follows projectile motion without any glide
Which... It's shotShell so it should?
So blender 4 comes out tomorrow. Will the arma tools work with 4 or do we not know?
we dont
@shrewd jay might have idea about that though
okay
//forcing arma raP
class CfgPatches
{
class box
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons= {};
rapify x64UnicodeVersion 1.75, Dll 5.24 "config.cpp"
In File x\Addons\xx\data\config.cpp: Line 8 Expected Semicolon (or eol)
what im doing wrong there?
Had a little more practice xD
nice 👍 👍 👍
requiredAddons[] = {};
it even tells you the line the error is on................
the issue is the config isnt set up correctly
yep but i have no idea of these configs ;D
you feed it an array but you didnt type the name correctly
value[] = {};
value = "0";
like with weapons[] and units[]
well now its passing that but lots of other errors follow ;D
#Welcome to ARMA ;)
trying to make my first model so ;D
at least Blender 3.6 is LTS
what do you plan on making?
map objects
postbox
;D
well i got the model and textures and all that stuff working but now 31 lines of config is bloking my progress ;D
I'm currently adding a feature to the Toolbox gearing up to a new release, I will make sure it'll work with 4.0.
@dim mica do you write the config from scratch or do you use an existing sample?
well i have sample but im compering it to tutorials and so on
class CfgPatches
{
class Postilaatikko
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class Postilaatikko
{
displayName="postilaatikko";
};
};
class cfgvehicles
{
class Thing;
class block_tut: Thing
{
scope = 2;
model = "data\posti.p3d"
displayName = "Post box"
VehiclesClass = "Postilaatikko"
destrType = "DestructTree"
};
};
the block_tut: Thing declarations lack a lot of semicolon at the end
after adding that this comes up Line 23 Expected class name
hmm, don't add a semicolon at that line, but on the declarations inside of block_tut block
the lines with 'model', 'displayName', 'VehiclesClass', 'destrType'
Quick question, If you had a model like the Badger IFV that has hidden things like the Cages and Camo nets, Are those polys and parts always rendering in the game even when they are "disabled/hidden"?
always rendered
the game hides stuff with moving points to 0,0,0 - so it's still there, you just don't see it
class CfgPatches
{
class Postilaatikko
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class Postilaatikko
{
displayName="postilaatikko";
};
};
class cfgvehicles
{
class Thing;
class block_tut: Thing
{
scope = 2;
model = "data\posti1.p3d";
displayName = "Post box";
VehiclesClass = "Postilaatikko";
destrType = "DestructTree";
};
};
Gotcha, Thank you 🙂
i think its working now
pastebin.com is a good service for sharing larger configs and code snippets
welcome :)
im just total noob what comes to these configs and coding
Is there a way to verify which applies, perhaps on the dev/profiling branch
I'm experimenting with randomness that would involve hiding ~10k faces
So it'd be nice to know if it's going to create performance problems
Hello, is there a way to change the rvmat files like the textures ? I mean if i change a texture in garage i need to change the rvmat also
You can simply use material[] = {"brah.rvmat"}; into your VhC config
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
It is not working quite well 😦
Then post your config
i mean that the change lowers the quality of the texture
?
I do not quite understand what exactly is your goal
Do you mean somehow the texture has an issue? If so what's up with the rvmat?
yes the changed texture has a lower qulity on change. But the texture is hight quality by default
the rvmat is added in the materials array
on the same position with the texture
wut intensifies
So nothing related with rvmat?
no
??
I mean maybe no, i do not know
Well
I do not really know why you said so but sometimes "it is what it is" and I really don't quite understand why a tex can have low res than it should
Maybe post config and couple of screenshots 
never heard of tex quality to go down via hidden selections
sounds like an issue with the texture itself
Maybe but I actually had such issue, never figured why and not really interested
still think it is texture related :p
hidden selections "just" replaces one texture with another. i don't see it having any other effects on the texture
This ^
For sure a texture related stuff
Check if texture is well sized (example 2048x2048/1024x2048/512×512 etc)
Check if texture .png or .tga file has been imported in TexView as xxx_co.paa or xxx_ca.paa (_ca as example windows, alpha channels in)
hiddenselections is like Lexx said, only a replace of, its not changing the unwrap
yes the texture are on correct res 2048x2048 and has the suffixes
With hiddenselectionmaterials you can "change" the unwrap, if dir /set is increased as example, used sometimes for rocks
But thats more a tieleablestuff / seamless
And the texture of the original is also a 2048 texture?
Can you post a screenshot to give more details of what you did so we dont have to search everywhere
You got to acceppt rules of Arma 3 Discord so you can post screenshot
ok i will post a screenshot but is there a way to change smdi and nohq outside a rvmat file ?
With hiddenselectionMaterials you can change the rvmat file, so you have to make your own rvmat file and add your pathes to your _as, _nohq, _smdi files
Also its important if there are more textures and materials are to replace you have to follow the line, so sometimes you got to skip a line. Skipping a line works like this
"xxx_co.paa", "yyy_co.paa", "", "zzz_co.paa"
So there are 4 selections but you want only to replace 3 of them
if you look on the sign right side is lower that the left side
Is the sign a seperate texture and has a seperate rvmat file?
the turret is separate and has different smdi, and nohq
the turret texture contains the sign
and with different smdi and nohq i need to have a different rvmat file
is there a default resolution on arma3 when the textures are loaded in garage ?
The same issue is happening with vanila NATO F181 Black wasp in garage
Do the textures work normally in live game?
nop, it apears the same as in garage
only the base texture looks high quality but the rest are low
you'll soon pick it up :)
hopefully ;D
Maybe one more 2.14 bug
But not sure cause i dont have any problems with my 10color variants for vehicles & aircrafts
what rez do you have on your aircrafts ?
4k mains
Hi, When entering the game and placing the structure I made, I can go through it even though I put geometry LOD in the file
make sure your geometry lod satisfies the requirements: https://community.bistudio.com/wiki/LOD#Geometry
Thanks m8 you helped me alot!
I love you
He means that the same problem with the additional texture(s) of the tank, is also visible on the vanilla F/A 181 Black Wasp II. On Ultra both the texture(s) of the tank and the vanilla plane are fine, but when you go lower than Ultra, on Very High/High/Standard the additional texture(s) get's very blurry, as if they were a worse quality, even though they're all the same quality.
Left is Ultra, right is Standard
Same problem, don't know what's causing it
... for more clarification, yes, the quality does go down from Ultra to Standard... obviously, but on Standard the quality of the additional texture goes even more down in quality for some reason.
Ultra, both textures are the same quality
Standard, see how on the right the additional texture is in a worse quality than on the left even though they're the same quality. This is the same problem we're facing with our tank. The base texture, the one the tank spawns with, is fine. But when changing to other textures in the virtual garage, they're all in a worse quality than they should be.
Folks, how can i connect the flipping of my rotating iron sight when the discrete distance of the rifle is changed? i got 4 discrete distances (100-150-200-300) and i need my sights to flip when discrete distance is 150 and 300. I Already made a sight axis in the memory point to rotate the sights and placed the rotation class in the model. Just need to know how to connect it to the discrete distances
codeshare.io/ is also awesome since multiple users can edit at the same time
I was searching this, this was posted some days ago too, i was thinking its the same bug. Didnt notice this cause im always playing on ultra
Same. But since my friend, @plucky patrol , is playing on lower than Ultra, he noticed and pointed it out.
If we both would've been playing on Ultra, we would have never noticed it until someone would've called us for bad quality textures when the mod would've been released 
does the hide animation not work on classes other than building?
trying it on bushshoft atm
As long the object or unit or vehicle has a config and a model.cfg and is not spawned in a proxy (you can hide proxy of for sure) its possible
hmm, can't seem to get it working
works allright when class = house
breaks with class = bushsoft
do I need to change something in the config/modelcfg
oh wowe I learned something 2day
Yup turns out animations work only on few classes as said in the model config wiki
Required for any animations to work including ladders, doors, and attendant= (cfgVehicles). // "house" also causes game map to show displayname. Note that this behavior is slightly different to an in-game model. // The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.
which arehousebuildingandhousesimulated
Tried switching textures to 4k, still the same issue.
I'm not seeing the issue with a SOG:PF tank example. Put my video to Very High textures, change skin in the VG, result looks clean in both VG and game.
On standard it's most noticeable.
Standard? Who uses that these days?!!
... didn't try with more vehicles other than the Black Wasp but the issue appears on settings lower than Ultra. If you didn't notice it on Very High, then put it on Standard to make sure that the issue is in fact not present. Otherwise it might be there but you just didn't notice it. I dunno what else to say 
Standard textures
Can't figure out in the first place why this is happening at all.