#arma3_model
1 messages · Page 21 of 1
Extreme Textures
Are those textures _ca or _co?
Decals are _ca
well our decals are put on the texture itself
If you're using _co could be an issue with mipmapping them?
all our textures are _ca
All?
yas
appart from 1 which is the turret
the one you see the roundel on in Miledino's screenshot
everything else is _ca
That's not a standard way of doing things, if I'm understanding you correctly.
Majority of textures should be _co, with transparencies using _ca for decals and glass types
So if I'm understanding this correctly, then unless you got Decals as own models, then all of the textures should be _co, no?
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.
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.
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.
Do the same for plane cockpits where you want high res text on instruments, separate them from the background textures.
It also allows you to do easy variants in the virtual garage, having only 1 base texture, but with multiple decals set by hiddenSelections
But you need to model every decal, no?
Yes, each decal is usually a single plane (4 vertex) mesh laid on top of the main body.
You can place multiple decals in different places on the body, but group them all on 1 texture with a great UV pixel density.
Thing is, it doesn't affect only the decals, it affects like the whole texture
We'll try making all the textures _co and see if it changes anything
else idk
I do see it happening with Black Wasp as you say it does.
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".
Are you making models from scratch or just retexturing existing vehicles from vanilla or mods?
From scratch
Ok, so going to all _co's except where you need transparency is a clear plan.
yep
Making sure you have good rvmats and texture maps
Don't use hiddenSelectionMaterials for the time being
They're the ones Substance Painter automatically generates. Checked them and they seem all fine.
ok
SP usually exports PBR textures, which is not what the Arma engine uses.
So you need some export mapping and/or post processing, especially if you try for shiny metals.
That's cool then, it probably handles most things well. Are you exporting matched resolution ao, nohq, smdi to your co's?
Yes, all files are of the same resolution
... so both the files themselves and the export settings
what file format are the textures saved as? jpg? png? tga?
.png
though it should not really matter.
I think that texture quality difference between ultra and standard settings is pretty normal
Well yeah, obviously, but not when you have the same 2 textures on Standard and the one on the right is more blurred than the one on the left
these are both on standard, so they should have the same quality.
What model should we use for gloves? The default character model for clothes (kinda t posing guy?) fingers are together.
gloves need to be shaped the same way
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
is there an easier way to view animations done in model.cfg? Tired of repacking every little change 😄
I feel stupid now lol
nah there's so many things to learn
You know why I would get this
whhen I have that
I mean the animation works in game
I haven't actually ever used the modelconfigeditor myself =p
Just use vscode or notepad++
same 😄
it doesn't matter, was using dayz object builder that's why my animation didn't work in buldozer
would be nice if they change the names between the two games 🙂
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?
like how on the rpg7 when I page up/pagedown the rights adjust and tilt the launcher at a certain angle
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 
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 🙃
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?
pic showing the konec hlavne and usti hlavne points
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
just for the peace of my mind, can you please try with discreteDistanceCameraPoint[] = {"eye", "eye", "eye", "eye", "eye"};?
SUre thhing
alas, no dice, 200 meters, zeroed 200 m, about 60 meters short
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 🙃
Yea irons at center of the AAF car or watever it is
if I switch to RPG 7, no problem hitting
rpg7 is the only base game launcher with irons 
Okay so I am trying something different now, making various eye positions at different heights
here is 100m
and heres 500m and this seems accurate at 200m
but obv looks kinda ugly cause the rear and front sights are not aligned
I cant imagien wat the actual 500m zeroed sight would look like
🧠 get this ranging mess sorted out, shoot with zero at 500m, record the grenade's angle, make the eye point to match
yeah the auto zeroing only works with shotbullet
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
there is only 1 component on the right screenshot. And the shape isn't convex as it should be.
Shit I'm stupid, thanks again m8
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.
Would this mean that the proxies that were already in place need to be replaced again? Or does the new update overhaul the proxies placed in the older 3.0 toolbox? Thanks for the release, will check it out btw!
Proxies should work like before
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 ?
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
proxies only import the visual LODs right
It depends on what LOD they are. If they are on e.g. a shadow LOD, they will import the target shadow LOD
Also, about @@armaproxy, the name is not exported into the P3D, but rather it will show up as "Proxy:/path/to/file.index"
ah so I gotta just keep moving the eye points till it gets roughly correct
according to this message - yes
This now also explains the issue I have with the overunder GLs, I suspect the memory points where not put correctly
I suppose there isnt a online calculator that can tell me the angle to make for the eye points
😦
Also and I know this might be obvious but make sure the launcher is perfectly level in the object builder. A little tilt up or down will screw up the long range zeroing
Oh yea it 100% is level, I will try to have it where when the launcher now rotates up the sight will rotate down to keep it level 😦
but alas this sounds painful cause so much trial and error
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 😄
So what would happen if I made a "rocket" that was shotbullet? would that let the auto zeroing work?
or rather, is there any negative downside
no engine, for starters
right, oh well time to do the painful thing of adjusting the memory points
It's only started to occur to me recently that this could be the case lmao, thank you for confirming for me since I was gonna do a GL myself soon
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.
i also got all the CO, CA, AS, NOHQ and SMDI stuff
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?
Hey all, looking into making vegetation and came across the mention of a product/software called Silvador Tree Generator. I tried following up with links but seems no trace of it exsists now? Links to BI store also dont work. Anyone know what happend to this?
Product sheet from what I could find
https://bisimulations.com/sites/default/files/bisim_silvador_03_2015_preview.pdf
Afaik it got merged to one of the other tools
Have a look at treeit or ngPlant for open source stuff
Or pay a month of speedtree crank out bunch of stuff and cancel, you get to keep the models
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?
No.
When making only few manual modeling is the way to go unless you really want to invest in expensive generators. Typically the generator results look alright at distance but they often require touching up for good close up quality.
Dam.
No.
However it is all just same modeling as any. The shape of the mesh is just tree instead of a car or a gun.
There is a sample tree in Arma 3 samples that can be used as a reference on how different parts may look
And A2 trees in the A2 public data packs
Aircraft is one of the more complex things to make so you'll have to split learning into steps. The sample plane in A3 samples provides reference for model and config and there are couple of solid "how to put stuff in Arma" tutorials that go through the general process (El tyranos, battlestad, sokolonko)
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
bruh, didnt even know arma 3 samples existed lol, thx i found them!
Ya I was looking at that plus textures from the pbo. How the UV is laid out if really off putting
Which is the main issuep
The trunk is easy, leaves is wheree is gets conplicated
No it's same as any gear piece.
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?
could be new version bug yes
Works fine for me
Has anyone seen a good model of Reichstag on Workshop?
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?
not all parts need to be same mesh
sometimes you can save polygons by just making one tube poke into another tube
dont overthink it too much
makes sense. Thanks!
How is this for a general shape layout?
I am not sure what is the "mess"
We’ve figured it out. It was some dumb inheritance thing
Try checking the console for error messages. If in doubt, delete Toolbox addon, restart Blender and try again.
If the at rockets from my custom launcher pass through buildings and non metal surfaces, what am i missing?
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.
that seems to be the best beard i've seen in the game so far
is it added as headgear or something? might be worth checking if one of the possible render flags in the rvmat would fix it
Are those vanilla glasses? Some of them act weird sometimes.
i like how the glasses make him go from sad alcoholic to cool hipster
it is facewear
the beard with glasses is one model
ah. makes sense then. the _ca of the glasses ruins it
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)
I'll try it, thank you
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
Alternatively the named property forcenotalpha could have effect.
ah yeah, that too
thank you for adding the scene config, it streamlines work ALOT for us barely few cad-users
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 🙂
(Sometimes it is a good thing to be lazy)
yeah, its pretty much the same concept for "Configurations" in CAD assemblies
Already have multiple files that toss out 10+ variants on export its great
when making a 2D scope model, what considerations should be done to convert from the 3d scope to 2d?
Please elaborate
With 2d scope you mean a texture?
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?
for example, the RCOs in vanilla arma
The only CAD program I know is Fusion360, and I only used it for a couple of 3D prints
As far as I understand 2d scope it's just texture overlay. Like the black border reticles long range Scopes have
Any scope they shows the model is 3d scope.
i see, so basically i should render the scope and make it a texture?
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 ?
proxies may have short-ish draw distance
how far are you looking at your proxies from?
i kept moving back and forth.
this is the distance between the 2.. and i looked at the proxies and they are all there
put a vanilla copter next to it and check how far its proxies show
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.
chopper and your rockets need same reso lod numbers
seen
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?
UI to tex is a thing
OO, ty
Is there a readon why it should not be used by all players? Typically servers force mod signature checks and expect same set of mods to be used. Mismatching mods cause more possibilities of issues.
This is also so the model maker channel, generic mod making questions can be asked at #arma3_questions
I will move the Q over there. ty goat
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?
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
You can have some visual reference by looking at el tyranos or Eggbeast tutorials. And then there is this guide here https://community.bistudio.com/wiki/Oxygen_2_-_Manual , which as far as I understood, it’s valid for obj builder too
the above is sound advice. however there is nothing that "completely" teaches how to use OB
Regarding my geo lod/rocket collision issue, the “can occlude and can be occluded” properties wouldn’t solve my problem, right? Should i instead create some penetration rvmat? While reading this here https://community.bistudio.com/wiki/Arma_3:_Damage_Description there isn’t really nothing that fits my problem 🧎🏻
should not no, they are related to object drawing behind other objects
penetration rvmat would affect how other bullets go through your object
So it’s just a vehicle thing
you shoot it as normal rocket yes?
do you inherit one of the vanilla rocket ammo as base?
or missile
if you set your weapon to use a vanilla missile/rocket of same-ish properties how does that behave
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
is it very tiny?
Not really, just a normal Panzerschreck rocket, size is relatable to the other existing in some other mods
And vanilla rocket too
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
Here for references
hmm well
could be better to use some functioning magazine and ammo as base
so you get all properties inherited
incase you miss something in your setup
Ok, so just a simple replacement of RocketBase and LauncherMagazine in practice?
got it thanks
anyone here ran into an issue with adding a gl to a weapon
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?
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.
If its just a copy might aswell just bake one and use the same texture on both
if you plan to have different wear patterns etc on it try using materials rather than vertex colour as vertex colour is very finnicky in SB from personal experience
afaik you need memory points to define where the GL spawns and the direction its supposed to head
you'll need to have a look at the samples as weapons aren't my forte
Fair enough. I tried to use different materials before but in substance painter it seemed like that resulted in multiple texture-sets for the same object, as it wouldn't merge them but do one set per material.
Just did that. Nothing has changed except the inherited sound from the rocket. Collision issue is still there. When making geo lod for rockets, it's the same process for gun geometry?
a very quick and rough maxscript creating a pipeline between 3DSMax and V-HACD for creating convex hulls, from editable poly objects https://www.youtube.com/watch?v=o7u_LohrlOU
uses this to make it all happen, https://code.google.com/p/v-hacd/ same code that is now in UE4, didint find any existing scripts or plugins that utilized it
Pretty much. Just make it one single simple long and slim box
Nothing fancy
Yep did that already but no results given
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)
Nope
I mean yes and yes
Technically, having another seat could be done in a config, but will not have any visual
Or do a seat standalone and createvehicle pos cockpit etc & attachTo

Any idea what causes this? https://gyazo.com/0cb108d717ad4fb6f4920fbf4b700405
https://gyazo.com/f4627e72dc4736aef5f2b7081f8b307d Blender look for reference
Bit hard to see but almost looks like shading problems from triangulation
Also make sure your sharp edges are applied properly
You got to sharp the edges around the holes but dont sharp the faces, inside needs still to be smooth
If I were to guess you enabled AutoSmooth in Blender but use an agle of less than 180 degrees. if so, set the angle to 180 degrees, then in edit mode set edge mode (press 2), go to "Select-> Select sharp Edges" and then CTRL-E -> Mark Sharp
warnings are errors
p3d error Error(s) detected```
how do i fix this? I've rechecked the LODs and they are already assigned to their respective LODPresets (geometry, custom, etc.)
Untick warnings are errors in pboproject
they were already unticked beforehand?
Yes but you have the P3d checks on the right set as errors atm
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
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
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
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 

Pls don't make broken mods
But is fun
broken Goat
My error checking comes in the shape of Rupert stabbing me if I hand them broken stuff
But just for you Goat, I'll do a full rebuild with warning checks
SOLVED: assign penetration “metal.rvmat” at the rocket geometry.
🤔 to the geometry lod or hit geometry lod?
@real crow
which reminds me, did you have geometry lod, hitgeometry lod and view geometry lod?
No, i just have the geometry lod
Didn’t knew about those other geo lods, no one told me or even talked about them. And this is the first time i hear and read of hit geometry lod
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
Not all of them necessary all the time, game uses geo to fill them if they don't exist
Mine is one of them?
possbily. I dont remember if Ive tried making ammo model without one
I rebuilt all my objects with warnings as errors
and only error was me having the trailing semicolon in the macro rather than the caller
kinda proud of it ngl

hm, ZK383 - GP vz.42 ?
Zk383, but was too high poly, i scrapped it
Why? How poly?
50k triangles and 25k vertices are too much for a gun i believe
8-10k Faces is towards the high end for rifles afaik
nop... BI HMGs have for example 23-26 000 😄
Do you mean for Armed Assault 1
Aight, but submachinegun and hmg surely bring some differences between them
I send PM 😉
Ok 😂
on the wiki the recommended top limit iirc is 15-18K
😄 😄 last year update?
ArmA III dont have polygon limit. Limits are only PCs 😉 Now people have min 8 Gb Ram
there is hitting the top limit and then there is making models that has a good balance of performance vs detail
its still best to keep within reasonable limits
its is only "recommendation". But during progress ArmA III change rendering. In begin ArmA III rendering too models "behinde the scene" . 😉
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
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?
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?
they are memorypoints too
its all same work really
you can refer to the sample car and its config
time for a teeny bit of sculpting http://abload.de/img/2015-11-2116_31_10-icl5ahm.png
nice, whats it for? mask/shemag?
I did a teeny bit of sculpting too https://imageshack.com/i/p5dSRww6p
70 000 have BI Leopard 😉
sure buts its a lot larger object
you can have hundreds of rifles in that same space
I know the theoretical limits of the engine and p3d well enough
but I also know that making optimized models is key in havinh good performance
Yes... polygon / vs size... But 8000 poly is as for ArmA 1 now.. 15 000 - 25 000 for weapons optim. BI HMG have 26 000
OFP had cca 8000 limit, ArmA 1 cca 20 000 and ArMA II cca 25 000
😉
ArmA limit only computer
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.
Next time I'm going to accidentally put the high poly ingame
Why you this wrote to me? i work with BI engines 17 years ... But ArmA III is 10 years game. For example.... i begin ArmA III with 4 Gb Ram. 🤣 late 8 GB ram and now 32 GB Ram. After 10 years is possbile use more poly as in year 2013 that's the idea what i wrote. Today no need weapon 8000 as in year 2013 and now 15 000 - 20 000.
Mod ofter dont have lods 😖
SImiliar DayZ models. 2013 and today.
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
then you should know that optimized and well made lods are important for performance.
there are still people who play with older systems
and even newer systems get bogged down by Arma 3
I added example 😉 8000 vs 15000 not big in ArmA III . Mainly fist person lod.
yep.. i know people who stayed in ArmA 2
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
And yes it makes also a very big diference if models got resolution lods, i did many tests with my own content i did
I know. In OFP mainly problem texturs size 😉 and use aplha
Mass MP not good, not good combat in forrests or big maps
All parts need balance.
Honestly, OFP worked better. If you have played MF CTI or CrCTI they worked better with mass than any Arma CTI
And ArmA III rendering only what player see
Mostly mass is in use if people want to play stuff
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
i know... i saw Omaha landing
🤣
yes... i love ArmA Refoger for PBR.
I made small compare . ArmA III look still good withour PBR. Compare with enlisted
ArmA III have setting for details, textures etc. 🧐
When people make models.. i saw here one problem. People cut polygons but no split 😮
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
i wrote.. BI leopard have 70 000 😉 .
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.
Its the AI brain that affects FPS
Yes, that's what I wrote too. I thought your argument was that high poly vehicles were the problem, made worse by duplicating them.
No as long reso lods are done well it should not affect.
We're in agreement then 🙂
We just have to persuade HG to upgrade his 800x600 8bit colour CRT to something a bit...flatter. 😉
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
Is it possible for a material to glow in night vision but not in regular light (IR) , and if so, how?
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
yes but nobody knows how to do it properly
you are welcome for how useful this information has (not) been
something to do with high emissive value on a dark colour iirc
what about color varaiants?
like you want something snow white and then a varaint of cherry red?
eh?
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.
would you need multiple rsv maps?
most likely you got the file locked in blender because a previous failed export
rsv maps?
what game are you talking about
i did have some failed exports, how do i fix that?
there is nothing called rsv maps in arma
restart blender so it releases the file
also make new export once you restart so its actually correctly exported
alright thx!
rvmat can be used to do color changes but usually it is done through the model assigned _CO/_CA .paa texture
bruh, your the goat, that worked. Thx so much
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?
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
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
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
Right-o.
no. its for texture changes, not model changes
model variants need separate p3ds
lolKoffein
lest we forget that in that game balloons can hoist tanks into the sky in seconds
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...
( ͠° ͟ʖ ͡°)
ok, that makes sense. Can i put the different p3ds in the same folder containing the "data" and texture files?
also dogs attack people using knives
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
But you can also put your tex anywhere actually, as long as the PBO is loaded into A3
That is also true
whats the point of the serious plot though if everything is offset by the silly shit?
Is there maybe a nifty script or a tool to make weapon icons?
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
Does anyone have an FBX or OBJ of the Blackfish? I want to remake the Vtol to its old concept
There's no source file of this
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.
So theres no Blackfish File?
No source file
Arma 3 Samples on Steam, Test_House
I really need to fix the cleanup, right now if you export you might end up with a locked file AND, if you are exporting config, with duplicate objects. I'll try to fix that ASAP
Sounds good, thanks!
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 :
Not relative. Absolute in the way that the game/PBO can recognize
so like is i got my textures in my P drive i just put the full path to it
Basically
aight bet thx!
anyone got a rvmat example for me to use
a3\data_f has default rvmats
make sure to give a read to the super shader documentation and mondkalbs multimat tutorial to save yourself the headache
alright thx!
im looking at them but their all weirdly formatted and with null characters
rvmats in data_f are split
look for default_super.rvmat specifically
or the BI Doc page should have an example/default file aswell
Arma 3 objects can not be edited.
yea found the documentation
I dont mean for it to be edited
I mean taken out, and put in an fbx/obj format
To be reimported in
A3 models are closed source, no touchy
So they cant be done at all? Ive seen MOW mods with arma 3 infantry for example
Those can be reported to BI so they can be removed. Email address for that is in the topic of #ip_rights_violations channel
Someone doing illegal/forbidden things don't mean you can do it
We have 0 tolerance for that
Yea i dont mean that, ive seen it before but cant remember what websitr
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!
was the osprey in the public data packs?
A2 data you mean?
ye
Yes
Trying to find this in the a2 datapacks as a reference to a model im making, i know this screenshot is from dayz but i remember it being in A2, anyone got any idea of its name in the files? i assume its one of the ones not in English https://static.wikia.nocookie.net/dayz_gamepedia/images/7/75/Land_Mil_Tower_Small.png/revision/latest?cb=20180702203746
yet
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.
it was either vez or hlaska
some parts of my firegeometry dont work. Some components just pass through when fired on instead of colliding...
Make sure they have the proper selections, make sure they are convex, make sure their normals are correct
Convex means the geometry is closed right?
No inner angles over 180 degrees
@hollow fulcrum tried making some convex hulls yet, curious to know if it worked as expected?
no, downtown people watching currently and no unity foo on the craptop here.
would this be considered convexed or not?
which part?
well if its all one peice then no its not convex
what do you mean one piece?
there are multiple components to the turret
did you set mass to it? does each component in your firegeometry lod have penetration material and "componentXX" name
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?
fire geo doesn't need mass or material to function afaik
mass, no. That is right yeah
only the components that aren't defined wouldn't work
i fired at the ones that are defined and they still pass through
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
how do i check in OB if it is convex?
stalkers?
?
miss read what you typed
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 ;)
living the good life..... i will be in vegas some time next year, you can watch me negotiate the same locations
hahaha, you will have to let me know when. always good fun to be had here. and i can roll with all types :)
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
};
};
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...
Is there an issue or error you are facing with this config?
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
here is what it shows
class above_ground_pool: House
{
...
};```
You can't define your class above_ground_pool twice.
Thanks. Got me a little closer. Just getting some new errors. The tutorials I have found just bounce around and the samples given by BIS just don't help me at all. I'm a visual learner so reading is such a pain for me to follow easily.
Troubleshoot 101: tell us the error
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
Have you written a CfgPatches { } class in your mod. If not, that's where to look next.
I did that but still not finding it in Eden
House_F has its scope value set to 0, add scope = 2 to the config
He has scope=2
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?
@restive pond Probably was said somewhere, but what tank is that
ground material for terrains?
sorry, I ment decals
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
Thanks. So I would pack this top level folder?
yup
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
do the path in your P drive without the drive name ie.
model = "rnc_apartments\variant1\15x15L\rnc_apt_v1_15x15L_c1_f3.p3d";
Thank You So Much!! I was a moron and forgot the " around the file path. Now I feel dumb.
Now I have to adjust the shadows and figure out why I can walk through it even though it has a geometry layer.
open mesh in slod? also triangulated?
geo lod won't work until you assign mass to it
its triangulated and has mass. I'll double check if its got any open parts
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
each component needs to be mass > 10
for shadow just use visualex
Had some opens parts that I had to fix. Will give all parts mass. What is visualex?
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
Visualex isn't good for vehicles
It don't work in the first person interiors
odd vehicle this one
#arma3_model message
Ah it was not the tank anymore.
it is a good reminder nonetheless though
Good morning 
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...
kaplan harimau
the marked ones are non convex, need to remake/edit those to be convex
Are the billboard models available somewhere for use?
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
Geo needs to be convex. Component convex it
Do note that component convex hull tool will mess up any animation selection so those will need to be redefined.
http://abload.de/img/2015-11-22_00003q5p4a.jpg
http://abload.de/img/2015-11-22_0000437ry4.jpg
excuse the atrocious weightpainting, still havent fixed that :/
@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.
is that a challenge? lol
how would you add random scratches that are on flat surfaces in DDO?
could you explain to me what convex means
Pretty much Google can
"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
https://www.oxfordlearnersdictionaries.com/us/media/english/fullsize/c/con/conve/convex_concave.png
If this pic cannot answer you, I give up
well if you really wanna try, i could give you my input maps :P
i get the literal definition, i dont get how this relates to firegeometry.
I can assume that it the model has to look "convex", but i cant see any issue with my own firegeometry model where it is considered not convex
each part much be convex
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
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
From Samples, a Component looked like this
is that what is meant by convex
firegeometry can represent armor blocks and depending on their penetration material the block itself is used to determine how thick armor is
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
send them
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
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
its just mask control really
as you said ^
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?
i send them via skype hatchet
do Agents
add a landcontact LOD
I have, added extra vertice too.
appreciate it :)
yes that kind of stuff is non convex
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?
a3/structures_f/data/windows
thx!
Hey Guys, is it the right section to ask for model.cfg issues?
yes this can work for that
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
well you would have to figure out what engine source could fit your purposes first
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.
it can be rather complex if you want to do a sequence
yea like real traffic lights
red
green
if it goes back
green
orange
red
like the normal cycle
wait no its the other way
yep
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
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
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
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
Has anyone made anything related to Ghost Recon Breakpoint, like drones or soldiers?
Don't think so. General mod questions best placed on #arma3_questions
What's the rvmat for the non-PIP rear view mirror? I just want this texture without the PIP.
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?
Id recommend doing modeling in more modern tools
like Blender
So I can import a model in o2 with initially such triangles and then make proxies out of them?
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
any tips for doing geometry for natural objects? other than just powering through it?
unwrapping it was painful enough
make geoemetry first
then the object
having done trees and rocks etc, that shift in workflow helped a ton
sounds smart but don't think that flow would apply to me generating the objects with ngplant and such
yeah there isnt really anything to help with that
I could be lazy perhaps, create the geometry by insetting all the faces
end up with 1000+ geometry components
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
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
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
pylon proxies are for pylon weapons and so they can be swapped
integrated weapons use the same setup as other vehicles witht he gunBeg gunEnd points
#(argb,8,8,3)color(1,1,1,1.0,co)
a3\data_f\mirror.rvmat
aight and how does one make da point?
how much do you know about modeling?
Id assume some basics if you have a helicopter jet
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
you did not make the model?
time to learn modeling then I suppose. 😅
used those to make it into something that looks good
i been messing with vertex n shit if thats what you mean
yea those are what memory lod is made of
OOOOOOOhhh
i see
maybe the sample planes does have the answer then
ill check again
if it does not the other vehicles do have those points
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
thx!
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
wheres the p3d from?
an open source mod that someone shared, IDF_Mod_Brody
all the models from there works but i just cant open them or any paa
i have this problem for so long and no one is helping me with it
how do you try to open it?
You sure its open source?
Models working and being openable are seperate things
yep he stopped working on the mod so he left everything open
iil try
yes i can open an empty one
@main jasper is your mod open source?
maybe can you give me an example model so iil open it? @stuck oyster
Samples
if you can open the empty one it works
you are just trying to open one that cant be opened
oh um nvm the texview works now, lol thx anyways
also the object builder
thx anyways
Yeah. I posted it a few years back as open source
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
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
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
This is doable with Look at Face plus 2D Rotate to align the base leg on the face, then Move along Normals to get a point above for the top. But yeah, not recommended 😅
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?
big vanilla rocks have about 300-400 components
depends on your surface structure
Hey just wondering again, what kind of upper limit do i have for a rifle model in terms of triangles?
typical rifles are around 10k tris
shid
this is at 22k tris or so and i don't even have the barrel in yet lmao
gotta crunch it down
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)
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
4-5 lods with each 50% reduction from previous
last one 200-300 maybe
yee
do you have a model or do you need to make one first?
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?
Dunno if it's possible to do it with map baked objects
But if its your own trenches you're after its just grabbing the texture path with code and slapping that to hiddenselections
i swear ive had this issue before, but i forgot what fixed it. Why is the head here and not on my body?
Need view cargo/pilot lod
right, i forgot about that 🤦♂️
and memory points i guess
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.
you can set the face with setFace but I dont believe you can change the actual texture
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.
many do but best would be to just ask the actual question you have in mind
wound dont work with custom face I think
I see... Well, worst case I can just use the setFace method then. Cheers.
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.
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?
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
oh interesting. this would be the raise/lower weapon condition, right?
yeah
well no
FFV has 3 states in that sense
the "passengerAction"
and then the FFVAction with raised or Lowered weapon stance
is passengerAction the turned-in gunnerInAction? Which itself can also be ffv like in the offroad.
Looking for someone who can make a custom shooting range or annex
#creators_recruiting is the channel for that. use the template in the pinned messages
enabledByAnimationSource = "CargoRamp_Open";
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.
lol
too bad it's a death trap in MP
load a car, start moving and sometimes it goes kaboom
thats pretty quality there..
it's pretty slow
had to assign a beast engine though
like 400hp
i dont quite remember it was some time ago
its a animation source of a vehicle model,cfg animation that defines when the FFV action is available
@hollow fulcrum that radio looks fucking awesome. as does the mk V SOC - what mod is that for?
ermm... what mod... that'll be a suprise/shocker i think. and thanks, the radios were a fun little project (thats still ongoing..).
i wouldn't be shocked if it was for BIS, looks ridiculously good
£5 says it's coming with the tanoa expansion
:D
lol no, there is actually a version of it floating around somewhere you can fiddle with now. ;)
'Project Hatchet' has a nice ring to it
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..
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
Objectbuilder dlls are seperate from Pdrive
Verify the tool files over steam
Also boot OB from its own exe rather than the tools
Thank you Ken!! Will try these.👍🏻
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;```
Do you have 7 cargo actions?
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?
Yeah that one has 3 actions for 3 proxies
shouldnt i be able to sit on 3 proxies then?
I think so yes.
Do you have the proxies in all res lods and in the fire geometry lod
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"
Got it running m8.Thank you!!Booting it up from the exe did the trick.👍🏻
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
Not possible
As far as I can remember
I've seen it done on some of them. Maybe it used to be impossible, like the facewear?
You'll need to find me an example
See if I can find one when I get home
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.
There is not
Is there a specific part you need help with?
The model setup for collision and physics-iness?
I have never made one so beyond the model I was not sure what to do. not even the arma settings.
Is your grenade special?
If not then you can just inherit your config from the vanilla hand grenade and only overwrite model and displayName
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.
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
https://github.com/acemod/ACE3/tree/master/addons/grenades
This has examples, tho I think all flashbangs
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
p3ds wont load in blender. ill look at the configs though
They should be easily openable with the arma toolbox addon
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
still looking for a solution with this...
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
yes it most certainly is possible goat
we've been doing it on the usp nvg update for a while now
arma toolbox hates me today lol
hi j3ff!
man, I just wanna make a grenade lol
Those models are likely binarized
yeah, I realized this.

Power of cooperative knowledge sharing. My info was old then.
Might even be this has been discussed before too whenevrt it got updated to work but I just didn't remember.
@sour bough thanks for checking
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.
No
damn! okay. I looked through arma samples and couldnt find anything that would help me. I may just be blind though.
there arent unfortunately samples for everything
Yeah, if I figure out how to make a nade properly Ill put it somewhere. even if it just uploading the pbo here.
we could try if @turbid cove could set up a community sample wiki page for such stuff
Lou, if you end up making one I would love to figure out how to contribute.
❤️ modding
you think we the community would have made one at some point. I just realized the game came out in 2013.
there might have been something shared by someone at some point of time
cant remember
but such things dont get gathered up very often
its possible, but given the games age and how things change finding info can be super tough.
dunno about that
I may just be awful at google lol
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
wait what, what's happening 😄
Cc @short copper
if we get some community made samples shared over here maybe we could have a wiki page to collect them all to
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.
I suppose so? I shalt ping @rough idol regarding a (community-)samples BI repository
Public BI repo like for reforger would be the best
IIRC the A3 samples are outdated/missing stuff
quite a bit is missing yeah 😅
#Arma3PublicDatapackWhen?™️
lol
If BI does not want to host one we can always create one under:
https://github.com/arma3
I wonder that too, is it safe that BI will make the Arma 3 Models available as Samples like they did with the A2 ones ?
eventually yes
I wouldn't expect them soon tho
A2 ones were made available as Samples? They are not samples, I'm not aware of that having happened.
But a Licensed Data Pack is WIP
Alright
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
the screenshot does not show anything im afraid
https://www.youtube.com/watch?v=K1nYhErI7zs
here is a recording of the problem
there we go thanks
one possibility I can think of is that you have it as part of some animation that does not quite play right
here is my models.cfg
https://pastebin.com/8aDeMt9G
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
the zasleh selection is the muzzle flash proxy and the tip of the barrel in the model
have you checked all animations in ObjectBuilders buldozer?
model.cfg in itself does not really say much
how do i check the animations in buldozer?
roll scrollwheel to change animation phase, backspace, enter or middle mouse to change animationSource
@restive pond
there is no animation relating to firing the weapon, could that be the problem?
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...
issue solved, by a user who messaged me on DMs, it was an issue with models.cfg
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:
which part?
The character template has like 16 big weird triangles and stuff like this coming off randomly
no that is correct
wtf's that then?
those are proxies
that mark positions of things for engine to connect with
like where weapon model get loaded
or where head goes
Is there any guide for where those should go on like, a model I make myself? a reference table or something?
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;
}; ```
exactly same place as in the samples
so copy paste from samples
So if my final vest doesn't line up perfectly with the sample, the pistol would be off-center, for example?
(well vest might be exception)
if you have a holster in your vest you would align the proxy with it
And if a vest doesn't have a holster, should the proxy be deleted?
yes
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?
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?
Messing with it how and what model?
Your own stuff?
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
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)
launch with diag exe and file patching
while game is running, you can update .p3d, run diag_resetshapes, then spawn new vehicle to see updated model. whole model is updated.
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?
Is it a infantry weapon or a vehicle turret? Vehicle can use pylon system to mix loadouts.
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
Are you already looking at https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies ?
Okk, i tested this one here with modelspecial and now they work as intended, except the fact that during the reloading animation the same p3d model shows up and then it swap to the actual warhead i choose to have
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?
try changing magazineReloadSwitchPhase
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
do you have the proxy in the geometry lod?
might be simplest to just make some close enough shape for it
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?
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.
Do you mean Gatling gun? Either way, reloadMagazine should tell 1 (just fired) to 0 (ready to fire) state
I do, something with 6 barrels.
How is it handled via the animation? if a gun has a rpm is 1500 for example
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
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
It is Gatling, not chain
thank you <3
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
huh okay
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
I appreciate the help though.
Not possible
Models from the game or mods are not editable
So yes not the way to start
Revolving is the source used. But a challenge of games is the in game fps and how it cant keep up with high rate of fire animations, so typically gatling barrels may need bit more fake rotation to just emulate movement
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
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
Tutorial series from ElTyranos had a gun part if I remember right. Might be useful. I've learned my way around these things mostly by long time experimenting. Most fancy stuff is not documented but can be derived from reading configs and piecing together how they affect things
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.
my "eye" memory does not follow the rotation of the turret?
Maybe it is the CameraDirection “eye_look” memory point you are missing
is that an axis or a just 1 vertex?
memory point
i don't know if this is your issue, but you should try
you need to make the eye part of the turret skeleton
puttig in a weapon is pretty much same even if its "simple function weapon"
😅
how does one edit the page https://community.bistudio.com/wiki/Turret_Config_Reference#animationSourceBody.3D_.22mainTurret.22
?
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
any chance there's a tutorial on rigging a vest somewhere? current issue is it just floats between the character's legs
your answer lies in this video https://www.youtube.com/watch?v=BfS9fBOE7Gw&t=4598s
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:
- Your P drive set up: https://www.youtube.com/watch?v=Lgbp-gYK8ls
- Have some ...
thank you!
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:
- Your P drive set up: https://www.youtube.com/watch?v=Lgbp-gYK8ls
- Have some ...
