#arma3_model

1 messages · Page 21 of 1

tribal mulch
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they do seem the same

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so how do we fix this

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😭

charred bolt
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Extreme Textures

tribal mulch
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Are those textures _ca or _co?

charred bolt
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Decals are _ca

tribal mulch
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well our decals are put on the texture itself

charred bolt
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If you're using _co could be an issue with mipmapping them?

tribal mulch
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all our textures are _ca

charred bolt
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All?

tribal mulch
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yas

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appart from 1 which is the turret

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the one you see the roundel on in Miledino's screenshot
everything else is _ca

charred bolt
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That's not a standard way of doing things, if I'm understanding you correctly.

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Majority of textures should be _co, with transparencies using _ca for decals and glass types

tribal mulch
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So if I'm understanding this correctly, then unless you got Decals as own models, then all of the textures should be _co, no?

charred bolt
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But putting decals (like roundels) on separate textures allows you to get much higher resolution which won't suffer from mipmapping when the graphics quality is lowered.

tribal mulch
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hmm

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you mean so the decal itself has it's own texture

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or

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?

charred bolt
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On the tank you see in my images, there are 4 or 5 _co's and two _ca's, one for decals (the grafitti art and other text) the other for glass.

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Yes, decals are on their own texture. So you don't need to waste UV space on the main body to get good resolution for text.

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Do the same for plane cockpits where you want high res text on instruments, separate them from the background textures.

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It also allows you to do easy variants in the virtual garage, having only 1 base texture, but with multiple decals set by hiddenSelections

tribal mulch
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But you need to model every decal, no?

charred bolt
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Yes, each decal is usually a single plane (4 vertex) mesh laid on top of the main body.

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You can place multiple decals in different places on the body, but group them all on 1 texture with a great UV pixel density.

tribal mulch
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Thing is, it doesn't affect only the decals, it affects like the whole texture

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We'll try making all the textures _co and see if it changes anything

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else idk

charred bolt
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I do see it happening with Black Wasp as you say it does.

tribal mulch
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Yep

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same issue

charred bolt
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But I don't see it happening with the vehicles I'm familiar with in SOG:PF, so guess it's not necessarily an unsolvable "engine bug".

tribal mulch
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Probably, yeah.

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Just don't know how to solve it rn nootlikethis

charred bolt
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Are you making models from scratch or just retexturing existing vehicles from vanilla or mods?

tribal mulch
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From scratch

charred bolt
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Ok, so going to all _co's except where you need transparency is a clear plan.

tribal mulch
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yep

charred bolt
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Making sure you have good rvmats and texture maps

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Don't use hiddenSelectionMaterials for the time being

tribal mulch
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They're the ones Substance Painter automatically generates. Checked them and they seem all fine.

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ok

charred bolt
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SP usually exports PBR textures, which is not what the Arma engine uses.

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So you need some export mapping and/or post processing, especially if you try for shiny metals.

tribal mulch
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We got a template in Substance Painter that exports for A3

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it's on Github

charred bolt
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That's cool then, it probably handles most things well. Are you exporting matched resolution ao, nohq, smdi to your co's?

tribal mulch
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Yes, all files are of the same resolution

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... so both the files themselves and the export settings

tribal mulch
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Just found out another example, the vanilla NATO Assault Boat:
Ultra

stuck oyster
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what file format are the textures saved as? jpg? png? tga?

stuck oyster
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though it should not really matter.

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I think that texture quality difference between ultra and standard settings is pretty normal

tribal mulch
tribal mulch
short copper
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What model should we use for gloves? The default character model for clothes (kinda t posing guy?) fingers are together.

stuck oyster
short copper
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huh okay

stuck oyster
# short copper huh okay

you can search the chat history here, I made few example pics on how to make basic glowes shape out of the man hands while back

stuck snow
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is there an easier way to view animations done in model.cfg? Tired of repacking every little change 😄

stuck snow
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I feel stupid now lol

livid canyon
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nah there's so many things to learn

stuck snow
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whhen I have that

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I mean the animation works in game

livid canyon
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I haven't actually ever used the modelconfigeditor myself =p
Just use vscode or notepad++

stuck snow
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same 😄

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it doesn't matter, was using dayz object builder that's why my animation didn't work in buldozer

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would be nice if they change the names between the two games 🙂

umbral shuttle
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So I am making a rocket launcher with iron sights, how do I figure out how high to put the eye memory points so that the angle for the zeroing lines up?

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like how on the rpg7 when I page up/pagedown the rights adjust and tilt the launcher at a certain angle

pallid island
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you place them wherever, you match points to ranges in weapon's config, you let the engine do the actual calculation of which elevation should be used for the projectile to land at specified range blobdoggoshruggoogly

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if you, say, manually add 40mm grenage launcher to some tank and zero to some 3000 meters - you can see how projectiles are launched almost perpendicularly to the barrel model 🙃

umbral shuttle
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Okay so I have the points as so, the direction and eye position are in line. Now this part is more config channel stuff but hiyaaa

im inheriting off the rpg7 class, and shooting the rpg7 ammo. With the RPG7 at 200 meters the rocket lands directly when zeroing at 200m, but with mine shooting the same ammo and same zeroing of 200m, the rocket falls 30 or so meters short. Surely it cant be config issue since its just inheriting off the RPG7, so what could be wrong on the model side?

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pic showing the konec hlavne and usti hlavne points

pallid island
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inheriting from RPG with just model/name changed, or is the config more involved?

umbral shuttle
# pallid island inheriting from RPG with just model/name changed, or is the config more involved...

Main change to optics mode since the memory points where not the same, I just have 1 since only concerend with 200 meters for now

class MEU_M57_Pilum: launch_RPG7_F
{
    
    modelOptics = "-";
    class OpticsModes
    {
        class irons
        {
            opticsID = 1;
            useModelOptics = 0;
            opticsPPEffects[] = {};
            opticsZoomMin = 0.375;
            opticsZoomMax = 1.25;
            opticsZoomInit = 0.75;
            visionMode[] = {};
            opticsFlare = 0;
            opticsDisablePeripherialVision = 0;
            distanceZoomMin = 100;
            distanceZoomMax = 500;
            cameraDir = "look";
            discreteDistance[] = {100,200, 300, 400, 500};
            discreteDistanceInitIndex = 1;
            discreteDistanceCameraPoint[] = {"eye"};
        };
    };

};

thats the important bits, everything else was just magwell or particle effect stuff

pallid island
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just for the peace of my mind, can you please try with discreteDistanceCameraPoint[] = {"eye", "eye", "eye", "eye", "eye"};?

umbral shuttle
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SUre thhing

umbral shuttle
pallid island
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with irons blade being exactly at targets center when shooting? Wow. I somehow wish i've had A3 installed anywhere to actually try for myself 🙃

umbral shuttle
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Yea irons at center of the AAF car or watever it is

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if I switch to RPG 7, no problem hitting

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rpg7 is the only base game launcher with irons dread

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Okay so I am trying something different now, making various eye positions at different heights

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here is 100m

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and heres 500m and this seems accurate at 200m

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but obv looks kinda ugly cause the rear and front sights are not aligned

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I cant imagien wat the actual 500m zeroed sight would look like

pallid island
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🧠 get this ranging mess sorted out, shoot with zero at 500m, record the grenade's angle, make the eye point to match

bright echo
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yeah the auto zeroing only works with shotbullet

hollow valley
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Hi I got a problem making the fire geometry working right, the base of the model is blocking everything as it should but the upper part of the wall dosent block anything.
I've read the LOD explanation few times but can't see I've done anything wrong

pallid island
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there is only 1 component on the right screenshot. And the shape isn't convex as it should be.

hollow valley
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Shit I'm stupid, thanks again m8

shrewd jay
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I just released a new version of the Arma Toolbox for blender. Version 4.0.0 is compatible with all Blender 3.x and the new 4.x version. Download is available here https://github.com/AlwarrenSidh/ArmAToolbox (Release 4.0.0 on the right side of the page).

Release notes with a short description of new features is available here https://github.com/AlwarrenSidh/ArmAToolbox/wiki/4.0.0-Release-Notes

There is a load of new features, so I highly recommend to make a backup of your old files, and also back up your old blend files just in case.

Enjoy.

restive pond
shrewd jay
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Proxies should work like before

white oak
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Is it possible to hide proxies with model.cfg
if yes, do I need to put the proxy in a named selection or can I just use @@armaproxy ?

stuck oyster
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yes it is possible. and yes you will need the proxy as part of a named selection. you cant make the proxy name a bone in the cfgskeleton

white oak
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proxies only import the visual LODs right

shrewd jay
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It depends on what LOD they are. If they are on e.g. a shadow LOD, they will import the target shadow LOD

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Also, about @@armaproxy, the name is not exported into the P3D, but rather it will show up as "Proxy:/path/to/file.index"

white oak
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alright

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we be cookin

umbral shuttle
pallid island
umbral shuttle
umbral shuttle
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I suppose there isnt a online calculator that can tell me the angle to make for the eye points

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😦

stuck snow
umbral shuttle
stuck snow
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Yea I had an issue with an Snipex Alligator where it was perfect until about 1600m it would start shooting 50m too low. Took me a day to realize why 😄

umbral shuttle
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or rather, is there any negative downside

pallid island
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no engine, for starters

umbral shuttle
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sunglasscry right, oh well time to do the painful thing of adjusting the memory points

west haven
gusty parrot
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theres probably already been a question on this here, but one of my friends got a model of a aircraft done with the textures and all in blender (got a fbx file) and i wanna try importing it into arma as a vehicle in a functional state . Ive never done this kind of stuff myself but i got a basic understanding of how it works. Just wondering if anyone got any tips on where to start learning the specifics of the process of making a vehicle from a fbx file and PBR textures.

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i also got all the CO, CA, AS, NOHQ and SMDI stuff

covert quarry
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I'm looking to make/colour a tree red for a terrain I'm working on, is there any start-to finish guidance on making custom foliage?

raw beacon
white oak
karmic silo
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Is there an easier way to place the red dot for an optic and preview it's postion relevant to the optic model and eye memory point in object builder?

stuck oyster
karmic silo
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Dam.

stuck oyster
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There is a sample tree in Arma 3 samples that can be used as a reference on how different parts may look

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And A2 trees in the A2 public data packs

stuck oyster
snow frost
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Hey, wanted to ask regarding facewear if there's any resources that specifically tackle facewear importing.

Just wanna know about anything I wouldn't learn from uniform/headgear tutorials since the facewear/goggles department is kind of vacant in terms of learning resources for setting up models to getting config for them sorted. Specifically anything that needs to be done before the config stage as I can probably fill in the blanks haha

gusty parrot
raw beacon
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Which is the main issuep

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The trunk is easy, leaves is wheree is gets conplicated

stuck oyster
restive pond
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is anybody having a problem where they can only import LOD "1" from ARMA 3 samples for all p3ds? I figure this maybe an issue with blender 4.0?

teal ivy
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Has anyone seen a good model of Reichstag on Workshop?

versed rune
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So this is more a general newbie blender question. If you were to model something like this antenna. Would you make it all from one solid and deform, scale etc. it to make it, or multiple solids? Or rather how do you divide up what should be different solids?
(I'm coming from CAD programs like Inventor, so not used to things not being based on sketches 😅 )

And what do you use to connect different solids together. I assume for animations you would use some kind of rigging. But for the modelling part, do you just put the different solids where they should be next to eachother and link them in a collection?

stuck oyster
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not all parts need to be same mesh

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sometimes you can save polygons by just making one tube poke into another tube

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dont overthink it too much

versed rune
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makes sense. Thanks!

short copper
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How is this for a general shape layout?

inland pawn
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What could cause a model to mess up when nothing but config changes are made?

marsh canyon
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I am not sure what is the "mess"

inland pawn
shrewd jay
real crow
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If the at rockets from my custom launcher pass through buildings and non metal surfaces, what am i missing?

junior cove
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Hello, I have a problem with a model and its material. In the version with glasses, the beard changes color to reddish or becomes lighter depending on the viewing angle. This does not happen with the model without glasses. Both models have the same materials.

subtle bison
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that seems to be the best beard i've seen in the game so far

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is it added as headgear or something? might be worth checking if one of the possible render flags in the rvmat would fix it

stuck oyster
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Are those vanilla glasses? Some of them act weird sometimes.

subtle bison
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i like how the glasses make him go from sad alcoholic to cool hipster

junior cove
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the beard with glasses is one model

subtle bison
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ah. makes sense then. the _ca of the glasses ruins it

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try adding renderFlags[] = {"NoZWrite"}; to see if something happens. maybe that's not the right flag, though, not 100% sure on that (or if it helps anything at all)

junior cove
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I'll try it, thank you

subtle bison
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thing is, the _ca in the glasses ruins the rendering of the whole model. so the alternative would be to turn it into a _co ... if you don't need transparency for it

stuck oyster
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Alternatively the named property forcenotalpha could have effect.

subtle bison
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ah yeah, that too

grizzled halo
shrewd jay
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Ah you mean the export configs? I did that when I started the CUP Abrams, was just way too much work to edit seven models separately 🙂

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(Sometimes it is a good thing to be lazy)

grizzled halo
white oak
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Already have multiple files that toss out 10+ variants on export its great

grizzled halo
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when making a 2D scope model, what considerations should be done to convert from the 3d scope to 2d?

stuck oyster
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With 2d scope you mean a texture?

grizzled halo
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I assume that whatever the wiki referes to 2D scope is a 3D model laid-out in a way that allows you to simulate the interior of a scope without actually using the normal 3D scope you have been using.
Or is it an actual texture overlay isntead of using a "closed" scope reticle?

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for example, the RCOs in vanilla arma

shrewd jay
stuck oyster
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Any scope they shows the model is 3d scope.

grizzled halo
hardy canyon
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So i have this little i think proxy issue.. i see my weapons pylon on the first lod, but it disappears on the 3rd lod. Yet when i look in the p3d the proxy is there.. named correctly and all.. what could be the problem ?

stuck oyster
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proxies may have short-ish draw distance

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how far are you looking at your proxies from?

hardy canyon
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i kept moving back and forth.

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this is the distance between the 2.. and i looked at the proxies and they are all there

stuck oyster
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put a vanilla copter next to it and check how far its proxies show

hardy canyon
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the weird thing is when it reaches lod 4

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it shows up again

hollow fulcrum
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hrmm.. whats the best way to get rid of unassociated .dlls in a max file. i haven't had to do that in quite some time. but i for sure dont have a current vray license ... so i'd like to make the refs go away.

runic plover
hardy canyon
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seen

short copper
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before I go down the road. is implementing something like a wrist info or hud, pipboy from fallout or whatever basically PIP in terms of arma? which in turn would cause others to have to load it?

so there would be no way to limit the device to only load for the current player and not his buddies around him?

marsh canyon
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UI to tex is a thing

short copper
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OO, ty

stuck oyster
short copper
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I will move the Q over there. ty goat

crude cedar
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I got a question about adding a vest with pistol holster. I have the pistol_holstered proxy on the model and vertex groups assigned to the proxie. Is that enough to have them show up ingame?

dark pilot
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Is there some video or link to where I can learn the controls and what certain buttons do for object builder? like a general rundown of it

real crow
stuck oyster
real crow
stuck oyster
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penetration rvmat would affect how other bullets go through your object

real crow
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So it’s just a vehicle thing

stuck oyster
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you shoot it as normal rocket yes?

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do you inherit one of the vanilla rocket ammo as base?

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or missile

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if you set your weapon to use a vanilla missile/rocket of same-ish properties how does that behave

real crow
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As a rocket, and I made a test by letting it inherit the vanilla rpg7 rocket class instead of my RockeBase class. It didn’t solved the issue either

stuck oyster
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is it very tiny?

real crow
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Not really, just a normal Panzerschreck rocket, size is relatable to the other existing in some other mods

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And vanilla rocket too

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Could it be that my Magazine class make the engine go nuts? I used the cfgMagazines for the rocket as items, while cfgAmmo as actual ammunition

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Here for references

stuck oyster
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could be better to use some functioning magazine and ammo as base

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so you get all properties inherited

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incase you miss something in your setup

real crow
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Ok, so just a simple replacement of RocketBase and LauncherMagazine in practice?

stuck snow
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anyone here ran into an issue with adding a gl to a weapon

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I ported a custom mk47 into the game, wanted to add an underbarrel gl to it found a model, copied most of the stuff gl related from arma 3 mx and the gl works but it shoots to the side. I'm assuming it's model related and I'm missing something, what defines where the granades go?

versed rune
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Anyone have a guess or way to figure out what is going wrong here. I got this model with vertex coloured parts. Export it as FBX and import into Substance Painter. Baking the meshes in Substance painter however one of the parts miss its colour id and just becomes white. I have set the ID map to use vertex colours when baking.

I have tried for a while now, and can't figure out what is going wrong. Both green parts are identical, the one that becomes white is literally just a copy/paste of the other, transformed to new position.

white oak
white oak
versed rune
real crow
last spindle
stuck oyster
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Nothing fancy

real crow
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Yep did that already but no results given

woeful viper
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you da wizard man

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i just use my 'magical' boxes though

plucky ginkgo
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I have a question about editing vanilla assets.

I'm considering trying to somehow add a third seat to the front of a vanilla four wheeler, is model editing the only way to achieve that? (Which I assume is against the rules)

marsh canyon
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Nope

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I mean yes and yes

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Technically, having another seat could be done in a config, but will not have any visual

runic plover
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Or do a seat standalone and createvehicle pos cockpit etc & attachTokekw2 kekw2

karmic silo
white oak
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Bit hard to see but almost looks like shading problems from triangulation

marsh canyon
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Also make sure your sharp edges are applied properly

runic plover
shrewd jay
restive pond
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warnings are errors
p3d error Error(s) detected```
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how do i fix this? I've rechecked the LODs and they are already assigned to their respective LODPresets (geometry, custom, etc.)

white oak
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Untick warnings are errors in pboproject

restive pond
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they were already unticked beforehand?

stuck oyster
restive pond
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ah ok it finished

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but would it cause issues if they are unticked?

stuck oyster
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It would set them as warnings

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Instead of errors to stop on

white oak
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Wonder if its possible at this point to create a model w/o warnings
If you're creating something more complex than a single cube that is

runic plover
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If its done right it is possible, you can also do stuff clean without any rpt error / warning logs aswell. Invested a lot of time to get rid of all of these but it does need some nerves

white oak
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Fairs, at this point I just keep a makefile in my P drive and just use that to build stuff so I don't even know if I have warnings

runic plover
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Depends what kind of effort you want to invest for a perfomance friendly way, even Arma isnt really perfomance friendly with many AI's going on, so id like to keep my stuff perfomance friendly as much as possible to safe a liiiiittle bit perfomance kekw2

white oak
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But is fun

runic plover
white oak
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My error checking comes in the shape of Rupert stabbing me if I hand them broken stuff

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But just for you Goat, I'll do a full rebuild with warning checks

real crow
stuck oyster
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🤔 to the geometry lod or hit geometry lod?

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@real crow

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which reminds me, did you have geometry lod, hitgeometry lod and view geometry lod?

real crow
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No, i just have the geometry lod

real crow
white oak
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Geo <- Rarely a model exists without
Geo Phys <- used in large objects to make collision calc easier for the game
View Geo <- A Cornerstone for making objects with Alpha Textures
Fire Geo <- Bullets will penetrate thin, weak materials like wood, plaster and sheet metal
4 essential geo lods for a balanced model

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Not all of them necessary all the time, game uses geo to fill them if they don't exist

stuck oyster
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😅

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an also in some occasions some may be mandatory though

real crow
stuck oyster
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possbily. I dont remember if Ive tried making ammo model without one

white oak
stuck oyster
narrow jay
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hm, ZK383 - GP vz.42 ?

real crow
narrow jay
real crow
white oak
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8-10k Faces is towards the high end for rifles afaik

narrow jay
narrow jay
real crow
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Aight, but submachinegun and hmg surely bring some differences between them

real crow
worldly knoll
narrow jay
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ArmA III dont have polygon limit. Limits are only PCs 😉 Now people have min 8 Gb Ram

white oak
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there is hitting the top limit and then there is making models that has a good balance of performance vs detail

stuck oyster
narrow jay
stuck oyster
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sure. but while its possible to make a gun 100k tris, if you have many of those on screen you will either not see the detailed lod ever if there are lesser lods to draw or it will eat your fps

tribal rain
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so im importing a 4x4 type jeep into arma i know how to do a tank whats the main difference if any to get it to work?

stuck oyster
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different wheel config

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rest is pretty much same

tribal rain
# stuck oyster different wheel config

what do i gotta do to get it working like i know there is setting the memory points so it sits nicely inside the wheels etc but what about steering etc?

stuck oyster
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they are memorypoints too

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its all same work really

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you can refer to the sample car and its config

woeful viper
foggy finch
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nice, whats it for? mask/shemag?

stuck oyster
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sure buts its a lot larger object

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you can have hundreds of rifles in that same space

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I know the theoretical limits of the engine and p3d well enough

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but I also know that making optimized models is key in havinh good performance

narrow jay
narrow jay
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😉

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ArmA limit only computer

stuck oyster
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Sure and most people have computers that need the optimized models to run properly. There is no need to have excessive polycount just because the engine can handle it
Poor optimized models lead to performance issues which leads to bad gaming experience.

white oak
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Next time I'm going to accidentally put the high poly ingame

narrow jay
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Mod ofter dont have lods 😖

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SImiliar DayZ models. 2013 and today.

inland pawn
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ARMA can run pretty much any model you throw at it. Just not millions of faces models. But, keeping the count as low as possible is a rather good thing to do as not everyone has nasa super computers

stuck oyster
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there are still people who play with older systems

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and even newer systems get bogged down by Arma 3

narrow jay
narrow jay
runic plover
# narrow jay I added example 😉 8000 vs 15000 not big in ArmA III . Mainly fist person lod.

Did you also try in mass and MP together?

Im also long in this stuff (20 years now) and Arma / OFP etc was never good at such, not in mass, MP and missions with some script usages.

In SP on VR Map to test works well yes.

Im still playing with Win7 and a GTX 770 and im able to use Extreme settings since 2.14 (before i just used Ultra) and there is a lot difference if you got high poly models in use in mass

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And yes it makes also a very big diference if models got resolution lods, i did many tests with my own content i did

narrow jay
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Mass MP not good, not good combat in forrests or big maps

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All parts need balance.

runic plover
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Honestly, OFP worked better. If you have played MF CTI or CrCTI they worked better with mass than any Arma CTI

narrow jay
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And ArmA III rendering only what player see

runic plover
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But nvm we go to much OT, like HG has mentioned, better to keep the polycount low as possible but still with nice results, a lot can be done with the texture work and shaders

narrow jay
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🤣

narrow jay
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I made small compare . ArmA III look still good withour PBR. Compare with enlisted

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ArmA III have setting for details, textures etc. 🧐

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When people make models.. i saw here one problem. People cut polygons but no split 😮

runic plover
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Its sad that Arma3 doesnt support PBR, Dedmen made once a "PBR" test but doesnt work that well. I hope with the new Enfusion a lot can be fixed. Arma 3 is also with its AI very perfomance unfriendly.

You can test it with like 20 or 30 Vanilla Slammer Tanks, if they stand still your FPS is still pretty nice, if all move at once your FPS go low, even on a empty VR map

narrow jay
woeful viper
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thats not sculpted though :P

charred bolt
# runic plover Its sad that Arma3 doesnt support PBR, Dedmen made once a "PBR" test but doesnt ...

I don't think that's the result of multiple 70k polygons moving (as opposed to 32k polys), but rather the 20 or 30 AI brains trying to path find and spot etc.
Personally I feel that Petr is correct in the analysis that individual assets (especially vehicles) can be produced at unthinkably high poly counts now in comparison with 2013, without affecting performance unduly on even what we would think of as middling PC's these days. Of course it's always true that more polys = lower FPS (in a crude sense), but the question is, what is the percentage change? It used to be significant, now it's extremely low.
However, map optimisation, particularly vegetation is likely still as critical as always for dense jungles, and perhaps building and pathfinding optimisation for cities, which is where almost all maps and PC's start to performance crawl. So a bit of both opinions are valid.

runic plover
charred bolt
#

Yes, that's what I wrote too. I thought your argument was that high poly vehicles were the problem, made worse by duplicating them.

runic plover
#

No as long reso lods are done well it should not affect.

charred bolt
#

We're in agreement then 🙂

#

We just have to persuade HG to upgrade his 800x600 8bit colour CRT to something a bit...flatter. 😉

hollow fulcrum
#

@last spindle <3

#

thats a nice emblem there @woeful viper

stuck oyster
#

my argument is that polies should not be wasted just because its possible.

#

and especially new makers need to be taught the value of good efficient design

#

no spam thanks

slate epoch
#

What do you say?

past canopy
#

@slate epoch jesus what the fuck did you do

#

why is there a spike in the head

junior cove
#

Is it possible for a material to glow in night vision but not in regular light (IR) , and if so, how?

past canopy
#

oh I see

gusty parrot
#

is there a error log or something for object builder, im trying to save the p3d i exported from blender for it to work in arma but i keep getting "An error occured during save operation."

#

any way to find what specifically is wrong with the p3d

mossy mulch
#

something to do with high emissive value on a dark colour iirc

stiff dew
#

like you want something snow white and then a varaint of cherry red?

mossy mulch
#

eh?

stiff dew
#

like in general

#

not emissive related

#

just having color varaiants

remote willow
#

i was going to say something about the medical issues with having a piece of shrapnel permanently embedded in your skull but then i remembered that MGS is japanese.

stiff dew
#

would you need multiple rsv maps?

stuck oyster
stuck oyster
#

what game are you talking about

gusty parrot
#

i did have some failed exports, how do i fix that?

stiff dew
#

arma?

#

sorry i dont know if i am calling it the right things

stuck oyster
#

there is nothing called rsv maps in arma

stuck oyster
stiff dew
#

rvmat

#

its called

stuck oyster
#

also make new export once you restart so its actually correctly exported

gusty parrot
#

alright thx!

stuck oyster
# stiff dew rvmat

rvmat can be used to do color changes but usually it is done through the model assigned _CO/_CA .paa texture

gusty parrot
stiff dew
#

but is the color not assigned to the object in the blender file with the select the _CO under arma tools? Does that mean you would need multiple p3d models for the different colors?

#

or you can change it some otherway?

stuck oyster
#

typical way to change colors is through hiddenSelections

#

that are assigned on model and they can be targeted through config with alternate textures and materials

stiff dew
#

ok and whats the difference between .cpp files and .hpp

#

do you need .hpp?

stuck oyster
#

hpp is typical extension for a file that contains part of a config that is added to the main config.cpp via #include

#

though it can be just about anything else too

#

its not mandatory to use it

#

but sometimes it can be good for organizing parts of large config into separate files

stiff dew
#

ok so like if you wanted to make varations of something would you use that? like a light medium or heavy but they all use the same group of models and share the same UV's

slate epoch
#

Right-o.

stuck oyster
#

model variants need separate p3ds

past canopy
#

lolKoffein

#

lest we forget that in that game balloons can hoist tanks into the sky in seconds

woeful viper
#

and a basically naked girl that constantly shoves her ass and tits into your face... and legitimizes is by "because she breathes through her skin". Yeah...

slate epoch
#

( ͠° ͟ʖ ͡°)

stiff dew
remote willow
#

also dogs attack people using knives

stuck oyster
#

typical folder structure is something like yourModTAG\TAG_TypeOfThingies\TAG_Thingy_01(config and p3ds go here)\data(textures and rvmats)

#

you can find example from your P drive if you set up the dev tool environment and unpack arma 3 data into it

#

or look into vanilla pbos

marsh canyon
#

But you can also put your tex anywhere actually, as long as the PBO is loaded into A3

stuck oyster
#

That is also true

slate epoch
#

I enjoy that game, doesn't matter it's silly.

#

For realism I have Arma here :D

woeful viper
#

whats the point of the serious plot though if everything is offset by the silly shit?

errant pumice
#

Is there maybe a nifty script or a tool to make weapon icons?

runic plover
#

I do them out of Bulldozer and edit with Gimp shortly. It helps if you do a green or red flat face behind the gun/object to cut it faster for transparent background

raw fossil
#

Does anyone have an FBX or OBJ of the Blackfish? I want to remake the Vtol to its old concept

runic plover
finite stump
#

Does anyone have a link to a config template for static buildings? All I find are for guns, units, and vehicles. I don't make those things. I can get my model all set, but just don't know how to get it into the game correctly.

raw fossil
runic plover
runic plover
shrewd jay
gusty parrot
#

Sounds good, thanks!

gusty parrot
#

is this supposed to be a relative path to the data file where my textures are when my p3d is in the addon folder?

#

like the sample jet for example here has this :

marsh canyon
#

Not relative. Absolute in the way that the game/PBO can recognize

gusty parrot
#

so like is i got my textures in my P drive i just put the full path to it

marsh canyon
#

Basically

gusty parrot
#

aight bet thx!

gusty parrot
#

anyone got a rvmat example for me to use

marsh canyon
#

a3\data_f has default rvmats

white oak
#

make sure to give a read to the super shader documentation and mondkalbs multimat tutorial to save yourself the headache

gusty parrot
#

alright thx!

#

im looking at them but their all weirdly formatted and with null characters

white oak
#

rvmats in data_f are split
look for default_super.rvmat specifically
or the BI Doc page should have an example/default file aswell

stuck oyster
gusty parrot
#

yea found the documentation

raw fossil
#

I mean taken out, and put in an fbx/obj format

#

To be reimported in

stuck oyster
#

Yes that is editing

#

Can't be done

white oak
#

A3 models are closed source, no touchy

raw fossil
#

So they cant be done at all? Ive seen MOW mods with arma 3 infantry for example

stuck oyster
stuck oyster
#

We have 0 tolerance for that

raw fossil
#

This was years ago

#

But just asking if possible so i dont need to remake it myself, but seems i do, so ill do that

#

Thank you for the help!

white oak
#

was the osprey in the public data packs?

marsh canyon
#

A2 data you mean?

white oak
#

ye

marsh canyon
#

Yes

north sundial
grizzled halo
#

if the A3 datapack comes out, we might be able to

#

whats the correct rvmat to be used in scope lenses from vanilla arma?

I've tried a couple of glass mats from vanilla but none seem to be the ideal one.

north sundial
#

Vez was it

#

Thank you

restive pond
#

some parts of my firegeometry dont work. Some components just pass through when fired on instead of colliding...

fluid copper
#

Make sure they have the proper selections, make sure they are convex, make sure their normals are correct

restive pond
#

Convex means the geometry is closed right?

white oak
#

No inner angles over 180 degrees

last spindle
#

@hollow fulcrum tried making some convex hulls yet, curious to know if it worked as expected?

hollow fulcrum
#

no, downtown people watching currently and no unity foo on the craptop here.

restive pond
#

would this be considered convexed or not?

stuck oyster
restive pond
#

the turret part does not work

#

the barrel, body, and tracks are fine

stuck oyster
#

well if its all one peice then no its not convex

restive pond
#

what do you mean one piece?

stuck oyster
#

if this is all one component then its not convex

restive pond
#

there are multiple components to the turret

stuck oyster
#

ok then, what does, "does not work" mean

#

😅

restive pond
#

bullets pass through it

#

and rockets

stuck oyster
#

did you set mass to it? does each component in your firegeometry lod have penetration material and "componentXX" name

restive pond
#

i have mass on it
I have the entire LOD assigned to rvmat materials
as for ComponentXX's I can't be 100% sure, i might have missed one or two small faces

#

would that effect the entire firegeometry?

white oak
stuck oyster
white oak
restive pond
#

i fired at the ones that are defined and they still pass through

stuck oyster
#

but also if many components share same name they might break

#

probably need to check in OB if it sees them as convex and that you have the separate component names for all of them

restive pond
#

how do i check in OB if it is convex?

last spindle
#

stalkers?

hollow fulcrum
#

?

last spindle
#

miss read what you typed

hollow fulcrum
#

no im not a stalker, but watching the drunken people negotiate traffic signals and crosswalks is fairly humourus most days.

#

being on the busiest corner on the Vegas strip and all ;)

last spindle
#

living the good life..... i will be in vegas some time next year, you can watch me negotiate the same locations

hollow fulcrum
#

hahaha, you will have to let me know when. always good fun to be had here. and i can roll with all types :)

finite stump
#

Could someone tell me what I am doing wrong here. I used the Test_House config to make mine. The pool is just a model, no doors, ladders, windows, and no destruction. I'm only making cereal boxes so I am so confused as what is needed for that.

class CfgVehicles
{
// Parent class declarations
class House;
class above_ground_pool: House

// Class of the house in good state
class above_ground_pool
{
    scope = 2; // 2 = public = shown in editor
    displayName = "House 01 (Sample)"; // Name in editor
    model = \ep\ep_objects\buildings\ep_above_ground_pool.p3d; // Path to model

    vehicleClass = Structures; // category in editor; "Structures" value is a class defined in CfgVehicleClasses
    mapSize = 20.27; // Scale of icon in editor
    cost = 0; // Score penalty for destroying the house

};

};

hollow fulcrum
#

and for the record, i would not consider living in Vegas, 'the good life'. it was much more fun before the woman and kids.. and yeah...

stuck oyster
finite stump
#

Mikero's says it expects a "class {" at line 8 which is "class above_ground_pool"

#

But when I do that it causes other errors

restive pond
charred bolt
finite stump
marsh canyon
#

Troubleshoot 101: tell us the error

finite stump
#

Ok, got it to build. Now what do I need to put in the @modname folder to see it show up in game?

#

It loads, the generic mod icon shows up in the bottom left corner. Just can't find the addon in Eden

charred bolt
finite stump
#

I did that but still not finding it in Eden

white oak
runic plover
#

He has scope=2

finite stump
#

ok, found it listed but it says it cant find the p3d file. What is the true folder structure to pack this crap?

#

Im going to be making multiple buildings and ground material to go into a addon for the map I am building. How do you organize the folder structure for that?

inland pawn
#

@restive pond Probably was said somewhere, but what tank is that

finite stump
white oak
#

main folder which is usually tag_something which has the p3ds, configs and a data folder
data folder contains the textures and rvmats

There isn't a set/required structure but this is the most often used

#

here's my misc objecs setup

finite stump
white oak
#

yup

finite stump
#

I can see it in eden but I get the error that it can't load the p3d file when I try to use it. I guess I'm not understanding how to type the path to the p3d file in the config.cpp. Do I use:

/mod name/addon/file.p3d

white oak
#

do the path in your P drive without the drive name ie.
model = "rnc_apartments\variant1\15x15L\rnc_apt_v1_15x15L_c1_f3.p3d";

finite stump
#

Now I have to adjust the shadows and figure out why I can walk through it even though it has a geometry layer.

subtle bison
#

open mesh in slod? also triangulated?

#

geo lod won't work until you assign mass to it

finite stump
#

its triangulated and has mass. I'll double check if its got any open parts

subtle bison
#

geo doesnt need to be triangulated, i think

#

but the shape of the geo blocks is important

#

need to check about convex and whatnot

#

and your slod probably has holes, at least looks to me like that

white oak
#

for shadow just use visualex

finite stump
#

Had some opens parts that I had to fix. Will give all parts mass. What is visualex?

white oak
#

tells the game to use resolution lods its to cast shadows
add sbsource = visualex and prefershadowvolume = 0 properties to geometry LOD
and add lodnoshadow = 1 to all but your farthest res lod

stuck oyster
#

It don't work in the first person interiors

white oak
stuck oyster
#

Ah it was not the tank anymore.

white oak
#

it is a good reminder nonetheless though

runic plover
restive pond
# restive pond here is what it shows

still looking for an answer to this...

tldr: the main turret of this firegeometry dont work (bullets just pass through). I checked for non convex in OB and this is what it shows...

white oak
hallow steeple
#

Are the billboard models available somewhere for use?

gusty parrot
#

i got a question on stencil shadows, how do yall use your model to make the shadow model with less than 1000 traingles in blender

inland pawn
stuck oyster
#

Do note that component convex hull tool will mess up any animation selection so those will need to be redefined.

woeful viper
#

@hollow fulcrum if you look close at the black surfaces, you see alot of subtle color variation. This is what dDo can do. DDO can't.

hollow fulcrum
#

is that a challenge? lol

woeful viper
#

how would you add random scratches that are on flat surfaces in DDO?

restive pond
#

could you explain to me what convex means

marsh canyon
#

Pretty much Google can

restive pond
#

"The Convex Hull operator takes a point cloud as input and outputs a convex hull surrounding those vertices. If the input contains edges or faces that lie on the convex hull, they can be used in the output as well."

Yeah this is a lot of jargon for me to understand

marsh canyon
woeful viper
#

well if you really wanna try, i could give you my input maps :P

restive pond
stuck oyster
#

and if you cant see whats wront, best to make it new

#

or try the convex component tool in OB

#

as it makes all separate parts convex blobs

#

or at least tries

#

sometimes it does not work either

restive pond
#

wait i think i get what you mean

#

so each component is its own cube/model/mesh??

#

so a vehicle with 4 sides, each side has to be its own model?

#

i just realized that the sample tank fire geometry, each component is its own mesh where it is disconnected from the rest of the model

marsh canyon
#

From Samples, a Component looked like this

restive pond
#

is that what is meant by convex

stuck oyster
#

or a block can have a plate material with pretermined thickness

#

there is a wiki page about damage modeling that you might find also useful

hollow fulcrum
#

send them

restive pond
#

i believe i know which one youre talking about, that page only says that the firegeometry has to be "convex" without really explaining what it is

#

im still struggling how the word convex translates into firegeometry

#

i might also be just overthinking this

#

ok now i get it🤦‍♂️🤦‍♂️, took me a while to understand. ill check tomorrow to see if its works. Turns out some faces in the turret are pushed inwards

last spindle
#

With an overlay, DDO still has all the metallic overlays and scratch overlays

#

put the overlay in a mask, filter it a few times and then you have scratches everywhere

hollow fulcrum
#

its just mask control really

last spindle
#

as you said ^

real coyote
#

i have a dilemma someone here might be able to help me with. I was working on creating a mission with a large civilian count in an urban area. i got some excellent advice over in #arma3_ai to remove AI from the civvie units to be able to spawn more. its working alright, but i wanted to explore other options. I'm thinking an even more performance friendly method would be to import a "low poly"-ish civilian model into the game as an object rather than a unit. If this object could also be animated, then a large number of civilians could be placed in a city with minimal performance impact. obviously they wouldn't be able to move or react in any way, but density of population would make it worth it. Anyways, the main question i have to ask is is this possible? if so, where would I start?

woeful viper
#

i send them via skype hatchet

hollow fulcrum
#

👍

foggy finch
#

+1

#

very nice

grizzled halo
#

do Agents

white oak
#

add a landcontact LOD

thorn spire
#

I have, added extra vertice too.

hollow fulcrum
#

appreciate it :)

gusty parrot
#

i got a question, i wanna make a part of my model glass, i dont have a texture for it. Is there like a default glass texture to use with my glass rvmat?

gusty parrot
#

thx!

final vale
#

Hey Guys, is it the right section to ask for model.cfg issues?

stuck oyster
final vale
#

So heres the thing, i don't really know how to realise trafficlights with model cfg, i don't wanna write a script that goes trough all the objects and stuff, just two traffic light objects that cycle trough a hide/show animation process with the model cfg

stuck oyster
#

well you would have to figure out what engine source could fit your purposes first

final vale
#

i just started with something but don't really know how to mess with the hide/show parameters to get the exact result i want.

stuck oyster
#

it can be rather complex if you want to do a sequence

final vale
#

yea like real traffic lights

red
green

if it goes back

green
orange
red

like the normal cycle

#

wait no its the other way

stuck oyster
#

yep

final vale
#

xD

#

but yea you get what i mean

stuck oyster
#

not easy

#

might work with time as source

#

and loop type animation

final vale
#

yea tried that time as source and loop

#

the only thing that i dont understand is like the unhide hide values and to get my result as wanted

stuck oyster
#

well unhide/hide values need to be in the range the animation plays in

#

so that they can trigger once that animation phase value is reached

final vale
#

its kinda working for one cycle

#

after then its random xD

#

well if there is someone that experienced something like that before or has some understanding how to do that PM me. It would be a huge help

stuck oyster
#

while it sounds like a simple thing, it is in fact complex sequence for this engine

#

youll need to split it into parts and hide unhide pieces on multiple levels so to speak

#

to keep things appearing and dissapearing in right sequence

#

there are couple of things you will want to consider though

#

and if its worth investing the hours into making it

#

as AI wont understand it at all, so it wont make nice looking traffic anyway

visual arrow
#

Has anyone made anything related to Ghost Recon Breakpoint, like drones or soldiers?

stuck oyster
restive pond
#

What's the rvmat for the non-PIP rear view mirror? I just want this texture without the PIP.

smoky lava
#

Is there some snap-like thing in object builder to snap edges to polygons?) Because it's quite painful to adjust proxies to axes.....Or maybe there is some other way?

stuck oyster
#

like Blender

smoky lava
stuck oyster
#

if they are set up as proxies in OB they will import as proxies into blender

#

if you use the blenderArmaToolbox that is

#

theres 2 ways it handles proxies

#

it has an internal dialog for them, or you can make new proxy triangles yourself and assign them to a vertex group with appropriate proxy naming

white oak
#

any tips for doing geometry for natural objects? other than just powering through it?

#

unwrapping it was painful enough

stuck oyster
#

make geoemetry first

#

then the object

#

having done trees and rocks etc, that shift in workflow helped a ton

white oak
#

sounds smart but don't think that flow would apply to me generating the objects with ngplant and such

stuck oyster
#

yeah there isnt really anything to help with that

white oak
#

I could be lazy perhaps, create the geometry by insetting all the faces
end up with 1000+ geometry components

gusty parrot
#

how do i tell the game where bullets should come out of

#

is it a proxy?

#

cuz theres this memorypointgun thing

#

idk if thats what does it

#

its a weapon for the pilot of a aircraft if that helps anyone

short marsh
#

It's usually a memory point, rather than a proxy. I don't know for aircraft weapons, maybe the A3 Samples has a good example for you

gusty parrot
#

whats the difference between a memory point and a proxy?

#

cuz the sample jet for example got proxy for the pylons on which a pylon with a gun is mounted

#

but theres no integrated gun example

stuck oyster
#

integrated weapons use the same setup as other vehicles witht he gunBeg gunEnd points

charred bolt
gusty parrot
stuck oyster
#

Id assume some basics if you have a helicopter jet

gusty parrot
#

i mean, i got my model all textured in game and got the pilot proxy placed

#

im making a jet

#

and it flies

#

i program more than model

stuck oyster
#

you did not make the model?

gusty parrot
#

had a modeler make it

#

he sent me a fbx and textures

stuck oyster
#

time to learn modeling then I suppose. 😅

gusty parrot
#

used those to make it into something that looks good

#

i been messing with vertex n shit if thats what you mean

stuck oyster
#

yea those are what memory lod is made of

gusty parrot
#

OOOOOOOhhh

#

i see

#

maybe the sample planes does have the answer then

#

ill check again

stuck oyster
#

if it does not the other vehicles do have those points

gusty parrot
#

aight i think i got it, for example sample plane got a ejection seat pos and its used in the code

#

i think i can figure it out from there

stuck oyster
#

that works as reference too

#

👍

gusty parrot
#

thx!

midnight verge
#

hey, i need help, when i try to load a p3d in to object builder, i get error, this happens as well in texview when i want to load a paa so basiclly all the tools are not working for me, i tried reinstalling arma 3 tools and it didnt help

midnight verge
#

i have this problem for so long and no one is helping me with it

stuck oyster
#

how do you try to open it?

white oak
#

You sure its open source?
Models working and being openable are seperate things

stuck oyster
#

this is good point too

#

can you save a blank p3d and open that

midnight verge
midnight verge
#

yes i can open an empty one

stuck oyster
#

@main jasper is your mod open source?

midnight verge
#

maybe can you give me an example model so iil open it? @stuck oyster

white oak
#

Samples

stuck oyster
#

if you can open the empty one it works

#

you are just trying to open one that cant be opened

midnight verge
#

oh ok, what about PAA's?

#

in texview

stuck oyster
#

does it give any error?

#

can you open any png or tga in texview?

midnight verge
#

oh um nvm the texview works now, lol thx anyways

#

also the object builder

#

thx anyways

main jasper
#

Dude is probably trying to open binarized p3ds. The unbinarized ones should be linked on the workshop mod description page. If not send me a DM and I’ll get them to you

oak niche
#

Totally interrupting a conversation here but how am I able to separate UVs in obj builder? I’m trying to pull different sections to texture them individually but everytime I get the camo separate, it just makes a single line on the preview.

Not home at the moment otherwise I would have provided images. Just seeing if there’s any floating advice

stuck oyster
#

you can hide parts you dont want to see in uv editor

#

but generally Id advice doing that kind of work in programs with more modern tools

#

OB does not have very good unwrapping tools

livid canyon
white oak
#

HG what would be a reasonable component count for a 40 meter rock like those monoliths in arma
just so I have a baseline to go with

#

100 ish?

stuck oyster
#

depends on your surface structure

west haven
#

Hey just wondering again, what kind of upper limit do i have for a rifle model in terms of triangles?

stuck oyster
#

typical rifles are around 10k tris

west haven
#

shid

#

this is at 22k tris or so and i don't even have the barrel in yet lmao

#

gotta crunch it down

stuck oyster
#

you would likely bake a lot of the tiny stuff and camfers and such

#

you can of course have higher poly count but youll need good distance lods for it to not have impact on performance (at least not that badly)

west haven
#

yeah,

#

I might bake down the bolt and mag releases as normal maps, maybe also the sling swivels

#

I'll confer with my friend, if i was gonna have the distance lods thing what should i aim for

stuck oyster
#

last one 200-300 maybe

west haven
#

yee

opal kernel
#

Anybody in here know how to make buildings?

#

like custom buildings or objects

muted tapir
#

do you have a model or do you need to make one first?

finite stump
#

How do you get a model texture to adapt the ground texture under it? For example when making trenches with a entrenching tool, you can camo it with the ground texture below it?

white oak
restive pond
#

i swear ive had this issue before, but i forgot what fixed it. Why is the head here and not on my body?

livid canyon
#

Need view cargo/pilot lod

restive pond
#

right, i forgot about that 🤦‍♂️

subtle bison
#

and memory points i guess

glass pine
#

This might be a stupid question. Is there any way to change the texture on a custom face model when a unit dies? I don't think I've seen any mods do this, so I'm not sure if it's possible or not.

fluid copper
#

you can set the face with setFace but I dont believe you can change the actual texture

glass pine
#

Would class wounds work for replacing the texture on a custom face then? Would just have to settle for it being when the unit is injured instead of actually dead.

stuck oyster
stuck oyster
glass pine
#

I see... Well, worst case I can just use the setFace method then. Cheers.

stuck oyster
#

set face could do the thing

#

possibly the only option

glass pine
#

Pretty much what I'm trying to do is have an eyes open>bloodied and eyes closed (dead) kind of deal for my models, the only issue with setFace being that I'll have to clutter the face menu with a bunch of "dead" face models.

livid canyon
#

I've got 2 turnout ffv cargoturrets that share a single hatch. Is it possible without scripting to make it so the hatch can be open for either or both turrets turned out?

stuck oyster
#

im thinking that might not be possible 🤔 but you could tie both FFV actions to same door and make the hatch a door that needs to be opened before turning out can be done

livid canyon
#

oh interesting. this would be the raise/lower weapon condition, right?

stuck oyster
#

yeah

#

well no

#

FFV has 3 states in that sense

#

the "passengerAction"

#

and then the FFVAction with raised or Lowered weapon stance

livid canyon
#

is passengerAction the turned-in gunnerInAction? Which itself can also be ffv like in the offroad.

opal kernel
#

Looking for someone who can make a custom shooting range or annex

stuck oyster
celest arch
charred bolt
livid canyon
#

Yeah. It's that a single rtm defining the weapon up/lower poses? Is it possible for that to affect the whole body?
Whereas turn in/out are separate rtms, and can additionally animate the proxy.

hollow fulcrum
#

lol

celest arch
#

too bad it's a death trap in MP

#

load a car, start moving and sometimes it goes kaboom

hollow fulcrum
#

thats pretty quality there..

celest arch
#

thank you

#

also made a few other water frankensteins like that

hollow fulcrum
#

haha

#

whats the speed on that? if it doesn't blow up.

celest arch
#

it's pretty slow

#

had to assign a beast engine though

#

like 400hp

#

i dont quite remember it was some time ago

stuck oyster
ebon yew
#

@hollow fulcrum that radio looks fucking awesome. as does the mk V SOC - what mod is that for?

hollow fulcrum
#

ermm... what mod... that'll be a suprise/shocker i think. and thanks, the radios were a fun little project (thats still ongoing..).

ebon yew
#

i wouldn't be shocked if it was for BIS, looks ridiculously good

#

£5 says it's coming with the tanoa expansion

#

:D

hollow fulcrum
#

lol no, there is actually a version of it floating around somewhere you can fiddle with now. ;)

last spindle
#

'Project Hatchet' has a nice ring to it

hollow fulcrum
#

i wanted to release it last weekend, but there are just too many things broken and my time has been cut very short.. and i think considering some other work being done it will fit properly within a larger set of assets. which is not to say there won't be a standalone.

#

plus i have to finish all these damn weapons now.. but those will make it into most of the large modsets i imagine.

#

there is the OffShore Project, but i haven't officially done anything with it other than create a bunch of work for myself.

#

throws another 80k verts at @last spindle s useful thingie to help fix the 'bunch of work' a bit..

waxen moon
#

Hi guys, just used the A tools to mount P drive.worked.All is present.But i booted up qbject builder tool from A3 tools and it says its missing a whole heap of dll files.Did i need to do sumthn else?Can i just locate these files and maually place them in the required folder?

#

Thnx

white oak
#

Objectbuilder dlls are seperate from Pdrive
Verify the tool files over steam
Also boot OB from its own exe rather than the tools

waxen moon
#

Thank you Ken!! Will try these.👍🏻

restive pond
#

i have 7 cargo proxies but this is the only positions where I can put units in?

#

i have this line in my code

transportSoldier         = 7;```
stuck oyster
restive pond
#

do you mean this line

cargoAction[]         = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands};```
#

this is the only one in the config, how do i make multiple of it?

stuck oyster
#

Yeah that one has 3 actions for 3 proxies

restive pond
#

shouldnt i be able to sit on 3 proxies then?

stuck oyster
#

I think so yes.

#

Do you have the proxies in all res lods and in the fire geometry lod

restive pond
#

in LOD 1 and viewcargo yes

#

i havent finished my firegeometry, so they dont have proxies yet

#

all the cargo proxies have this proxy "P:\A3\data_f\proxies\passenger_low01\Cargo01"

waxen moon
sour bough
#

Does anyone remember the particulars of setting up an nvg for selections? I'm convinced it's possible but I can't seem to get mine to work.

Currently:
Whole thing is called "nvg" as a selection
Model.cfg says "nvg" in the sections array
Hidden selections is inside iteminfo
Textures is outside iteminfo

stuck oyster
#

As far as I can remember

sour bough
stuck oyster
#

You'll need to find me an example

sour bough
#

See if I can find one when I get home

short copper
#

is there a grenade example? I am not sure what it needs from the arma tools.
I looked through arma samples and the github but could not find one.

bold flare
#

There is not

#

Is there a specific part you need help with?
The model setup for collision and physics-iness?

short copper
#

I have never made one so beyond the model I was not sure what to do. not even the arma settings.

bold flare
#

Is your grenade special?
If not then you can just inherit your config from the vanilla hand grenade and only overwrite model and displayName

short copper
#

I wanted to first learn how to make one then figure out how to make something similar to the cursed halo d100.
but always start simple.

bold flare
#

Yeah then just inherit from the base grenade class and edit the model.
I think the model itself might be a problem because grenades are physics objects so they need some extra things in there

#

Actually, I do have a sample. I'll find it

#

The most relevant config is in CfgAmmo, that defines how it looks like when thrown and how it explodes.
CfgMagazine configures the inventory item, before you throw it

#

And you can look at the p3ds there to see how the physics thing is done. It think there is a physics geometry lod on them

short copper
#

p3ds wont load in blender. ill look at the configs though

fluid copper
#

They should be easily openable with the arma toolbox addon

waxen moon
#

I am editing runway pieces with A3 tools object builder.I would like to know how to edit the LOD and how to stop grass coming thru the object.

#

Thanx

restive pond
sour bough
# stuck oyster Not possible

Figured out the problem - we forgot the nvg down vertex group since I changed the name halfway through the import. So standard stuff, config looks like a helmet

mossy mulch
#

yes it most certainly is possible goat

#

we've been doing it on the usp nvg update for a while now

short copper
#

hi j3ff!
man, I just wanna make a grenade lol

stuck oyster
short copper
#

yeah, I realized this.

stuck oyster
short copper
#

Goat is there a wiki page that says what each model would need to work?
For example the helmet needed head, view geometry, and so forth.

short copper
#

damn! okay. I looked through arma samples and couldnt find anything that would help me. I may just be blind though.

stuck oyster
short copper
#

Yeah, if I figure out how to make a nade properly Ill put it somewhere. even if it just uploading the pbo here.

stuck oyster
#

we could try if @turbid cove could set up a community sample wiki page for such stuff

short copper
#

Lou, if you end up making one I would love to figure out how to contribute.

short copper
#

you think we the community would have made one at some point. I just realized the game came out in 2013.

stuck oyster
#

cant remember

#

but such things dont get gathered up very often

short copper
#

its possible, but given the games age and how things change finding info can be super tough.

stuck oyster
#

blobdoggoshruggoogly dunno about that

short copper
#

I may just be awful at google lol

stuck oyster
#

there is a lot more info available now than it was 10 years ago

#

most of the old stuff is out there still too

#

-armaholic

short copper
#

yeah

#

ty for all the help btw goat and community.

turbid cove
stuck oyster
short copper
#

For some further context I am trying to figure out how to make a grenade but I have no idea what properties the model needs.

turbid cove
#

I suppose so? I shalt ping @rough idol regarding a (community-)samples BI repository

plucky depot
#

Public BI repo like for reforger would be the best

#

IIRC the A3 samples are outdated/missing stuff

stuck oyster
#

#Arma3PublicDatapackWhen?™️

short copper
#

lol

plucky depot
rapid tree
mossy mulch
#

eventually yes

plucky depot
#

I wouldn't expect them soon tho

bold flare
restive pond
#

why does my weapon's muzzle flash also appear in these red circles? (apart from the muzzle itself)

#

this is the zasleh selection along with the muzzle flash proxy

stuck oyster
stuck oyster
#

one possibility I can think of is that you have it as part of some animation that does not quite play right

restive pond
#

the zasleh selection is the muzzle flash proxy and the tip of the barrel in the model

stuck oyster
#

have you checked all animations in ObjectBuilders buldozer?

#

model.cfg in itself does not really say much

restive pond
#

how do i check the animations in buldozer?

stuck oyster
#

roll scrollwheel to change animation phase, backspace, enter or middle mouse to change animationSource

#

@restive pond

restive pond
#

there is no animation relating to firing the weapon, could that be the problem?

stuck oyster
#

no

#

all of weapon animations relate to firing in some way

restive pond
#

ok this might be an issue that relates to my other animation issues

The animations are correct in bulldozer, but they are not in game.

For example, the firemode switch rotates at the correct axis in bulldozer, but is completely offset when in-game (the axis would be somewhere outside of the model). This might be the same issue with the muzzle flash as well...

restive pond
#

issue solved, by a user who messaged me on DMs, it was an issue with models.cfg

candid mason
#

I'm looking at the arma 3 samples and some of them seem to have pretty severe errors using Blender 4 + the latest version of the A3 Toolbox. Stuff like this:

candid mason
#

The character template has like 16 big weird triangles and stuff like this coming off randomly

candid mason
#

wtf's that then?

stuck oyster
#

those are proxies

#

that mark positions of things for engine to connect with

#

like where weapon model get loaded

#

or where head goes

candid mason
#

Is there any guide for where those should go on like, a model I make myself? a reference table or something?

restive pond
# stuck oyster which part?

this is what i had to put

             {
                 type="rotation";               //rotationx/axis vuoto//senza min max phase e memory o centrefirstvertex true//angle1 rad360//
                 source="ammoRandom";            //use ammo count as phase for animation
                 sourceAddress="loop";     //loop when phase out of bounds
                 selection="zasleh";       //selection we want to rotate
                 axis="";                 //no own axis - center of rotation is computed from selection
                 centerFirstVertex=false;          //use first vertex of selection as center of rotation//it was true
                 minValue=0.0166665;
                 maxValue=0.0166667;               //rotation angle will be 360/4 = 90 degrees
                 angle0="rad 0";
                 angle1=6.283185;
             }; ```
stuck oyster
#

so copy paste from samples

candid mason
#

So if my final vest doesn't line up perfectly with the sample, the pistol would be off-center, for example?

stuck oyster
#

(well vest might be exception)

#

if you have a holster in your vest you would align the proxy with it

candid mason
#

And if a vest doesn't have a holster, should the proxy be deleted?

stuck oyster
#

yes

thorn spire
#

Hey I created my own crater object, but is it possible to config it somehow that it doesnt randomize the direction? Or is it just hard coded in engine for Cratershape?

hallow steeple
#

Can I, and how would I do file patching to update a model in game while messing with it?
Is it limited at all or can I change the visual model, collision model, lod models, roadway model, properties, etc?

stuck oyster
#

Your own stuff?

hallow steeple
#

Yes

#

I am having trouble with collisions, so.

#

Proxied model of the flood light. Proxy doesnt give proxied model's collisions, but idk if itd be weird with trying to make new collisions as well

dim mica
#

why is my model working fine with vehicle collisions but when i fire to at the object it bounces up like 5cm and after 10 rifle rounds tips over ;D must be some value or point (using tree as damagemodel)

livid canyon
real crow
#

Hi folks, i have a rocket launcher with different rocket magazines to shoot. I understood that in order to have the different p3ds of the rocket mags to show on the launcher itself (not during the flight, they spawn correctly in this case) i need to make those rocket mags as proxies. If this is correct, how can i do that? There is some reference i can study/watch?

livid canyon
#

Is it a infantry weapon or a vehicle turret? Vehicle can use pylon system to mix loadouts.

real crow
#

Infantry weapon

#

It’s a PzF250

#

With an AP and an AT warheads

#

Those appears correctly when fired in their open flins p3d version, while not on the steady launcher

real crow
#

Could this be model cfg related? Because the rocket selection name for both the p3d warheads is the same, “rocket”. Or could it be that i just omitted the lines to the hidden selection textures and camo as showed up ⬆️ here?

livid canyon
#

try changing magazineReloadSwitchPhase

real crow
#

Yeah exactly

#

i was missing that

#

thanks

#

Now i need the mags to cast their shadows, i guess i need to make their shadow lods

stuck oyster
#

might be simplest to just make some close enough shape for it

waxen thorn
#

alrighty, i suppose this is kind of a bad way to start however i'm looking to (maybe) make some goofy stuff i can spawn in the virtual arsenal, nothing super custom for now, just putting a turret on a different hull is all. how would i go about this? are there any tutorials for this kinda stuff that i should see?

short copper
#

how would we properly handle a chain guns fire speed and with the animation?

I was not sure if this should have gone to animation makers as it has to do with a model.

marsh canyon
#

Do you mean Gatling gun? Either way, reloadMagazine should tell 1 (just fired) to 0 (ready to fire) state

short copper
#

I do, something with 6 barrels.

How is it handled via the animation? if a gun has a rpm is 1500 for example

marsh canyon
#

RPM does not really matter on model's side

#

It will tell 1 or 0 regardless how high the fire rate, even if 2000 or 10

short copper
#

okay.

#

so really its just animate it for one round being fired. even if something is like the m61 vulcan which has 6 spinning barrels

marsh canyon
#

It is Gatling, not chain

short copper
#

sorry, am tired.

#

but still

marsh canyon
#

Yeah I got the point

#

Let me check how it worked on A2

short copper
#

thank you <3

marsh canyon
#

Oh well, I was wrong a bit I guess

#

I mean, reloadMagazine can work after all but at least in A2PMC's SUV, they used revolving

short copper
#

huh okay

marsh canyon
#
class MachineGun: Rotation
{
    selection = "gatling_1";
    source = "revolving";
    axis = "gatling_1_axis";
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle1 = -3 * 666.666666 * 3.141592654;
};```Looked like this
#

But also I would want to check other cfgs

#

Hmm basically same for UH-1Y gatling

#

I for one is not really a big model maker, so don't know if it is an “efficient” way

short copper
#

I appreciate the help though.

stuck oyster
#

Models from the game or mods are not editable

#

So yes not the way to start

stuck oyster
#

Also gatling weapons typically have lower ROF in game too with slightly explosive ammo to emulate the high rate of fire. This due to simulation load of super high ROF

short copper
#

but do you mean by fake rotation? just have it spin and not worry about if the revolution per minute

#

ah

#

I know that there is a base gun that shoots 1500 rounds per minute

#

Offhand do you have a solid how to make a firearm for arms tutorial? Even if it is a simple handgun.

#

You being the discord :o

stuck oyster
short copper
#

Mmkay. I know I should start simple before I go with something complex. So even if it is something that is a single shot easy reload.

restive pond
#

my "eye" memory does not follow the rotation of the turret?

real crow
#

Maybe it is the CameraDirection “eye_look” memory point you are missing

restive pond
#

is that an axis or a just 1 vertex?

real crow
#

memory point

real crow
#

i don't know if this is your issue, but you should try

bright echo
#

you need to make the eye part of the turret skeleton

stuck oyster
#

😅

gleaming tusk
#

i've got some silly information

#

that isnt on there

#

selectionFireAnim = "muzzleFlash";                        /// what selection is hidden when machinegun doesn't shoot
#

it doesnt have to be "muzzleFlash" but thats a good example of what it means

crimson cloak
#

any chance there's a tutorial on rigging a vest somewhere? current issue is it just floats between the character's legs

gleaming tusk
# crimson cloak any chance there's a tutorial on rigging a vest somewhere? current issue is it j...

Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them!

Before you start, you should already have:

▶ Play video
gleaming tusk
#

specifically around this time stamp
https://youtu.be/BfS9fBOE7Gw?t=7210

Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them!

Before you start, you should already have:

▶ Play video