#arma3_model

1 messages · Page 20 of 1

dark shore
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Hi I have one little problem I have already tried to look on google but I couldn't find a solution.

I'm trying to add an item model to the game but every time I add it it's in the wrong rotation and it's not lying on the ground as it should but it's embedded in the ground as you can see in the picture. any solution?

runic plover
main jasper
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Nah nothing to dso with that, the Doors open and close fine

upper stump
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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

muted tapir
upper stump
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I don't know how to use Object Builder, I'm just a modeler

muted tapir
main jasper
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Anyone else able to give me some insight?

muted tapir
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does it disappear when only the opened door is on screen while the wall is offscreen?

stuck oyster
main jasper
muted tapir
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then the problem is that the door leaves the objects bounding box

stuck oyster
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👆

muted tapir
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the game only considers the original bounding box when it decides what is offscreen and doesnt have to be rendered

main jasper
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Any way to increase the bounding box?

muted tapir
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just add a single floating vertex where the door opens to

main jasper
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Gotcha

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In the visual LOD right

muted tapir
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yeah

main jasper
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Solid, I'll try it out, thanks

stuck oyster
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or memory lod

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bounds are combination of all lods

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also if animated parts go beyond bounds they lose geometry collision

real crow
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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?

stuck oyster
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removing stuff from mesh naturally makes them not visible anymore

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model.cfg is for animations

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for lights you would remove the light classes

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removing just light memorypoints would make lights default to model origins

real crow
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Okk, so remove the classes from the model cfg, thanks HG

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Btw almost forgot, same reasoning is valid for the copilot seat?

stuck oyster
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you can remove animations related to anything you remove from the model of course

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for copilot seat you would remove the copilot stuff in config.cpp

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and the proxy from the model

real crow
#

Aight aight, roger that

main jasper
real crow
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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?

stuck oyster
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they have their own effect

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gunbeg/end points define the barrel direction

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the effect points may be defined in the weapons config

real crow
#

Ooh, i inherit the 23mm cannon from GM cdlc. Maybe that's why. But their gun is positioned under the helicopter though

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As mine, if that makes any difference

stuck oyster
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no difference

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you need to figure out what the effect points are named from the weapons config (config viewer)

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and add those memorypoints to your model

real crow
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ok, roger that.

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Maybe i was missing gunEnd

stuck oyster
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gunEnd has nothing to do with the casing effect

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it gunBeg gunEnd define what direction shot goes

real crow
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the trajectory of the shots fired is accurate, is the casing the problem yeah

real crow
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Ok found in mu model the "destructioneffect1" memory point in the same position where casings happens

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i shall move it near the gun chamber

stuck oyster
#

thats not supposed to be for casing effect..

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its for damage smoke and such

real crow
#

Yeah sorry i was just wondering

stuck oyster
#

your model likely does not have the correct memorypoints

real crow
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i found the effect

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finally

stuck oyster
#

so you need to check the names of the effect points and add new points for those names

real crow
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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?

stuck oyster
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no you should just need the memorypoints that are same name as used in the effect class

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you dont need new effect class if you are inheriting it

real crow
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...Smh

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Okok

real crow
#

Worked 👍🏻

stuck oyster
#

👍

toxic shell
#

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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▶ Play video
marsh canyon
#

Not sure what do you mean by naming. Name does not really matter if you set everything up

errant pumice
#

What is the setting to make map objects on map have more transparency? As icons?

runic plover
#

Oh wait, map objects also need a own definition and need definition in the model itself aswell in geometry LOD property

real crow
#

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.

real crow
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Oh

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Then how should i copy past a memory point?

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To a different selection

polar fiber
#

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

real crow
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Okok

livid canyon
runic plover
stuck oyster
#

nice!

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hydraulics can be such a pain xD

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but when they work its 🧑‍🍳 💋

livid canyon
charred bolt
#

Well done, that does look good, nicely worked out!

indigo shuttle
#

Hello. Does anyone know the file names for the generic US model base? to use as a reference?

stuck oyster
#

there is only the sample character in the arma3 sample package on steam

indigo shuttle
#

oh. There is no way to get the arma 3 models to use as a reference?

stuck oyster
#

no

indigo shuttle
#

you can only retexture them?

stuck oyster
#

correct yes

indigo shuttle
#

how do people make custom armors that work with the defualt models if they dont have a reference to fit it to?

stuck oyster
#

they dont.

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or they make a guess with the sample character, then test in game and make adjustments

indigo shuttle
#

how do they weight it to the arma 3 skeleton ?

stuck oyster
#

the sample character is weighted

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you can transfer those weights as a base

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and tweak to fit

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people also have commonly used Macsers armarig to test weights (blender users at least)

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its a comminity member made rig that the armaman fits with

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or you can make your own rig too if you like

indigo shuttle
#

hmm alrighty

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thank you

slender belfry
#

Is DeP3d by Mikero a paid tool?

real crow
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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

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I already made some optics for vehicles, is this the same?

stuck oyster
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negative

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but in essence config work is all the same

real crow
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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?

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Some times i even think about the simple drawn of a dot like in sog cdlc iirc but that's like the last resort

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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

stuck oyster
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what texture you want to switch?

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and what shader does your glass parts use in their rvmat?

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not all of them are compatible against water

real crow
# stuck oyster what do you mean by switch between cannon and rockets

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

stuck oyster
#

the weapon crosshair is defined in the weapons config if I remember right

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if your weapons inherit from vanilla weapons they should get that also

real crow
real crow
real crow
#

Yep we inherit from vanilla glass_veh for the glass rvmat

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So i should check the vanilla helis glass rvmats then

stuck oyster
real crow
#

What are the "default" and "default_destrcut" rvmats for?

real crow
#

Hell no, i need to change the rvmat path to the p3d too

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that's why it wasn't working i guess

stuck oyster
real crow
#

The heli i'm working on, the custom one

stuck oyster
#

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

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they work in groups of 3

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first one is the one on the model as non damged version

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second of 3 is damaged one swapped at defined treshold

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and third of 3 is the one swapped to when the vehicle is destroyed

real crow
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Ok that was helpful

real crow
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Now i can sleep peacefully

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had enough

stuck oyster
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yes all surfaces need some default material and texture set in the p3d to work correctly

modern nacelle
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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?

white oak
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Add more materials and assign faces accordingly

modern nacelle
#

Silly me, thank you

modern nacelle
#

And it worked, thank you for the quick response.

short copper
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What would be the vert / edge / face/ or triangle hard limit?

white oak
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p3d limit is 2^16 verts

short copper
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ty Ken

fading harness
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Hey guys

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I wanna make a uniform mod

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I hope I'm in a right channel

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I wanna retexture the vanilla ones but can't find them

marsh canyon
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You need to tell us like everyone can understand

I wanna retexture the vanilla ones
Which?
can't find them
Can't find what?

charred bolt
# white oak p3d limit is 2^16 verts

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.

white oak
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Thanks for the correction
2016 update mentions 2^16 verts per lod so that was the latest info i had

short copper
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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?

white oak
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Helmets/vests/backpacks need named selections to be rigged to the skeleton

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ie you'd select the majority of vertices of a backpack in a vertex group called spine3

short copper
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I see, how would I go about this? sorry if there is an obvious post somewhere I do not know about.

white oak
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I don't personally use OB unfortunately

short copper
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What do you use out of curosity?

charred bolt
white oak
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Blender, you can get the toolbox from the pins

short copper
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Ah, I thought I had to do blender -> toolbox export as p3d -> OB to finalize

toxic shell
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Hello, Can I get a document for "Material" in Enfusion Blender Tools?

stuck oyster
toxic shell
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I cannot find it

toxic shell
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oh sorry

stuck oyster
short copper
#

btw thanks for sending me over here goat. you the mvp

stuck oyster
charred bolt
#

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.

short copper
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Okay, awesome. thank you guys so much. I will read through all the pinned messages then see if I have fixed the issue afterwards.

stuck oyster
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OB can be just tedious to learn with the limited documentation. (not that blender Arma things are any more documented either...)

short copper
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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.

white oak
short copper
short copper
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Went through the pins and the wiki pages. Still in the guys groin; blender screenshot with the Geometry object selected.

white oak
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have you added the selections to model.cfg?

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They go to the sections array

short copper
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I have not. :O youtube video tutorial failure. its only like 5 years ago.

muted gust
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do i need to put it in the default sections or arma man

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@white oak

white oak
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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

short copper
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Sleep deprived unite!

muted gust
short copper
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@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

white oak
muted gust
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ok

short copper
muted gust
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the helmet just sits in between the legs and we cant get it on the head

muted gust
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honestly i just need someone to walk me through it I will be in vc

short copper
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do not use outdated config files.

charred bolt
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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.

short copper
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does it matter if those are left in?

charred bolt
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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.

short copper
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Ahhhh, software dev sass. I shall add the shopping list and a short little poem.

charred bolt
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😉

short copper
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Think, we could make the most amazing poem as a group! :D

fading harness
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Guys I wanna edit vanilla uniforms

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But I can't find them

real crow
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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

fluid copper
short copper
#

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?

fluid copper
#

Do you get any errors when exporting from blender?

short copper
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nope! lol

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the export settings I use. probably helps to include this

past canopy
#

mmmmmmmmmmmmmmmm

fluid copper
#

Hm that is odd. Ive never run into that issue. Is the path to the o2 script correct in the preferences?

past canopy
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turbosmooth me baby

short copper
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H:\Games\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder

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probably need to add .exe huh?

fluid copper
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Mine looks like this S:\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

short copper
#

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

mortal wasp
fluid copper
short copper
fluid copper
#

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

short copper
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I do not even know what a generative method texture is lol

fluid copper
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how do you make the texture?

short copper
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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.

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for reference

fluid copper
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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

short copper
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I will do so, thank you!

white oak
short copper
#

Yes?

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Yes

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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?

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Like in terms of arma modding what is best practice

fluid copper
#

They are all combined into one view lod for armas p3d's so it doesnt matter

short copper
#

okay

white oak
#

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

short copper
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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.

white oak
#

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

short copper
#

bake high poly?

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also thank you guys for being so awesome. you go to the forums or reddit and its just people stonewalling.

white oak
#

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)

short copper
#

oh, okay sweet. Should I stick with blender for texture or would something like substance painter / quixel mixer be significantly better?

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Thay may be a texturing channel question actually

white oak
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Substance should have you covered

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There's also export settings for it in the pins

short copper
#

sweet

hollow fulcrum
#

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.

quick terrace
#

nicely done @hollow fulcrum - you should really jump boat into the openSubDiv yaht

hollow fulcrum
#

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 ;)

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just very not very 'productive or efficient' with it. which again, is that whole time factor thing.

quick terrace
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yeah, i would say it is exactly opposite - OSD main focus is on animation faster computation

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plus, the ability to define on the fly the smoothness of edges without the need to move the supporting ones

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just saying...then again best workflow is the one you know

hollow fulcrum
#

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..)

hollow fulcrum
#

(╯°□°)╯︵ ┻━┻

fluid copper
#

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

stuck oyster
fluid copper
#

and both actions are defined in the config as well

stuck oyster
#

is the action set to be player only? 😅

fluid copper
#

oh lord I think it is

#

thats hella embarrasing

stuck oyster
#

lets not tell anyone

fluid copper
#

@stuck oyster Actually it did not work... The ai still pathfinds to the closest exterior point of the building

stuck oyster
fluid copper
#

yes, a doorless entrance that the ai can get into just fine

#

Does the door also need an in?

stuck oyster
fluid copper
#

sorry its using another script, im trying to locate it

stuck oyster
#

what Im after is, does the condition require action user be player

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or something else that would prevent AI from using it

fluid copper
#

could I just set the condition to true for now to test it?

stuck oyster
#

sure

fluid copper
#

will it accept code like this = {true};?

stuck oyster
#

mm yes I think that should work

#

even just condition = "true"

fluid copper
#

hm gave an error, ill just bool it

fluid copper
#

hm even with it as true the ai ignores it

versed rune
#

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?

inland pawn
versed rune
charred bolt
versed rune
versed rune
#

Thanks!

versed rune
charred bolt
#

Try comparing your item to a similar vanilla game item to see how they behave. What is your item?

versed rune
#

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

versed rune
#

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 🤔

charred bolt
versed rune
# charred bolt 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! 🙂

last spindle
short copper
#

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.

stuck oyster
#

geometery lod yes

short copper
#

huh, for whatever reason it kept resetting the Geometry lod to a custom lod.

civic stratus
#

Can you not use hiddenSelections with proxy selections for helmets?

fluid copper
#

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

civic stratus
#

my proxies selections aren't visible at all in-game. I did assign the hiddenSelectionTextures and hiddenSelectionMaterials the proper textures/rvmats

fluid copper
#

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

civic stratus
#

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

fluid copper
#

And it is visible if you dont do that?

civic stratus
#

yes

#

in buldozer anyways

fluid copper
#

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?

civic stratus
#

camera, flashlight, strobelight

#

instead of 12 p3ds totaling 330mb, I wanted to use 1 model p3d and 3 proxy p3ds

fluid copper
#

Hold on im confused now, are you using hiddenselections to change a texture or are you trying to use it to hide the proxy?

civic stratus
#

hide the proxy

#

I don't believe show/hide animations works for helmets

fluid copper
#

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

civic stratus
#

why didn't I think of that

#

I feel dumb

fluid copper
#

You could still use 1p3d for everything. Just have ALL your helmet content in it, and hide and show stuff as you need it

fluid copper
# civic stratus I feel dumb

dont. Arma uses such weird systems lol, there are so many ways to do something its hard to keep track of it all

hollow fulcrum
#

@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.

modern nacelle
#

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.

livid canyon
#

Alt LMB RMB mouse up/down

short copper
#

is the vest example suppose to have any kind of model at all?

modern nacelle
livid canyon
#

Not wheel, mouse move up

modern nacelle
#

Object builder is just so awkward to use compared to Blender

livid canyon
modern nacelle
#

Thanks

last spindle
#

All you need us python as well :-)

#

*is

hollow fulcrum
#

yeah, outside my paygrade but somebody should do it or tell me how. haha

crimson moat
#

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

stuck oyster
#

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)

crimson moat
#

i have never heard of this before, i will search on how to do that

#

after i check the save option tho

crimson moat
#

I've been searching all night and im unable to figure out how to change the color underneath the transparency as you said.

marsh canyon
#

Which software you use? Also what is the name of that texture?

crimson moat
#

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 :/

marsh canyon
crimson moat
#

ill give it a read

marsh canyon
#

Also uh I should've suggest this before the article but

#

Does the transparent part have color in PAA/TexView?

crimson moat
#

this is what it looks like as a paa in texview

marsh canyon
#

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

crimson moat
#

i was overr the grey area which is where my transparency is

marsh canyon
#

Looks it has proper color

#

Then could be a material issue. Which is yours?

crimson moat
#

i made a custom rvmat want me to send it?

marsh canyon
#

Best to post it here

crimson moat
marsh canyon
#

I'm not able to check rn and actually HG has better knowledge about such

crimson moat
#

well i appreciate the assistance on your end :)

marsh canyon
#

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

crimson moat
#

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

bright echo
#

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

marsh canyon
#

Said CA

bright echo
#

you need to resave the file as _co not just rename it

last spindle
#

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

marsh canyon
#

Ah well, that's a point

bright echo
#

like for example BI use CO transparency for camo nets, fences (like yours) etc

hollow fulcrum
#

👏 do it!

#

that would make you popular im sure.

last spindle
#

i prefer to be anonymous

hollow fulcrum
#

there is nothing wrong with that either. ;)

last spindle
#

check out the pictures..........all those hours spent reducing poly count on my models....

hollow fulcrum
#

think thats the guy who took over the original workings.

last spindle
#

be interseting to see how it handles UV's

#

if at all

hollow fulcrum
#

yeah, but even outside of that.. a good decimator is always handy.

last spindle
#

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

hollow fulcrum
#

key word there 'good'.

last spindle
#

ofloads calculations onto the GPU, similar to upgrading from xNormal to Knald

hollow fulcrum
#

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..)

last spindle
#

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

hollow fulcrum
#

is knald actually producing better results? or is it something else?

last spindle
#

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

hollow fulcrum
#

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. ;)

last spindle
#

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

hollow fulcrum
#

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.

last spindle
#

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

main jasper
#

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

main jasper
#

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

runic plover
main jasper
#

It’s a separate structure good sir

short copper
#

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.

muted tapir
#

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

short copper
#

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!

muted tapir
#

I'm not sure if i recall correctly but something like that might be caused by the o2script path not being set up correctly

short copper
#

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

runic plover
muted tapir
#

@short copper does this point to o2script.exe for you?

muted tapir
#

then it's probably a different issue, i guess i misremembered

short copper
#

I appreciate the help though ¯_(ツ)_/¯

#

trying to not dox myself but uhh. what

muted tapir
#

add that

short copper
#

ty!

#

my models are great :D lmao

runic plover
main jasper
#

Will check it all out later

#

Thanks for the help so far

slender belfry
#

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)```
crimson moat
bright echo
#

that was with doing it properly ie. naming the png/tga ca/co and then resaving the paa?

fluid copper
main jasper
thin swan
short copper
#

lol

short copper
#

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?

short copper
#

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

stuck oyster
#

yes this is how it should be

short copper
#

oh, lol

stuck oyster
#

those are the proxies various engine featuers attach to

#

like weapons, head, gear

short copper
#

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.

stuck oyster
#

no this is the one you want to use

stuck oyster
short copper
#

I am just doing the file import p3d.

#

I know webnight has his stuff open to people, well some of it.

stuck oyster
#

right those are alright

short copper
#

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?

stuck oyster
#

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

short copper
#

mmmkay

stuck oyster
#

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

short copper
#

Okay

#

thank you again!

white oak
#

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?

white oak
stuck oyster
#

how many variations did you add?

white oak
#

6 {0, 0.2, 0.4, 0.6, 0.8, 1}

stuck oyster
#

should be fine

#

does your animation play between 0 and 1

white oak
#

I'm using it to hide meshes so no clue

stuck oyster
#

did you test the animations in buldozer?

#

so that you know they work?

white oak
#

not in bulldozer, baked it to the terrain

stuck oyster
#

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

white oak
stuck oyster
#

blobdoggoshruggoogly 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

white oak
#

to uncharted waters then, if there's negligible difference it'd be so nice to have entire buildings randomized

umbral shuttle
#

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.

fluid copper
#

what is ViVed?

umbral shuttle
#

like its loaded

fluid copper
#

ahh

#

Is it only that vehicle that does it?

muted tapir
#

So i think the vehicle that's in the ground doesn't have those configured

umbral shuttle
#

hmmm

umbral shuttle
muted tapir
#

I can check it once i get home

umbral shuttle
muted tapir
#

It's the points referenced in dimensions[] that define the bounding box of the vehicle and therefore the position it's in

umbral shuttle
#

ohoh u meant on the big vehicle

muted tapir
#

i meant on the vehicle that is being transported

umbral shuttle
#

oh so the APC thats in the ground needs it too?

muted tapir
#

Yeah

umbral shuttle
#

Let me go look at the config then for the 3 cars that worked fine, and see wat it has

muted tapir
#

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

umbral shuttle
#

hmm so the car doesnt have class VehicleTransport defined, so I guess it got lucky with its bounding box?

muted tapir
#

I guess default behavior is that vehicles can be transported using their default bounding box

#

Go check the apcs config

umbral shuttle
#

ahhh the APC has it defined, and the memory points are nonexistant

muted tapir
#

Well i guess you can override the apcs config mempoints with modelspace positions to fix it

tulip portal
#

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

inland pawn
#

You need actual model selections

hollow fulcrum
#

what LAW model was used in ACE2?

last spindle
#

A# ????

hollow fulcrum
#

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. :)

junior leaf
#

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?

last spindle
#

ive moved on to Marmoset Viewer and ArtStation now......

hollow fulcrum
#

damnit Jim.

last spindle
#

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......

hollow fulcrum
#

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.

last spindle
#

yeah, i wouldnt put stuff up just to see what it looks like or test, it is for showing off :p

quick terrace
#

artstation is da shit

hollow fulcrum
#

ah chit, that is nice.

quick terrace
last spindle
#

:D

hollow fulcrum
#

you have a 17 also :P

last spindle
#

where's the channel specfic 'P0RN' emojicon????

quick terrace
#

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

last spindle
#

@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

hollow fulcrum
#

outputting is good.

last spindle
#

found it buried in a user folder, must of got some paths wrong

hollow fulcrum
#

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.

last spindle
#

want to texture a howitzer for me?

hollow fulcrum
#

thats fair.

#

you have maps or want me to bake it down?

last spindle
#

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 ;)

stuck snow
#

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;
                };
last spindle
hollow fulcrum
#

all good, i'd do it though ;)

last spindle
#

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

hollow fulcrum
#

do it! i still haven't made it into unity... mind is set on sorting 'presentation' things.

last spindle
#

it is starting to process 1.9GB of OBJ :s

#

35 seconds

#

wow, finished

hollow fulcrum
#

😂

#

that GPU powered?

last spindle
#

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

hollow fulcrum
#

hmm.. how much overlap is there between elements or are they have flat seams?

last spindle
#

flat seams i looks like

hollow fulcrum
#

this would be ideal. nice

last spindle
#

ive set it too max, and my watercooling went insane :s

hollow fulcrum
#

meh, i run at 100% all the time

last spindle
#

the seams ^

hollow fulcrum
#

curious to see how detailed it can go and accurate the seams are

spare roost
#

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?

hollow fulcrum
#

kinda difficult to see whats going on in that image, but then again its 0245 here

last spindle
#

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

hollow fulcrum
#

haha <3

short copper
#

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.

marsh canyon
#

This doc?

short copper
#

? :O

marsh canyon
#

Because I see nothing

short copper
#

oh

#

sorry

#

Once I post the document that is

runic plover
short copper
runic plover
#

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

short copper
#

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.

magic oxide
#

can you help me with this problem? its not transparent but i can see other vertex(?) from other side of the wall

fluid copper
#

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

charred bolt
# junior leaf Is there a technique used to ensure that the shadow does not cast onto the resol...

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.

charred bolt
charred bolt
stuck snow
charred bolt
stuck snow
#

Hmm will check if it's tied to camo maybe

stuck snow
charred bolt
# stuck snow There is a mod that loads crates in the back of pickup trucks and they move with...

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.

Want to find out more about 3 Commando Brigade? Interested in joining us? Click below!

http://www.3commandobrigade.com/portal.php

Check us out on Twitter!

https://twitter.com/3cbrealism

This video was created using content of Bohemia Interactive a.s.
Copyright © 2013 Bohemia Interactive a.s. All rig...

▶ Play video
slender belfry
#

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>

stuck oyster
west haven
#

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

kindred dagger
#

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

kindred dagger
#

Damnit, alright, time to learn how to do that 😄

slender belfry
#

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

runic plover
slender belfry
#

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

echo meteor
#

If I inherited my skeleton to some vanilla skeleton,should I declare all skeletonbone under parents to have a correct inheritance?

stuck oyster
#

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

restive pond
#

can someone tell me what this issue is?

marsh canyon
#

Does your model has Geometry?

restive pond
#

yes as well as geometry buoyancy

marsh canyon
#

Does the Geometry has a weight?

restive pond
#

mightve been the issue, i just set it on 100 and it either starts flying around or does the same thing in the video

marsh canyon
#

Arma 3 Sample's Weapon's geometry mass is 7

echo meteor
runic plover
echo meteor
restive pond
echo meteor
#

what is convex?

#

I googled and doesn't get the answer I want

stuck oyster
pallid island
stuck oyster
stuck oyster
short copper
#

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?

stuck oyster
#

only the resulting model transfers over

short copper
#

okay

#

thank you again Goat!

stuck oyster
#

👍

short copper
#

Wait, do you have any suggested addons? paid or free.

Now thats a big brain question

stuck oyster
#

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

short copper
#

I am mostly curious what others use currently; see if there are any I would like to look into

thin swan
#

and mesh machine

short copper
#

Thank you! I am going to probably make weapons, vehicles, and uniforms / gear mostly.

thin swan
thin swan
thin swan
thin swan
# thin swan You can get a 3 year licence for fusion 360 if you only use it for personal proj...

In this video, we'll be discussing beginner tips and tricks for the Hard Ops & Boxcutter addons.
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▶ Play video
short copper
#

thanks! I will take a look

thin swan
#

making details on clothing etc

short copper
#

ah, I was about to ask the use case for sculpting

thin swan
#

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

#
GitHub

A suite of retopology tools for Blender. Contribute to CGCookie/retopoflow development by creating an account on GitHub.

REDEEM YOUR COURSE HERE:

https://signup.nexttut.com/zbrush-character-likeness

Learn form our in deapth premium courses on skillshare and get 1 month for free!
https://www.skillshare.com/r/user/nexttuteducation?gr_tch_ref=on&gr_trp=on

Hey guys! Here we continue with the boot project, let me know if you wanna see the full retopo process! Enjoy...

▶ Play video
short copper
#

is this where I say 'Damn man, I just wanted to make a shirt' ? lol

thin swan
short copper
#

okay

#

will do

white oak
#

Is there a way to hide a face after unhiding it?

thin swan
white oak
#

in game

white oak
#

meant faces/meshes of a model using model.cfg
as by default having the hide value higher than unhide value does not work

thin swan
thin swan
short copper
short copper
#

I also just dont want a ton of subscription based tools. For me this is a hobby and not my career.

thin swan
short copper
#

yeah

#

I will probably grab it anyway

stiff dew
#

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?

white oak
#

Are there any known example of objRandom animation source?

white oak
#

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

silver zenith
#

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?

white oak
livid portal
#

Check the mass on Geometry, only way i know of

white oak
#

try also adding destrType = "DestructNo"; to the config

inland pawn
#

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

charred bolt
# inland pawn Is there anyway to stop the clipping without a script?

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.

inland pawn
#

@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?

charred bolt
#

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

real crow
#

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?

marsh canyon
#

The proxy defines position and direction. You just want to 180 it

real crow
#

Thankss

inland pawn
#

@charred bolt Works

alpine matrix
#

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

marsh canyon
#

Better to do your job in your modelling software after all

alpine matrix
#

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

inland pawn
alpine matrix
runic plover
stuck oyster
#

You can make it from few box shapes pretty fast.

alpine matrix
#

works fine now, thank ya

stuck oyster
#

👍

alpine matrix
#

generally i want it to look nice but i also dont want it to break my game lol

stuck oyster
#

If you are above 1000 you usually have too much

#

And weapons are maybe 500 max usually

alpine matrix
#

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

stuck oyster
#

Sounds about right

white oak
#

If only visualex worked with vics

thorn turret
#

hey

#

does anyone know if the arma 2 warfare objects (like factories) are included in the released content packs?

magic oxide
#

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?

stuck oyster
#

to the file

echo meteor
inland pawn
#

And a lot of stuff

plucky patrol
#

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

marsh canyon
#

AKA RGB(A)

#

It also can go further than 1.0

runic plover
#

for emmissive you can also do

400,300,100

echo meteor
inland pawn
main jasper
#

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.

echo meteor
inland pawn
echo meteor
#

I 2X engine power but nothing happened,tank still don't move

inland pawn
#

Your selections need to match 100%

#

The sample tank != M2A1 Slammer

echo meteor
#

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

stable zenith
#

Hello is it possible to disable specific proxy? I need to diasable antenas and satelites from CUP terrains buildings :-) thank you for answer.

woeful viper
#

unless there is a hide animation specifically designed to do that, no you can't.

bleak heart
#

Can I add RTM to the binocular?

#

HandAnim is not work

marsh canyon
#

No AFAIK

stuck oyster
stuck oyster
#

Also buildings in A3 mostly use sbsource=visualex shadows drawn directly from resolution lods.

#

So they often don't need separate shadowlod.

main jasper
#

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

bleak heart
#

I think to try with sqf

main jasper
#

And we are using the visualex sbsource like all other building but still to no avail

charred bolt
main jasper
#

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

white oak
#

you also need prefershadowvolume = 0 when using visualex

charred bolt
#

Exactly what Ken says.

plucky patrol
runic plover
plucky patrol
#

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";

runic plover
#
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
plucky patrol
#

one moment

#

😦 Still red, not yellow

charred bolt
#

What colour is the mesh that you are applying this rvmat to?

plucky patrol
#

that section does not have any color

#

no paa

#

it is a reflector section

#

it has only the rvmat file

charred bolt
#

Try assigning the mesh a procedural texture
#(argb,8,8,3)color(1,1,0,1.0,co)

plucky patrol
#

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

charred bolt
plucky patrol
real crow
#

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?

real crow
real crow
#

these are for refernce ☝️

main jasper
white oak
#

ditch them
also mark all your res lods as lodnoshadow = 1

main jasper
#

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

stuck oyster
#

Visualex shadow is just far faster to use

main jasper
#

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

stuck oyster
#

Can't remember encountering a situation like yours with either shadow type

main jasper
#

Is there maybe a poly limit for the shadowLOD?

stuck oyster
#

So hard to say why it happens

stuck oyster
main jasper
#

Good idea. I’ll try all of the above when I get home

stuck oyster
#

Shadowlod should be as simple as possible

main jasper
#

And update y’all

#

Right now it’s around 2000 polys

stuck oyster
#

And usually visualex shadow produces far more detail even if it is softer edged

main jasper
#

Does visualex take into account windows when making shadows?

stuck oyster
#

Yes.

#

Alpha transparency cuts at 50%

#

For shadow/no shadow

main jasper
#

I see. I’ll give it all another shot when I get home and update you

hollow fulcrum
#

civic stratus
#

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?

past canopy
#

@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 :)

civic stratus
stuck oyster
civic stratus
sour bough
#

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

stuck oyster
#

unfortunately no

sour bough
#

that's Horrifying

#

How do they work? Just...kinda guess?

stuck oyster
#

like theoretically it works the same way as the real thing

#

but aligning the eye points for different distances can take some guesswork yes

marsh canyon
#

I would make a code so spam the actual GL and fetch the distance and angle

stuck oyster
#

not bad idea

bright echo
#

the fun part is then translating the angle to p3d coordinates

marsh canyon
#

I'm not really a math guy after all

bright echo
#

if someone does work out a less guess work method I'd love to hear about it though as I loathe the current method

runic plover
#

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

stuck oyster
#

anything else should work

runic plover
last spindle
#

not everything supports FBX though......

#

this exe im using for a special purpos does only support OBJ, and then outputs WRL

hollow fulcrum
#

patiently waits for @last spindle to progress with this special purpose tool

hollow fulcrum
#

stupid question, but how do we exclude files/folders in pboProject now? (in the middle of restructing project workflow pathing and foo..)

last spindle
#

if you mean source files?

hollow fulcrum
#

basically

last spindle
#

have a folder named 'source' it will ignore it*

hollow fulcrum
#

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.

last spindle
#

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

hollow fulcrum
#

ahhh.. that actually explains some things i was curious about.

white oak
#

Do named selections work for proxies?

#

so that anims can be applied to them

last spindle
#

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

hollow fulcrum
#

yeah, i've seen that

#

makes sense now. thanks again :D

sour bough
sour bough
#

I'm assuming the grenade follows projectile motion without any glide

#

Which... It's shotShell so it should?

short copper
#

So blender 4 comes out tomorrow. Will the arma tools work with 4 or do we not know?

stuck oyster
#

@shrewd jay might have idea about that though

short copper
#

okay

dim mica
#

//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?

livid canyon
stuck oyster
#

nice 👍 👍 👍

last spindle
#

requiredAddons[] = {};

it even tells you the line the error is on................

agile osprey
#

the issue is the config isnt set up correctly

dim mica
#

yep but i have no idea of these configs ;D

agile osprey
#

you feed it an array but you didnt type the name correctly

#

value[] = {};

#

value = "0";

#

like with weapons[] and units[]

dim mica
#

well now its passing that but lots of other errors follow ;D

last spindle
#

#Welcome to ARMA ;)

dim mica
#

trying to make my first model so ;D

pallid island
#

at least Blender 3.6 is LTS

foggy finch
#

what do you plan on making?

dim mica
#

map objects

foggy finch
#

thats a large field of possible objects

#

:D

dim mica
#

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

shrewd jay
wispy orchid
#

@dim mica do you write the config from scratch or do you use an existing sample?

dim mica
#

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"
};
};

wispy orchid
#

the block_tut: Thing declarations lack a lot of semicolon at the end

dim mica
#

after adding that this comes up Line 23 Expected class name

wispy orchid
#

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'

sacred perch
#

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"?

subtle bison
#

always rendered

#

the game hides stuff with moving points to 0,0,0 - so it's still there, you just don't see it

dim mica
#

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";
};
};

sacred perch
dim mica
#

i think its working now

wispy orchid
#

pastebin.com is a good service for sharing larger configs and code snippets

dim mica
#

ok thanks for help

#

;D

wispy orchid
#

welcome :)

dim mica
#

im just total noob what comes to these configs and coding

white oak
#

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

plucky patrol
#

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

marsh canyon
plucky patrol
#

It is not working quite well 😦

marsh canyon
#

Then post your config

plucky patrol
#

i mean that the change lowers the quality of the texture

marsh canyon
#

?

#

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?

plucky patrol
#

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

pallid island
#

wut intensifies

marsh canyon
#

So nothing related with rvmat?

plucky patrol
#

no

marsh canyon
#

??

plucky patrol
#

I mean maybe no, i do not know

marsh canyon
#

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

pallid island
#

Maybe post config and couple of screenshots blobcloseenjoy

marsh canyon
#

That tho

#

We have almost no info on your issue

subtle bison
#

never heard of tex quality to go down via hidden selections

#

sounds like an issue with the texture itself

marsh canyon
#

Maybe but I actually had such issue, never figured why and not really interested

subtle bison
#

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

runic plover
plucky patrol
#

yes the texture are on correct res 2048x2048 and has the suffixes

runic plover
#

With hiddenselectionmaterials you can "change" the unwrap, if dir /set is increased as example, used sometimes for rocks

#

But thats more a tieleablestuff / seamless

runic plover
plucky patrol
#

yes

#

but the smdi and nohq are not the same between textures

runic plover
#

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

plucky patrol
#

ok i will post a screenshot but is there a way to change smdi and nohq outside a rvmat file ?

runic plover
#

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

plucky patrol
runic plover
#

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

plucky patrol
#

if you look on the sign right side is lower that the left side

runic plover
#

Is the sign a seperate texture and has a seperate rvmat file?

plucky patrol
#

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

stuck oyster
plucky patrol
#

nop, it apears the same as in garage

#

only the base texture looks high quality but the rest are low

foggy finch
#

you'll soon pick it up :)

dim mica
#

hopefully ;D

runic plover
#

Maybe one more 2.14 bug

#

But not sure cause i dont have any problems with my 10color variants for vehicles & aircrafts

plucky patrol
#

what rez do you have on your aircrafts ?

charred bolt
hollow valley
#

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

pallid island
hollow valley
tribal mulch
# runic plover Maybe one more 2.14 bug

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

tribal mulch
#

... 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.

real crow
#

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

past canopy
#

codeshare.io/ is also awesome since multiple users can edit at the same time

runic plover
tribal mulch
#

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 notlikemeow

white oak
#

does the hide animation not work on classes other than building?
trying it on bushshoft atm

runic plover
white oak
#

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

umbral shuttle
white oak
#

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 are house building and housesimulated

tribal mulch
charred bolt
tribal mulch
charred bolt
#

Standard? Who uses that these days?!!

tribal mulch
# charred bolt 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 thonk

charred bolt
#

Standard textures

tribal mulch
#

Can't figure out in the first place why this is happening at all.