#arma3_model

1 messages · Page 22 of 1

gleaming tusk
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no problem

crimson cloak
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right so which selection should I use for the vest, there's 3 spines

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i thought spine2 but I'm not sutre

gleaming tusk
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you would use all 3

crimson cloak
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so I select all the points and make a selection spine1, then redo that for spine2 and spine3?

gleaming tusk
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spine, spine1, spine2
in order

so the vest contorts with the spine as your character wiggles around, you can also check the arma samples pack- it has a vest template in there 😄

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nah not all of them, just in line with where those bones are on arma man

crimson cloak
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and i'm imagining spine is the bottom one and spine2 is the top?

gleaming tusk
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you will also need shoulders and i think even arms, i highly recommend looking at what the arma samples' vest has. it will make things much easier, you can find those on steam
just navigate to library> tools> arma 3 samples

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and its got a ton of stuff in there from helmets to helicopters!

crimson cloak
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yeah sweet downloading it now

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thank you

gleaming tusk
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np homie

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the vest example and vest template are found in the folder Test_Character_01

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the configs in there are also chocked full of information, though some is out of date but still relevant in ways

crimson cloak
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yeah sweet

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does it need to be exact or just eyeball it?

gleaming tusk
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Arma man doesn't care if his vest is made out of metal, he'll still wiggle like jello

So it will take some trial and error to get it right

crimson cloak
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yeah righto

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it's like webbing so it shouldn't be too fussy with how it works

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hopefully

short copper
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I think he may have pulled it, I cannot find it on his channel. or I am extremely blind :o

crimson cloak
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it somewhat works but i'll probably find someone better with model making, i'm more a config maker

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by more i mean i'm slightly better

gleaming tusk
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getting there thats for sure!

gleaming tusk
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im having an issue
ill share a video of it rq to make it easier to explain

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my up and down axis isnt rotating with the turret

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so it results in my turret doing barrel rolls along with when the turret is at 180 degrees the controls get inverted x-x

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even if i tie the up and down axis to say
the turret
it still wont rotate
do i have to make a seperate animation for it to copy the horizontal rotation or something?

marsh canyon
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Do you mean the blue beam thing is supposed to show where the turret, a boxy thing should look?

gleaming tusk
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no, that already works- its just the muzzle flash

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the up and down axis
doesnt rotate with the turret
so as shown in the video when the turret is facing sideways, it barrel rolls
as i explained

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muzzle flash just makes it easier to seecattodance

marsh canyon
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Ah

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So urm... probably bone hierarchy?

gleaming tusk
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already did that

marsh canyon
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Most of Arma turrets have two separated bones to rotate the turret anywhere, as you might already figured but

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The horizontal bone, and its child, vertical bone

gleaming tusk
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two seperate memory point axises, yes

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axies?
axises?
moose or meese

marsh canyon
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Axes... maybe. I'm not an English speaker either

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You know, 🪓

gleaming tusk
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lol

marsh canyon
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Anyways, how is your bone relation? Also animation order, too

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As almost anything cannot be done in the same time and sums everything, you might need to think about the order of horiz anim and vert anim in CfgModels

gleaming tusk
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but ye they are both present and properly parented, else the turret wouldnt work at all
animation order matters?

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i see

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well im using the tank template as an example for how to order things

marsh canyon
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Well I'm not a big animator or model maker either, but I'm guessing that

gleaming tusk
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i have a silly idea

marsh canyon
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Send it, so I am both silly

gleaming tusk
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it did not work
i just gave the vert axis a second selection name and tried to strap that to the horizontal axis

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figured maybe i caused a bone loop or something

marsh canyon
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Looped bone should return a clear error message in the first place?

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Vert anim and horiz anim, which came earlier?

gleaming tusk
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i dont know what that means

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in the animations class, it goes
roty
then
rotx

is that what you mean?

marsh canyon
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Yeah basically

gleaming tusk
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ah

marsh canyon
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CfgModels, your model, animations

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And the anim defines vert... does it came earlier in your config?

gleaming tusk
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i just gave the order

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in which they cometh

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so since in object builder, y is up and down instead of z
i believe that means vertical comes first

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though thats also probably wrong seeing as how the one i have tied to the horizontal movement is the one using "rotationY"

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idk object builder is funny
Normally to turn things on its horizontal axis in blender, you rotate the z axis

marsh canyon
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Well

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XYZ axes have zero industrial standard, like at all

gleaming tusk
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anyway like i said im just mimicking the tank template

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which reads like

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class MainTurret {
                type="rotationY";
                source="mainTurret";
                selection="OtocVez";
                axis="OsaVeze";
                animPeriod=0;
                minValue="rad -360";
                maxValue="rad +360";
                angle0="rad -360";
                angle1="rad +360";
                memory = 1;
            };
            class MainGun: MainTurret {
                type="rotationX";
                source="mainGun";
                selection="OtocHlaven";
                axis="OsaHlavne";
            };
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also the game itself see's the z axis as up and down

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which is why its goofy that object builder does not

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id share my bone tree but its so fucked from me adding and removing things that there'd be no point since people would spend more time bitching about stuff that shouldnt be there

marsh canyon
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I do not think there is a big chance to have wrong preview in Buldozer but not in the game

gleaming tusk
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nah its the same problem in game, tis why im using object builder to fix it before i repack

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oop

marsh canyon
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Well yeah Object Oriented Programming. Does it work?

gleaming tusk
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i dont speek whatever language this is

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but i figured something out when i opened da model

marsh canyon
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Well it's Czech after all

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Otoc = turn
Hlaven = barrel
Vez = tower

According to Google

gleaming tusk
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ye
otocVez is the big turret

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OsaVeze is the axis it rotates on

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horizontally

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OsaHlavne make it go up and down

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otocHlaven is the gun barrel

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but i dont use those names on mine, good to know what they mean tho.

gleaming tusk
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eyy baller

marsh canyon
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Also... just in case

gleaming tusk
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so accordin to the bone tree on the tank

marsh canyon
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Have you tried to re-launch Buldozer?

gleaming tusk
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i do every time i make a change, as one should or else the change wont be properly reflected

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or shown at all

marsh canyon
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Hm then there should be no problem about outdated config

gleaming tusk
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okay i think i see whats goin on here
gonna take me a while to re-do everything
or perhaps not
osaHlavne is part of OtocHlaven so they rotate together
doi
it was so simple smh

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thats why non of the axises are parented to anything in da bone tree

marsh canyon
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Sometimes just take a break is faster

gleaming tusk
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perhaps when i die

marsh canyon
short copper
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hi polpox, have a great day

gleaming tusk
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aight it be fixed

gleaming tusk
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it "worked" before, like the turret could turn around and look up and down, but the controls became inverted when facing backwards and that broke the AI
on top of it not being able to look up and down on the sides, made the enforcer a bit less of a threat

but now it works at all angles 0//0

the plasma is just a stand in, working on le beam weapon for him and the other lil sentinels

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ty fo da help

junior leaf
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hey folks, I am currently at my wits end getting muzzle flash to work on muzzle attachments. I have absolutely no idea why they would not appear in game at all even though I have the proxy in game with the correct path (same a3 vanilla muzzle flash I am using for the rifle without attachments, which works in game) and the correct selection names (Zasleh2 for the proxy, and a memory point with zaslehpoint)

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If anyone with experience in this has the time, I'd appreciate it if you could look through the example muzzle model and snippet from CfgWeapon to see if there are any obvious mistakes I overlooked..

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The bizzare thing is that I have muzzle attachments in the past that has the exact setup that works which is why I am completely stumped. Is there something I am missing the named properties? Could this be an issue from the weapon itself? (e.g., am I inheriting some class that has something that blocks muzzle attachments muzzle flashes?)

inland pawn
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zasleh is the selection of the proxy

junior leaf
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just to confirm, this is for a muzzle attachment, and not the weapon itself

last spindle
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You are using tree as the damage model???

dim mica
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what would be better?

last spindle
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engine

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Tree model results and in things flipping over, as it would when you drive a car into a tree

dim mica
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what happens with engine

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i mean if i drive to the object it should fall

last spindle
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Ohh OK, I miss read the first post

dim mica
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the problem now is that when fired upon the object reacts

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how do you set it so that it needs heavier weapon to flip it

last spindle
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Try increasing armour value, if the objects damage = 1 it will flip, if you want it to me ignore bullets I think you will need hit points and set the minimum hit to higher than a bullet

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damn phone autocorrect....:-[

dim mica
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ok trying armor now

bleak heart
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What was the thermal sight code in Arma 3?

dim mica
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ok adding 2000 to armor value definedly increases the amount of bullets needed to flip object but still the object bounces at the first bullet

last spindle
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The first thing I thought of was, dies it gave enough mass, set in the geometry LOD? Then, does it have land contact points (just random thought)

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*does

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does it have stupid phone...

dim mica
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1000 for mass and 4 land contacs

last spindle
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Is there geometry below land contact?

dim mica
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yes

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but it does same effect when placed on same line as geo

last spindle
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Ok

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I'm out if ideas

dim mica
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:D

last spindle
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ITSARMA

dim mica
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well what i think about it is that at first bullet strinking the object it moves it to ground level

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after that its stable

wispy orchid
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try to give it a init line with 'this setVelocity [0,0,-0.5]' - should also put it on the ground and see if the first bullet still makes it jump

past mesa
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there is no height limit on a geolod correct?

dim mica
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no?

past mesa
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is there a height limit for the geolod?

finite stump
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when naming shapes "ComponentXX", is there a limit to how many you can have?

finite stump
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Also is there a way to fix textures of the same type all at once instead of one at a time?

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In Object Builder.

stuck oyster
foggy finch
real crow
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Hi guys, what are the different ways to make shadow lods for vehicles aside from blender decimation, which isn’t that helpful in this regard? Because often obj builder creates weird triangles when i try to close a decimated shadow lod model

jade harness
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Is there some sort of documentation or guide to get the most out of the arma 3 blender tools?

shell sierra
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My OB is giving me strange errors, when I am trying to open or save any p3d file, anybody has any ideas?

shell sierra
stuck oyster
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opens fine

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so something wrong with your tools installation

shell sierra
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Oh, let me redownload them quickly

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nah, same problems as before

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Oh, and it also gives me a pretty sus name of the file, when I launch just the OB|

stuck oyster
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try verify the tools on steam

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and run the tools launcher 1 time incase the registry entries are pooped

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then always start the tools from their own exe

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starting them from the launcher can have bad effects

shell sierra
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Ive verified files and launched it from the exe, same problems as before, maybe I am missing some drivers or smth?

stuck oyster
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could be the OB settings are messed up and this path is missing

shell sierra
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DLL folder is fine though

stuck oyster
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cant use buldozer preview if its empty

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d:\games\steam\steamapps\common\arma 3\arma3.exe -buldozer -nosteam -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

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mine looks like this

shell sierra
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But it shoudnt interfere with opening files, right?

stuck oyster
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no

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but it sound like your install is broken somehow

shell sierra
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Filled it, same errors, gonna try mounting P drive

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Didn't help

last spindle
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Yes, same limit in all directions I believe.

white oak
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when making a furnished building, would it be better to make them as part of the object or using proxies?

charred bolt
shell sierra
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Yeh and that's what bothers me cause I were able to open them just a few month ago, so the problem is in my OB installation or something and not in the model, I just didn't know where to ask a question so I've typed it here

charred bolt
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And you're able to open other p3d's, such as the Arma 3 sample files?

stuck oyster
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not the import p3d button

shell sierra
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Both, havent tried import btw, gonna try now

stuck oyster
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no dont

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it definitely wont work

shell sierra
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👍

stuck oyster
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its for something old and now obsolete

charred bolt
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We still don't know if it's all p3d's or just his that he can't open.

shell sierra
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Ive tried every unbinarised p3d on my computer - didnt work

stuck oyster
shell sierra
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Wow

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It worked

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But now it's giving me some error, but still loads the file

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And I have no idea why it suddenly started to work

stuck oyster
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your tools are probably all just corrupted

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try uninstall the whole tools and reinstall clean

shell sierra
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👍

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yep, it worked, thanks

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I have no idea why it worked now, cause Ive tried to reinstal them multiple times but to no avail

stuck oyster
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I will send you the bill

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youre welcome

white oak
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I have no idea why it worked now
Sums up everything arma tbh

stuck oyster
short marsh
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Hi, I've been trying to make a shadow LOD for my container model, but it comes out wrong, it's separated from the model and doesn't look right. Is there something I need to do to make the shadow LOD work as it should?

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For reference it's a simple rectangle I want the shadow to be. Nothing special

charred bolt
short marsh
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OKay, I didn't triangulate it

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Or close it. Thanks

charred bolt
short marsh
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Again thanks man

umbral shuttle
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Question about proxies. Lets say I have an APC thats 10k polys, and only 1 res lod. Lets say I have a few bags added as proxies (one proxy, where the p3d it self has a few backpacks spread out over the APC) and they have 10 res lods for example, since they are proxies will the game change the reslods for the proxied in bags?

real crow
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Hi folks, i’m working on an half track and all the animations shows fine in buldozer, except for the damper ones: they doesn’t show at all. Are they visible in buldozer? If so, do i need an axis for their translation or not? Because i thought an axis isn’t necessary for it

stuck oyster
stuck oyster
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though partial weighting (isdiscreet 0) does not work in dozer

umbral shuttle
stuck oyster
umbral shuttle
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oh I was just using 10 as an example

stuck oyster
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ah

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si si

umbral shuttle
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I just picked a number 🙂

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actually, I think I might need 10 res lods cause hte model is 90k :/

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90, 45, 22.5, 11, 5.6, 2.8, 1.4, 700
ah nvm 8 lods

stuck oyster
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you could maybe skip the 2.8

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it starts to be quite far away at that point already

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the 50 reduction is recommended but also can be jiggled a bit at the last lods

umbral shuttle
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ah okay, yeah at around 11k it kinda gets a bit yikers cause well it looks ugly. Problem is the game switches the lods so quickly at very visible distances that even 15 meters away it goes to the 45k res lod 😦

real crow
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Wat, now buldozer is throwing the error..an error which did not see showing up before. It says “No entry model.cfg/CfgModels/PZWF46/Animations/wheel_1_1_damper.begin”

real crow
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It needed the axis

candid mason
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Are there any community sample libraries with comparison graphics for ingame? I really am trying to wrap my head around stuff for modeling

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like the sample MX doesn't actually have sights, or a trigger, or a trigger guard even

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I'm also having trouble making sense of memory points, since blender can't seem to make heads or tails of them? All the groups are there but I can't pick just one group to see which vertex it is

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tl;dr the detail reduction on the sample makes it hard to envision what I need to do in my own project

marsh canyon
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Arma 3 Samples?

woeful viper
stuck oyster
cedar coral
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very quick and dirty, no pun intended building. http://puu.sh/lvgar/c9d41e1049.png Needs more work for the floor and base to be arma ready. But messing around to see what I could come up with. Tried to combine a hanger with some sort of storage building.

celest arch
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looking good :)

cedar coral
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Thanks Schultz. Much appreciated!

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I don't like the pipes, or the tank on the side of the building too shiny.

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I adjusted the spec map and it is now looking much better.

celest arch
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I think for best results in arma you should use a multimat, especially for that plaster and roof

cedar coral
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agree. Pufu mentioned that to me the other day.

livid canyon
celest arch
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it really depends on the building though, sometimes I dont use it

cedar coral
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interesting. When don't you? If you don't mind me asking?

celest arch
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especially when I'm lazy :D

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let me find you an example

cedar coral
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okay, thanks

celest arch
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used multimat on the exterior, simple 2k sets for the interiors

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generally if I have some details I want to retain, multimat doesnt seem to be the best solution

cedar coral
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ah, okay. That is the firehouse, right?

celest arch
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yes

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in this one, the wooden roof is using multimats, while the iron pillars is not, so I could add some extra details to it with the nohq texture

cedar coral
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did you do it gor the ^ train station?

celest arch
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No I didnt

cedar coral
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Oh, so it is not an all or nothing. You can mix it.

celest arch
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yes I usually mix it

cedar coral
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okay

celest arch
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structure uses multimats, road doesnt

cedar coral
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okay, thanks.

celest arch
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no problem :)

candid mason
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oh rad

stuck oyster
twilit seal
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It's really nice of her to put it all out there

cedar coral
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What would cause no recalculation of normals on an imported obj model into OB?

real crow
#

Hey people, i got a question about mrls: it’s possible to randomize the rocket selections being fired? Sort of what “ammoRandom” does i guess? Or am I just fantasizing?

stuck oyster
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no

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well ok technically you might be able to translate each rocket at random to different position in the rack

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but maybe not fully at random

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but at least in few different configurations

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so they would still fire out at same order but their positions would be different

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but like, where would that even be needed?

livid canyon
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If you make them pylons you can use setPylonsPriority, but why.?

real crow
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Alright, then i should just make them fire in order, in the end they are just 10 rockets. I was just wondering, don’t want to make things more complex than they are. So, in this regard, what step should I follow? Like, if i want each rocket to hide after being fired, i should hide them in relation to what source?

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First i guess they should be added to the skeleton bones, and perhaps by getting them tied to the main gun turret? Or insert their selections in the main gun turret selection?

polar fiber
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Much easier if you set it up to use the pylon system typically used on aircraft to be honest

real crow
cedar coral
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NVM, just close and open OB and the problem is not there. wierd.

real crow
# polar fiber https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts

Ok so, if i understood correctly, in order to use this system, i should make the rockets as a separate p3d used as proxy, thus removing them from the main model, and then put proxies in the main model where the rockets should be. Config wise, i should use this line here: class CfgNonAIVehicles
{
class ProxyWeapon;
class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon
{
model = "\A3\Weapons_F\DynamicLoadout\PylonPod_3x_Missile_AGM_02_F.p3d";
simulation = "pylonpod";
};
};

#

Correct?

polar fiber
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Sort of depends if you want to treat each launch tube on your turret as individual hard points, or make one hard point on the vehicle and set it up to carry a rocket pod with as many rocket proxies as you need to fill your tube

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On the GRAD we had in RHS, every tube is a hard point so you can change the rocket type in every tube. But on the HIMARS it has a single hard point but can load a six round rocket pod or single round ATACMS

real crow
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Mmh, it's a Panzerwerfer so it should fire only one kind of Rocket, i guess the single hardpoint should be enough? As long as it make it shows the rockets and get them fired in the right place, i'm good with it.

polar fiber
#

Then the second kind of approach will probably work for you. Give me a sec and I'll do a couple of images of how the HIMARS setup works

real crow
#

Thanks 👌🏻

polar fiber
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Ah, the MLRS pod is actually animation-based for the tube covers since we didn't need visible rockets inside. I'll substitute that part for how the hydra pod is set up with rockets in each tube

real crow
#

Oh okok

polar fiber
#

Anyway, in the vehicle there is this one proxy. It's directed to an empty .p3d we have called rhsusf_pylon_dummy which is configured in cfgNonAIVehicles with simulation = pylonpod; which will load magazines such as a rocket pod and display what ever is in the model= path for that magazine

real crow
#

Alright, i think i got it. Gonna work on it, let's see if i can make it, thanks heaps mate!

polar fiber
#

So say I configured it to be able to load the hydra rocket pod magazine, it would show the model model = \rhsusf\addons\rhsusf_airweapons\proxypylon\rhsusf_pylon_r_FFAR_7x; which looks like this and contains 7 proxies for the rocket ammo model

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the model rhsusf_pylon_r_FFAR_7x.p3d is also defined in cfgNonAIVehicles with simulation = pylonpod;

real crow
#

Roger that

polar fiber
#

The magazine uses the ammo rhs_ammo_Hydra_M151 which in its config class has model = "\rhsusf\addons\rhsusf_airweapons\proxyammo\rhsusf_r_M151_fly"; proxyShape = "\rhsusf\addons\rhsusf_airweapons\proxyammo\rhsusf_r_M151"; proxyShape is the model that shows inside the rocket pod before it fires, and model is the model that shows when the rocket is fired

real crow
#

Yeah ok, kinda like the manned rocket launcher proxies i made for my recent rocket launcher

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Ok in this case, i think i can definitely make it

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Difference is that i used the ModelSpecial in there

polar fiber
#

the one difference here is that rhsusf_r_M151.p3d is defined in cfgNonAIVehicles with simulation = maverickweapon;

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maverickweapon simulation is what makes the rocket inside the pod magazine, disappear when it's fired

real crow
#

Alright, while pylonpod simulation is to use for the flying model?

polar fiber
#

nah, the flying model doesn't need a cfgNonAIVehicles class since it's not being used as a proxy but as a projectile model

real crow
#

Yeah i just brain farted i had the suspect

polar fiber
#

pylonPod is for the proxies used on the vehicle and the magazine model that loads the ammo maverickWeapon proxy. It's what allows those three models to stack in a way

cedar coral
#

I don't have any doors in the model yet. More blocking out and conceptionalizing it.

hollow fulcrum
#

very nice, needs another entry/exit point i think.

cedar coral
#

yeah, I have to two gates at one side. I want you could get over the wall, or something like that.

hollow fulcrum
#

even fire escape type would be viable maybe. and be sure to put roadways on anything that could be walked on.

#

BB is still working on his mod and it's pretty sick on the oil rigs and whatnot.

cedar coral
#

yeah, working on the geo and roadway now.

hollow fulcrum
#

(climbing up on things, yada, yada)

cedar coral
#

bb?

hollow fulcrum
#

BadBenson

cedar coral
#

oh, yeah

hollow fulcrum
#

Enhanced Movement Mod.

#

roadways.

cedar coral
#

yep, that would work well here.

white jay
#

is there a any way to view A2~A3 sample models in blender 4.0?

livid canyon
#

4.0 plugin is the top pinned

white jay
#

oh, i didn't notice that. thanks.

white jay
#

I can't install it

restive pond
#

Is there a proper workflow for PhysX? Because I really don't know where to start, even with the Vehicle Handling Configuration tutorial.

livid canyon
white jay
#

It's not working. idk why

livid canyon
#
  1. what steps are you doing
  2. what do you expect to see
  3. what do you actually see that make you say "it's not working"
white jay
#

I just Installed it via addons menu in preference and it says install sucessful but nothing i can see.

#

I mean addon plugins

livid canyon
#

then try File > import > arma 3 p3d

white jay
#

I think it's not installed

livid canyon
#

make sure its enabled

white jay
#

it's weird

livid canyon
#

tried Refresh? or reopening?

white jay
#

I already tried sevral times

livid canyon
#

is there ArmaToolbox folder in %appdata%\Blender Foundation\Blender\4.0\scripts\addons?

white jay
#

hold on let me check it

#

yeah i guess

livid canyon
#

looks like you have either an old version or just the zip in there. it shoudl be a folder. You can try manually unzipping the 4.0 plugin there I guess.

white jay
#

okay

#

oh you gotta be kidding me

#

It didn't work

#

wait

#

I finally managed to install it

#

thanks btw

livid canyon
restive pond
livid canyon
#

diag exe will help you there. merge config changes, resetShapes for model change, then just spawn new vehicle to test. also suspension diag mode to visualize.

stiff dew
#

general question for models. Is there an average tri count certain things should try to be? Like the tri count for headgear, body gear, clothes, ect.

#

Also what should share UV's and what should not?

#

whats best for performance/optimization

alpine matrix
#

As for Poly counts, it varies object to object but i tend to stick around 15k poly for uniforms, 25k for helmets, 50k for vests(with belts and such aswell) but it varies where you get your models from or if youre experienced in model creation

stiff dew
alpine matrix
#

Yeah, it can handle pretty high poly stuff, not well lol but it can be done

#

the vest models ive bought in the past were very high poly, so i had to poly nuke them.

stiff dew
#

what size UV's?

alpine matrix
#

Arma cant do 6 or 8k afaik

#

so 2 and 4k is common

#

when i make textures it depends what im doing but i do a handful of both

stiff dew
#

ok

#

Ill try keeping all the UV's together

#

when possible

#

in what situation would you use a 4K texture

#

?

alpine matrix
#

the base version of a Vest

#

4k

#

pouches on it, would be 2K

#

depends how good you want individual things to look

stiff dew
#

you seperate the vest and pouch textures?

#

what are the default UV sizes for vanilla things?

alpine matrix
alpine matrix
stiff dew
#

they use 2K? what do they fit in it?

#

just single items or several objects?

alpine matrix
#

it appears to vary

#

Glove UV for a uniform, 1k

#

vest UV is 2k

stiff dew
#

they have an entire UV just for a glove?

alpine matrix
#

for some things yeah

#

theres a uniform UV that includes gloves

stiff dew
#

hm

#

ok

stuck oyster
#

😅

alpine matrix
#

well the helmets have accessories on them

stuck oyster
#

🤔

alpine matrix
#

sadly, the guy i get to model my flashlights and what not only understands high poly

stuck oyster
#

still

#

oof

alpine matrix
#

it varies sadly lol

stuck oyster
#

Arma helmets are probably less than 5k

alpine matrix
#

the way he models his meshes prevents me from poly nuking which is a pain

#

Yeah its honestly crazy

#

5k for a helmet with accessories is amazing

stuck oyster
#

your numbers kinda add up to a tank

#

theyll work

#

but its pretty high end

#

I would personally recommend less

#

by far

#

but its performance vs xtra pretty Id suppose

alpine matrix
#

Well, it depends if you do the LODS properly

#

i do lods up to around 7.00 and 10.00 for vests

stuck oyster
#

thats a lot of lods xD

alpine matrix
#

to prevent an EXTENSIVE loss of frames

#

yeah im taking precautions lol

stuck oyster
#

you probably could skip 4 at the end

#

since it should be pretty far away at that point

alpine matrix
#

well

#

i do it like this

stuck oyster
#

its fine if it works

alpine matrix
#

0, 1 , 2 , 3 , 4 , 5, 10

#

i dont do all numbers to 10

stuck oyster
#

ah well the numbers themselves dont matter

#

they are just the order

#

last being 6 or 25 is same

alpine matrix
#

oh, honestly didnt know that lol

#

for my gun i have 1-4 lods

#

then the shadows and what not

#

all the others

#

just kinda sent it

#

then again, my gun is only 22k poly

stuck oyster
#

its also relatively high for a gun compared to most vanilla ones 😅 most are below 10k

#

like TRG for example is something likek 6-8k

#

and with grenade launcher just below 10k

#

basic MX little over 8K

alpine matrix
#

to be fair

#

minus my broken unclosed shadows

#

💀

#

its a large gun xD

stuck oyster
#

I doubt its the size that makes the tri count

#

unless your barrel is split in segments

#

Its ok though. its a pretty much just design direction choice

#

but the optimized polycounts on weapons (rifle size) are typically around 10k max for vanilla examples.

alpine matrix
#

idk i get some stuff model wise from a guy on Payhip and the 3dma dudes

#

sadly, they dont do guns often and when they do very expensive lol

stuck oyster
#

blobdoggoshruggoogly thats the gamble of commissions I guess

alpine matrix
#

the pouches i got recently were pretty nice topology wise and poly count too

#

but i digress

stuck oyster
#

at least you get nice models for the money.

#

👍

stiff dew
stuck oyster
#

Sure that's a good goal to have. No need to worry if it goes over that. But generally the least poly you can do the better performance is.

finite stump
#

Im working on some simple corn plant that isn't going to be fps heavy since I have large corn fields on my map. Can I have multiple corn stocks in one model be able to attach to the ground but each one does its own height according to the contour of the ground so they flow like a road would? The wont have any geometry.

finite stump
#

can I put multiple models under the config.cpp file or do I have to make one for each model?

marsh canyon
#

config.cpp does nothing with P3Ds

finite stump
#

it tells where the p3d is

marsh canyon
#

It only tells where it is. Does nothing with P3D files themselves

finite stump
#

sorry, can I list multiple models in that file? Im not trying to PUT files into a config file. I may be dumb, but I'm not that dumb.

marsh canyon
#

Of course you can

#

Because well, it's not model.cfg

white oak
#

You can also have multiple models in a single modelcfg

subtle bison
#

the thing about the polylimit is that it has a huge influence on how the lod switch behaves

#

sure you can make a 15k helmet, but it will swap to the next level lod asap

#

so in worst case, players will see a lower poly lod already at a distance where they shouldn't see it yet

#

and if you now think "well, i just don't do lower poly lods", i'll come visit your place and beat you with a paddle

#

there's some popular mods on the workshop which do exactly that and it makes me want to explode.

stuck oyster
#

There's gifs about that. XD

#

Hopefully enough people are not into that and we do get lods.

subtle bison
#

thing is, people use those, completely unaware, and then we can listen to "oh boy, performance in a3 is so bad!!11 BI, fix this!!"

#

meanwhile they are running around with mods that add 30k poly optics and only lod0 on every soldier

fluid copper
#

^the unit I play with does this and it makes my brain melt

restive pond
#

This selection in my FireGeometry has an armor thickness of 250 mm but gets destroyed in 3 grenade shots???

bright echo
#

indirectHit ignores armor thickness entirely

restive pond
#

is that in the config?

charred bolt
restive pond
#

im not sure how this answers my question. I wasn't indirectly hitting it with my grenades either, they were direct hits

#

it took 21 grenade shots for the Hunter to get destroyed but only 3 for mine

bright echo
#

its the same regardless direct or not when it coems to explosive it's probably a config issue rather than firegeo

restive pond
#

which part of the config then?

charred bolt
#
The recommendations above will do nothing to make a vehicle safe from explosive damage--termed "indirectHit" damage in Arma terminology. IndirectHit damage reaches freely through fire geometry to damage hitpoints.

The only way to protect a vehicle from such damage is by adjusting minimalHit and explosionShielding properties. (These properties apply to hitpoint locations--BI has also recently added equivalent properties for global vehicle health called minTotalDamageThreshold and explosionShielding). Armored vehicles in particular should have a large enough minimalHit and small enough explosionShielding value to protect against minor indirectHit weapons. But they should not be so heavily protected that they are immune to large-scale indirectHit weapons (IED's, laser-guided-bombs, etc.).```
restive pond
#

Yeah... even with this the vehicle still gets destroyed in 3 grenade shots. I looked up MRAP_01's configs and used its properties.

#
class HitPoints: HitPoints
        {
            class HitLFWheel: HitLFWheel
            {
                radius = 0.33;
                visual = "wheel_1_1_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0; /// it is easier to destroy wheels than hull of the vehicle
            };
            class HitLF2Wheel: HitLF2Wheel
            {
                radius = 0.33;
                visual = "wheel_1_2_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };
            class HitRFWheel: HitRFWheel
            {
                radius = 0.33;
                visual = "wheel_2_1_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };
            class HitRF2Wheel: HitRF2Wheel
            {
                radius = 0.33;
                visual = "wheel_2_2_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };

            class HitFuel
            {
                armor = 0.5;
                material = -1;
                armorComponent = "hit_fuel";
                name = "palivo";
                visual = "-";
                passThrough = 0.5;
                minimalHit = 0.2;
                explosionShielding = 0.2;
                radius = 0.25;
            };
            class HitEngine
            {
                armor = 0.5;
                material = -1;
                armorComponent = "hit_engine";
                name = "motor";
                visual = "-";
                passThrough = 0.3;
                minimalHit = 0.2;
                explosionShielding = 0.2;
                radius = 0.45;
            };
            class HitBody
            {
                armor = 6.0;
                material = -1;
                name = "karoserie";
                visual = "zbytek";
                passThrough = 1.0;
                minimalHit = 0.01;
                explosionShielding = 1.5;
                radius = 0.45;
            };
            class HitHull
            {
                armor = 1.0;
                material = -1;
                armorComponent = "hit_hull";
                name = "hit_hull_point";
                visual = "-";
                passThrough = 0.5;
                minimalHit = 1;
                explosionShielding = 0.1;
                radius = 0.25;
            };
restive pond
#

the vehicles doesnt take any damage (the HUDs on the top left stays white or a bit yellow), but when the 3rd grenade comes in it just explodes notlikemeow

umbral shuttle
charred bolt
stuck oyster
#

Do you use mrap as inheritance parent?

umbral shuttle
restive pond
#

i just used some of its hitpoint properties

#

ok, the base armor might've been the issue

#

it was the issue, thanks all

lilac spear
#

So. Newbie to importing here. Where would I start with weapon imports? Have model and textures ready.

stuck oyster
#

or done anything with the game configs?

lilac spear
stuck oyster
#

then youll want to start from basic of setting up the tools, the P drive (my recommendation by using Mikeros tools instead of the armatools launcher (pmcwiki or Armadocs have simple instruction) )

#

after that youll want to read on how configs work, possibly study the Arma3 samples from steam

umbral shuttle
#

Can the rvmat(and this the bisurf) for a firegeo be changed with config if its selection is the same name as the selection in res lod?

subtle bison
#

cant change rvmat, but you can use model animations to show/hide stuff

#

so you could duplicate the same selection, give them unique names and then hide one, show the other, etc

hollow fulcrum
#

few more pieces and tweaks to go..

umbral shuttle
charred bolt
umbral shuttle
last spindle
cedar coral
#

@Pinga nice!

last spindle
#

some normal map issues with things that baked strange, but i didnt fix, they look fine in PBR, but in RV4, the way it handles normals results in it being full shadow at certain angles, might try to hack fix it with a paint brush :s

cedar coral
stuck oyster
#

Yes same as that.

umbral shuttle
#

Okay I will try to see if that is satisfactory

#

ty

hollow fulcrum
#

boom stick looks good

#

trying to decide if i want to do the LP for this M134, or finish a russian radio..

#

somewhat tempted to start downloading FO4 and go take a nap. :D

last spindle
#

im staying away from FO4, i know it will be to good to put down, and then nothing will get finished

#

like i spent a month playing Ark Survival Evolved and did nothing else, and then realised man, i could of finished so many of these 1/2 done projects

hollow fulcrum
#

#fightingtheurge

last spindle
#

i gave up after i got chased by a T-Rex at night while riding my raptor through a forest in the pitch black, and did not notice until it was too late that a ran off a massive cliff and went splat, litterally didnt know i was falling until i was 1/2 way down

hollow fulcrum
#

lol

#

wow.. i actually had to block someone on Steam.. annoying as the day is long. not less than 48hrs after saying he's sorry for being an ass, 23 more comments on imagery. ffs..

#

🙉 🔫

cedar coral
#

lol, the joys of the internet.

grizzled halo
#

Can the right arm/hand position be changed when posing a weapon animation rtm?
I remember trying but having no change whatsoever some time ago, but maybe I was missing something

finite stump
#

I have some plants and the AI will avoid running through it. What class should it be so AI will run through it?

stuck oyster
#

Does it have a geometry that blocks walking?

finite stump
#

no

#

well it has fire and view, will that block them?

stuck oyster
#

Should not.

#

Does it have geometry lod at all?

finite stump
#

nope

stuck oyster
#

The that's the problem

#

If you want it to be recognised as empty, you need one that is empty

finite stump
#

what do you mean by empty?

#

I figured no geometry lod would make it so they don't see it at all

#

make it not have any weight?

stuck oyster
finite stump
#

but if it has a geometry box then they can't walk through it

stuck oyster
#

Lod yes, box in it, no

#

I don't know how to say it more clear

finite stump
#

so make the geometry lod but not put anything in it. I get it now

stuck oyster
#

Yes

finite stump
#

thanks

white oak
#

how much performance impact would splitting an object have on a map

#

assuming the end poly count is the same

subtle bison
#

i guess you would double the amount of draw calls

fluid ocean
#

Have you personally used Plasticity for creating assets in Arma? If so, how did it perform in relation to other tools out there?

thin swan
#

it's pretty cheap

real crow
#

Hei folks, engine off but proxy lights keep showing. This keeps happening since i put the volume vehicle light proxies. They disappear only if i put the right selection in the reflector class, but as soon as i do that my lights "plastic texture" disappears too, only to appear when switching the lights on. Any advice?

runic plover
#

model.cfg sections

pallid cape
#

Do edges need to be sharp in fire geometry?

runic plover
#

triangulated and sharp like regular Geometry

charred bolt
real crow
vital hare
#

Hi, I imported my fence on my map today. But I can't open it (while in editor I can open it)
I put Land_ and I made my property in the geo (I tried class house and class housesimulated)
Here's my config + my property in the geo

#

Thank you for your help

livid canyon
#

Does this mean some face has uv vertices overlapping?
Area of texture is less than 0, missing UV set?: uvStage=1, value=-1000, model='a3\armor_f\data\pip_screens.rvmat'

stuck oyster
#

Where does it pop up from?

charred bolt
real crow
#

Hey guys, unusual question here: i managed to get my offroad passengers to be able to shoot from their cargo seat by configuring the "cargoTurret" class and giving them the enableManualFire=1 line, but the reload action doesn't take place, instead when pressing the reload action, magazines will disappear from the count each time i try to reload as a passanger/gunner, and the reloading action and animation do not take place. What am i missing in this regard?

bright echo
#

running any mods/cdlc?

real crow
bright echo
#

yeah ok a bug got introduced with the latest patch for spearhead w/ FFV

#

set SPE_wallAvoidance_activated = false; from the debug console and it should fix it

real crow
#

From the debug? So it is not a config fault or some line missing?

bright echo
#

nope its a scripted system doing something it shouldnt

real crow
#

Okk, thanks, gonna test it!

real crow
bright echo
#

Yeah

real crow
#

Noice

#

Strangely enough, differently from yesterday, now everything runs smoothly, and still i have not executed that line of code from the debug console. 🤔 Maybe it was an anim data cache issue?

livid canyon
stuck oyster
livid canyon
#

the stuff in the top right? they do seem to be part of triangles (very little knowledge about this)

charred bolt
#

If you hide all faces except the PiP's, delete their UV's and remap them, does that fix it?

livid canyon
#

trying =)

charred bolt
#

map the uv's while looking directly at the pip faces (in OB)

livid canyon
#

I did:
add uv set,
change id to 0
delete previous uv set
select face, planar mapping x3
and the error does still come up. It doesn't if I just delete the 12 points from the UV so that's good at least xD

charred bolt
#

So if you only have 1 PiP uv mapped do you get the error? It's a weird one.

livid canyon
#

Seems to be. Is it just a bad unwrap?

charred bolt
#

You have 3 rectangles in the mesh - 4 points, 1 face each.
And you're individually unwrapping each one to have it's own UV, then assigning a different renderTarget to each?

livid canyon
#

I believe so.
I just now tried to delete all UVs, and got Area of texture is less than 0, missing UV set?: uvStage=1, value=-1000, model='z\cv9035\addons\main\data\main.rvmat'. is that what should happen?

livid canyon
#

Switching gears for a bit, apc is driving only 10km/h.

  • removed the sprocket and idler from the config
  • 7 wheels each side
  • each side's set of axis and bound points in a line, same X and Y in OB, below geo lod
  • config values inherited from Mora/Warrior
  • similar mass in Geo lod
  • no wheels in physx lod

What else should I be checking?

charred bolt
livid canyon
charred bolt
#

texture="z\cv9035\addons\main\data\main_nohq.paa"; Are you using a p drive and proProject?

livid canyon
#

p drive and hemtt

charred bolt
#

So I'd normally suggest that z drive is wrong then, but don't know about hemtt

livid canyon
livid canyon
charred bolt
#

well "tex1" implies that it is using a second uv set for the MC and AS

livid canyon
#

ohh, ok! and ofc there's only uv set 0.

charred bolt
#

yep

livid canyon
#

ok trying with all tex1 changed to tex

charred bolt
#

referenced textures normally need to be on the p drive
so if it's at p:\mymod\data\main_nohq.paa, it would show in the rvmat as
texture="mymod\data\main_nohq.paa";

#

As for the APC movement, there's a whole bunch of stuff that it could be...

plucky depot
#

I'm not sure if HEMTT is handling all binarize stuff right now @livid canyon you would need to talk with Brett.

#

Jonpas was able to build CUP with it so it should but it might have some quirks.

livid canyon
#

ah right. currently skipping binarize to live load changes, and textures are pathing correctly, so 🤞

livid canyon
charred bolt
#

start with class Wheels { }

springStrength = xxxxxx;  // 50 x Geometry LOD Mass / number of weight bearing wheels
springDamperRate = xxxx;  // sqrt(springStrength * Geometry LOD Mass / number of weight bearing wheels))

dampingRateInAir = 1700;  // determines top speed in concert with moi, higher = slower
dampingRate = 1700;       // set same as dampingRateInAir```
#

Make sure, by using buldozer, that the dampers are moving the wheels in the correct direction for the damper value.

livid canyon
#

the dampers do seem to be ok

// model.cfg Dampers
class damper_l_1 {
    type = "translation";
    source = "damper";
    selection = "damper_l_1";
    axis = "Basic_Damper_Destruct_Axis"; // Consist of vertices [0,0,0],[0,0,1]
    memory = "true";
    animPeriod = 0;
    minValue = "0";
    maxValue = "1";
    // Must be equal to maxDroop and maxCompression in PhysX settings
    offset0 =  "-0.18";
    offset1 =  "0.18";
};
// Wheels
MOI = 15.7133;
maxBrakeTorque = 40000;
maxDroop = 0.18; // Match model.cfg damper offset
maxCompression = 0.18;
// Geo LOD mass 31339.334, 14 wheels
sprungMass = -1;
springStrength = 111926; // 50 x Geometry LOD Mass / number of weight bearing wheels
springDamperRate = 15828; // sqrt(springStrength * Geometry LOD Mass / number of weight bearing wheels))
dampingRateInAir = 1700; // determines top speed in concert with moi, higher = slower
dampingRate = 1700; // set same as dampingRateInAir

17000 >> 2 kph
1700 >> 10 kph
170 >> 25 kph

charred bolt
#

ok, so more work needed on engine and transmission values next

#

Set these as realistically as you can:

peakTorque = 1970;     // Nm (1450ftlb)
maxOmega = 293.2;      // rad/s, maxRPM*2*pi/60   // 2800rpm```
#

Try to also use a realistic torqueCurve[] for your vehicles engine. But for purposes of testing, try something generic like this:

{
    {0.40, 0.70},
    {0.50, 0.89},
    {0.60, 0.92},
    {0.67, 0.98},
    {0.75, 1.00},
    {0.83, 0.96},
    {0.92, 0.90},
    {1.00, 0.82}
};```
livid canyon
#

currently inheriting these from Mora 35000 kg

enginePower = 485;
peakTorque = 2610;
maxOmega = 272;
torqueCurve[] = {
    {0.234615, 0}, 
    {0.384615, 0.613027}, 
    {0.538462, 1}, 
    {0.884615, 0.727969}, 
    {1.26923, 0}
};

trying the generic

charred bolt
#

the generic one has a broader torque response around 75% of max rpm, so is a little more forgiving of "bad" gearbox/tranmission set-up

#

dampingRateInAir should typically be in the low thousands, ie around 2000, hence why we're looking at other factors first

#

Note the boundary memory points are directly underneath the center points for the main wheels, and on the track edges, aligned with y=0 axis, and the position of the boundary point for the sprocket wheel.

livid canyon
#

Right. per wheel bound and axis have same x and z

#

all axis and all bounds have same x and y

livid canyon
#

10x enginePower and/or peakTorque doesn't seem to change much, so must be some model issue that I haven't noticed?
verified that all axis and bound are only a single vert

charred bolt
#

can you show the side view of the wheel mem points, just like mine?

#

and also same side view of your geo physx lod

livid canyon
#

currently sprocket/idler are not in class wheels, previously tried horizontal/vertical/different wheel radii for them

charred bolt
#

sprocket wheel boundary points

#

it was the geo phys I wanted to see

livid canyon
#

oh oops

charred bolt
#

What are the phys wheel selections referring to?

livid canyon
#

oh shoot I tried deleting wheels in here but didn't delete selections and re-find component. will do that now

charred bolt
#

Usually best not to put the main gun in your geo phys LOD, unless you want to join the space race

#

If you'd like a voice call we can share screens and maybe go over stuff a bit quicker?

livid canyon
short copper
plucky depot
wise coral
#

your models look great SGTgunner

#

keep up the good work

#

great job on that gun p1nga

charred bolt
#

Update: Ampersand's vehicle now moves as it should.

livid canyon
#

Moral of the story: don't make fancy names for your wheels, just do wheel_1_1.

hollow fulcrum
#

real crow
#

Guys, if i want to have custom molotov as throwable "grenades" for my mod, how should i proceed? I already managed to make some custom grenades, that was easy tbh, but for molotov? There are scripts needed i suppose, for the fire for example?

marsh canyon
#

You can have an EH when it does hit something, and do script, I guess

plucky depot
#

Fire can be done via explosion particles, no scripting needed

marsh canyon
#

Mayb 🤔 I hate to modify CfgCloudlets

plucky depot
#

If you want fire effects you will need to touch particles one way or another

white relic
#

anyone into ww2 vehicles ??

real crow
#

CfgCloudlets..ok. There is something i can use as reference somewhere?

inland pawn
#

@livid canyon CV90?

stuck oyster
stuck oyster
white relic
#

Just wondering if will be able to get this in the game xd

inland pawn
white relic
#

I havent been on this side of arma for few years so i would rather get in touch with someone sho does that now xd

white relic
#

Thx goat i remember you tho hahah

white relic
#

🤣🤣🤣

west haven
#

Strange question but do any handguns in arma 3 actually model a tilting barrel or is it not seen as worth it

subtle bison
#

vanilla handguns dont

#

but it's possible to animate

stuck oyster
#

like revolver barrel tilts?

#

in some of them anyway 😄

subtle bison
#

the recoil moves the sled(?) back and then presses the barrel up

#

when empty, the barrel should point upwards roughly 1° if i remember right

livid canyon
subtle bison
stuck oyster
#

aaaaa

#

yeh can be animated for sure. dont think anyone has bothered though?

steel vault
#

Hey, yesterday I read somewhere on the forums (can't find the post right now) that objects can't/shouldn't be thinner than 0.5 meter. Is that correct?
Because I'm attempting to make a simple rectangle wall but I can walk through it. I've setup the geometry the same way that I've setup a 1x10x10m wall I've made previously, where it worked fine.

#

Ok, just made the thicker wall to be the same thickness and it seems to work, I guess I f'ed something up somewhere...
I'll use this one I guess and work from there 😅

stuck oyster
#

thinner geometries should work

#

you must have had some necessary part missing

#

main issue with thin pieces is the higher possiblity to warp through in certain situations

steel vault
#

I had both files open side by side and I didn't see any missing parts. But probably I did yes.

mossy mulch
white relic
#

Done for today

west haven
cedar coral
#

@wise coral thanks much appreciated!

subtle bison
white relic
#

Yes, my model and rural australia environment from unreal engine

#

Tried to make it as realistic as possible

subtle bison
#

looks good

#

will never look like this in a3 tho 😄

white relic
#

Well more details would need to be baked and simplified but wouldnt be much different

errant pumice
#

Any ideas why the backpack is located at the ground level? I even used templates with straps intact (LeftArm, LeftShoulder etc...) and same thing?

stuck oyster
#

3 rules of gear/uniforms

Weighting to character animation selections

Model. Cfg with Armaman skeleton defined and cfg models class named same as p3d

Autocenter 0 named property in geometry lod

errant pumice
#

yeah 2 & 3 are all good, I will need to look at the first thing I guess

#

yeah this is probably it...

stuck oyster
#

Seems OK for straps

#

The main bulk of the pack would be only in spine3

cloud zealot
#

I was trying to make a 100m long building which has a lot of vertice selection and i realized Component Convex Hull was stopping at 1400 components. I removed some of my vertice selections and Component Convex Hull is now stopping at 1700 components. Why isn't Component Convex Hull stopping at 2099 as usual ? Is there a maximum vertice selections per LODs ?

errant pumice
#

Gravitational force backpack works now, just needs a bit of tweaking with the strap 😉

stuck oyster
errant pumice
stuck oyster
#

And 2048 is max component count (max unique selection names)

errant pumice
#

I would rather believe @stuck oyster than BI Wiki 😉

stuck oyster
#

Unless you talk about height

#

100m Height works

cloud zealot
cloud zealot
stuck oyster
#

Won't work then.

#

You can quote me wiki as much as you want

cloud zealot
stuck oyster
#

You'll see eventually.

cloud zealot
#

Actually the limit for geometry detection is 50m from the point of origin. So if you center your building correctly, you can make a 100m long and large building. However, if you have a lot of rooms, windows, doors, it's better to split

white oak
#

Your object will not work when baked to maps

stuck oyster
#

You don't have to believe me

#

Let the man learn

cloud zealot
white oak
#

Objects bigger than x2 of the texture tile of the map won't work properly
As such even 80m suggestion is a risky one as a lot of the maps use tex tile of 32m

stuck oyster
#

Terrain makers channel has pinned message to pennyworths post about how terrains work. It's explained there.

#

Something something how terrain cells and object simulation range works.

cloud zealot
#

I'll give it a look. This kindd of information should be included in the wiki

stuck oyster
#

Indeed indeed

#

Would be cool to have full documentation.

errant pumice
#

HG what is the deal with players wobbling on decals that are bigger than the original size?

#

even by 30%?

stuck oyster
#

Need different sized decals

#

Scaling down works better that scaling up

subtle bison
#

players wobble on decals?

stuck oyster
#

It's quite an #armamoment

subtle bison
#

does it happen on uneven terrain?

#

i have a decal that is pretty serious in size, but i see no issues with it anywhere at all

stuck oyster
#

Upscaling messes up roadway detection

#

But if the decal is made big originally then it's fine

subtle bison
#

ah, ok. that makes sense

real crow
#

Hey peeps, i managed to port a radar and generator models as props, but i would like the generator model to produce a sound when placed untill its destroyed. Got the audio from freesound, but how can i configure the generator sound in that way?

stuck oyster
real crow
#

No animated parts are presentes. I placed two memory points though, one for the sound and one for the smoke

#

The engine smoke

#

It has a sort of “muffler” i guess you say that in english

stuck oyster
#

Ambient sounds it is then. Can't recall if it was talked somewhere in here before

#

I have a feeling it might be

real crow
#

Mm

stuck oyster
#

Basig gist is that it's memorypoint in object tied to a sound class in config

real crow
#

Yeah, i’m trying to search for the previous discussions in here, looks fairly easy though to make

#

Can’t seem to find anything relevant other than some brief chats on it

real crow
#

Would it be something like this?

#

Nope

stuck oyster
#

Use animation sounds if you have animations

real crow
#

Yeah i figured i was wrong since i told you i had no animation. So what i did next is creating a cfgsound class and just added the line memPoint = “my mem point” to the engine generator sound class

#

This makes more sense

#

Still have to test it

real crow
#

Nope it doesn't work either

real crow
stuck oyster
#

the sound_ memorypoints above link into sound configs

#

by the memorypoint name

#

and this same mempoint can be used in any model

#

the sound classes being here

real crow
#

Ok, now i see

stuck oyster
#

heh yeah bit of nudge to right direction does cut off head scracthing and hair pulling time considerably

real crow
#

So, brief update regarding this damn radar generator: there seems to be a uv problem of some sort at distance, and as the rpt says it looks like it, though i checked the uv sets in obj builder and there are none except "UV set 0". So i can't understand what's the issue here 🤦‍♂️ rvmat and uv maps issue, fixed.

#

The ambient sound doesn't play despite having configured it this way, by looking at the vanilla sound config

stuck oyster
#

is the point outside of it or inside?

real crow
#

Inside

stuck oyster
white oak
#

HG about the object sizes earlier
As you said 100m is fine in height but not in width
Now this is a very specific use case but would making an object 100m tall and placing it sideways work?
Probably not, but this is arma after all

stuck oyster
#

It's not object direction related

bleak tangle
icy dirge
#

Select glass then go to faces > move top. Maybe that will fix it

bleak tangle
#

I didn't make the model so looks like I'm out of luck for the time being

runic plover
runic plover
real crow
runic plover
#

No i mean config wise

runic plover
real crow
runic plover
#

I got to look in my cfg's but im at work

But i did not defined my ambient sounds in cfgSounds

Ive used 2 or 3 combined classes of cfgSomething

One i can remind is cfgEnvSounds or something like that. And i think cfgSoundSet and these are both combined together. You should look out for the wind turbine sound in the AoW config where its defined at all

real crow
runic plover
#

You got to look for the AiO Config (all in one), some versions are floating around and the one i got is aow

woeful viper
#

wtf? didnt knew UV'ing stresses the GPU in a big way... i wondered why my fans started spooling up and not going down again. Then i checked GPU temp it was already at almost 50°C

real crow
runic plover
#

I dont know if there is a newer version of it, i think so. But its a config of everything together

stuck oyster
#

All in one config is the main thing

#

And it's very useful to cross reference through all of vanilla config (and mod config too if you create a dump file with mods loaded)

real crow
#

ok got it

errant pumice
#

is there a way to offset a handgun, so it does not sit that high in hands? AFAIK moving it around the p3d doesnt do a thing.

#

also any tutorials out there how to make custom optics work on a new gun?

stuck oyster
stuck oyster
inland pawn
errant pumice
#

naah, when I use mine it works, but I've enabled other scopes on the rifle and not a single view is right

#

eye and optics memory points are set at the same spot

timid canyon
last spindle
#

Using max?

hollow fulcrum
#

bets yes

lime mountain
#

Hello!

I'm making a AK like gung, but have this question: I can see that the arma weapon sample has names in parts like the charging handle as bolt... And my question is... Do I have to make a single obj file but making a vertex group with the name of "bolt" selecting only the hranging handle in my model? Or I need to make a obj file for all the body and another obj file for the charging handle and then place both in Object Builder?

marsh canyon
#

A weapon in Arma is one P3D

lime mountain
#

So... I should name every part with vertex groups?

#

Well, the ones that will have animation

marsh canyon
#

Basically. If you wonder check Arma 3 Samples

stuck oyster
#

That's how animating works

lime mountain
#

ok! Thanks!

last spindle
#

Some times I've had similar, but only when there's certain things in the modifier stack, also then it takes ages to even drag pieces around

drowsy sail
#

Hm - Got a uniform oddity here. Specifically binoculars not showing up... weapons show up fine and in the right place

#

Proxy is present, firstly, can anyone confirm the right proxy path so I can double check?

#

Secondly, is the proxy supposed to have a specific selection name to hide/unhide the model based on having the binoculars in your hand?

inland pawn
#

Theres a binocs proxy you use and place in

#

The game should auto detect it

west haven
#

finally working on getting this into arma, the one thing i forgot is how to set the rvmat and the texture selections etc

stuck oyster
magic oxide
#

I have a problem with PBOPREFIX,
My files = P:\lol_equipment\ models,config etc.
P:\lol_equipment_2\ textures etc.
My pboprefix inside lol_equipment = lol\lol_equipment
My pboprefix inside lol_equipment_2 = lol\lol_equipment_2
My hiddenTexture inside config.cpp = lol\lol_equipment_2\textures\texture.paa

when try to see my mod inside game after using addon builder, it creates the item in arsenal but without model and textures i assume there is something wrong with path i put in pboprefix any solutions?

stuck oyster
stuck oyster
#

Exactly what I said

#

I don't know how to elaborate on that

magic oxide
#

i opened my pbo if that what you meant but its same with before packing

#

so there is 2 different files, first one carries model config file etc. second one includes textures rvmats, inside 1st file config.cpp's hiddenTexture path i ve put 2nd files path like lol\lol_equipment_2\texture.paa

stuck oyster
#

Why do you separate the pbos?

magic oxide
#

one is holding model for each players personal equipment and another holds textures to use for everybodies equipment models

stuck oyster
#

They could be all just in same pbo

pseudo elbow
#

I did a model that has its bottom at Oxygen's XY (horizontal) plane, but when I spawn the model with createSimpleObject it still uses model center, not O2's [0,0,0] as center. I also tried adding autocenter to Geometry LOD (its empty otherwise). What am I doing wrong to have my model's center at O2's origin?

stuck oyster
stuck oyster
pseudo elbow
#

Do I have to compile the p3d? Testing with uncompiled one right now.

stuck oyster
#

Dont know 🤔

white oak
west haven
stuck oyster
#

No

fading harness
stuck oyster
#

Not by taking someone else's work

#

Key word is make, not take

fading harness
stuck oyster
fading harness
stuck oyster
#

Yes you can SAVE in p3d

#

But you can't open someone else's P3d.

west haven
#

hmm, i suspect i may have messed up somewhere in the creation process

west haven
#

I might troubleshoot this with my friend but i did just get home from work and it is currently 3:30 so i might sleep on it and see what he says when i wake up

stuck oyster
#

Always a good idea.

west haven
#

but honestly, i do feel on the home stretch... for the basic rifle lmao

alpine matrix
#

I am back again seeking assistance lol. Currently im porting a JLTV(MATV thats wider basically) and when i place it in zues it flips over, ive done several changes to the Geo lod in hopes to fix it and i have had no luck. Disregard i have fixed it.

pseudo elbow
#

Wasn't using any model.cfg actually

west haven
#

Is the model.cfg groups and the vertex groups etc in Blender case-sensitive?

marsh canyon
#

IIRC yes

west haven
#

fuc

white oak
#

They're not, but its good practice

#

Source: I do not follow the good practice

west haven
#

yeah im trying to figure out why this happened to my rifle lmao

#

but i am still a bit new to the whole thing

amber swift
#

guys, how can i add a secondary magazine proxy (its for an underbarrel grenade launcher and i wanted the grenade to show during the reload)

west haven
#

I appear to have created a fresh digital horror

subtle bison
#

open mesh or not triangulated shadow mesh

west haven
#

Should the shadow mesh be the same as the viewpilot mesh?

#

I also don't get why the texture isn't sticking, I'm following the test rifle etc

#

also is 2048x2048 the hard limit for weapon textures in arma 3

marsh canyon
#

4k (4096) is

west haven
#

alright, that wouldn't be the issue I'm having then

stuck oyster
#

Its only requirements are that it's closed, triangulated and all sharp edges

#

As I a full cube of 6 sides is closed mesh

#

But if you remove one side face it becomes open mesh

west haven
#

Ah, okay

#

I'll work on that when i have the emotional energy to then

spiral glade
#

Hello everyone. I am an Environment 3D Artist.

I want to import structures such as walls, buildings, bunkers, etc. for the ARMA 3 editor and I can't find a complete guide on how to do it.

For example, I want to know how to import a wall I made in Blender to ARMA 3.

Do you have any guide or tutorial in this discord that explains step by step how to import from blender to ARMA 3 editor?

Thanks for your time.

stuck oyster
spiral glade
drowsy sail
#

Hey - When animating a fire selection switch, I think I'm misunderstanding how the firemode indexes work... The model itself has the fire selector starting in the "safe" position, then with the following two declarations in the model.cfg:

            {
                type="rotationZ";
                source="weaponMode.-1";      //use ammo count as phase for animation
                sourceAddress="clamp";     //loop when phase out of bounds
                selection="fire_selector";  //selection we want to rotate
                axis="axis_fire_selector";                  //no own axis - center of rotation is computed from selection
                angle0="rad 0";
                angle1="(rad -20)";
                minValue = 0.0;
                maxValue = 1.0;
            };
            class weaponAuto
            {
                type="rotationZ";
                source="weaponMode.0";      //use ammo count as phase for animation
                sourceAddress="clamp";     //loop when phase out of bounds
                selection="fire_selector";  //selection we want to rotate
                axis="axis_fire_selector";                  //no own axis - center of rotation is computed from selection
                angle0="rad 0";
                angle1="(rad -40)";
                minValue = 0.0;
                maxValue = 1.0;
            };```
#

So if I'm right, the starting mode of "semi auto" must be in the -1 index right? How do I correctly address that WeaponMode index? Automatic works fine on 0

#

(Ignore comments in the file, they are from the samples)

stuck oyster
drowsy sail
#

It does not, I just meant that the base model has the fire selector resting in the "safe" position

stuck oyster
#

right

#

so waepon mode would take the number of weapon modes you got and switch state accordingly whats selected

#

so lets say you got 3 modes first would be 0, second would be 0.5 and last one would be 1.0

#

and weaponMode.0 would be the mode of the first mode as in like if you have rifle with grenade launcher

#

the launchers weaponmodes could be used as source with weaponMode.1

#

@drowsy sail

drowsy sail
#

Ah that makes more sense, thank you

#

But how do I reference the position that it should be in when on the second firing mode? (0.5)

#

I understand angle 0 and angle 1 determining the rotation for the first and last fire mode

stuck oyster
#

If you have 2 fire modes the and the gun is modeled as safe mode as the default, the first animation needs to basically just play at 0 state of weaponmode source

#

So let's say it would be minvalue 0, max alue 0. and starting angle1 would be as much as you need to turn it like you already have it. And the animation would then complete when the source is at 0

#

And the next fire mode would something like min value 0.9 max value 1.0 and when the next fire mode is selected it will turn the source to 1.0 thus playing this animation

formal halo
#

I can't find any articles on this, is there a max # of selections[] a model can have before it starts to negatively impact performance?

frigid roost
#

Like I've changed the model.cfg 3 times, The memory parts 4 times, The config 3 times and nothing

#

It just shows up the option to close and open but it doesn't moves

formal halo
#

show model cfg

frigid roost
#

Wait

formal halo
#

I'm not downloading that

frigid roost
#
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };

    class door_01_skeleton: Default
    {
        isDiscrete = 0;
        skeletonInherit = "Default";
        skeletonBones[] =
        {
            "door01", "",
        };
    };
};

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class Nole_Cage: Default
    {
        sectionsInherit = "";
        sections[] =
        {
        };
        skeletonName = "door_01_skeleton";
        class Animations
        {
            class open_door_1
            {
                type="rotation";
                source="open_door";
                selection="door01";
                axis="door01_axis";
                minValue=0.0;
                maxValue=1.0;
                offset0=0.0;
                offset1=-1.0;
            };
        };

    };

};
formal halo
frigid roost
frigid roost
#

There

formal halo
#

does your anim work in bulldozer?

frigid roost
formal halo
frigid roost
#

;(

white oak
#

Do you have the animsource in the config?

#

Also pretty sure its angle0-1 rather than offset for rotation

white oak
#

Not in blender
Cfgvehicles class of the object has a subclass called animationSources
Have a look at the house sample

frigid roost
#
        class UserActions
        {
            class Open_door
            {
                displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
                displayName ="Open door";
                position = "door01_axis";
                radius = 3;
                onlyForPlayer = 0;
                condition = "this animationSourcePhase ""open_door"" == 1";
            };

            class Close_door: Open_door
            {
                displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
                displayName ="Close door";
                condition = "this animationSourcePhase ""open_door"" == 0";
            };
        };

        class AnimationSources
        {
            class open_door
            {
                source = "user";
                animPeriod = 2;
                initPhase = 1;
            };
        };
white oak
#

You're missing the statement value in actions

pseudo elbow
#

Trying to binarize my p3d without P drive, my model uses existing game material A3\Structures_F_EPB\Items\Documents\Data\poster_01.rvmat, binarize throws Cannot load material file a3\structures_f_epb\items\documents\data\poster_01.rvmat error, I tried to have this directory tree and needed files right by the p3d file (and binarize's source dir) as well as in root of my drive to no success.

#

Model still binarizes but looks different from unbinarized one

white oak
pseudo elbow
white oak
frigid roost
pseudo elbow
white oak
#

Mikeros Arma3P is rather straightforward

pseudo elbow
#

Just mounted P drive through Arma 3 Tools, it was empty, copied my p3d into its root, then that material with needed path, source for binarize is now just P:\, yet I get same message

#

P:\a3\structures_f_epb\items\documents\data

#

with rvmat and all referenced paas beside it 🤔

#

Hmm, rvmat is not binarized, maybe it expects it to be binarized?

#

It is "cannot load" not "can't find" message after all

white oak
#

Afaik binarize uses bulldozer install in the pdrive
So you do need a proper pdrive

#

Although you're going into a rather specific use case so it might be worth waiting HG to weigh in when they wake up

pseudo elbow
#

Binarized rvmat in that path, still same error

#

Hmm, apparently rvmat is used, but UVs are different from non-binarized p3d so I can't see it 🤔

white oak
#

Binarizing a text file and a propriety model format are rather different processes
Binarizing p3ds should also lock them where OB or Blender throws an error when done correctly

frigid roost
pseudo elbow
white oak
# frigid roost Didn't worked.

Did you sort out the other things I mentioned
Again this config looks rather backwards, would suggest copying how its done on the house sample
Also the door looks rather familiar, did you make it?

stuck oyster
#

All the vanilla tools are kinda designed around P drive use.
And mikeros pboproject too since its path validation checks expects the files to be there.

AddonBuilder does manage without it though as well as I believe HEMMT does.
And even Object Builder can be configured to work but it would be very tedious to swap the work folder all setting all the time (P drive makes it easy)

Personally I don't understand why P drive would not be used, though windows 10 did introduce enough possible issues with the vanilla setup that I do have to recommend the simple subst command bat file and arma3p from mikeros toolset.
Having the tools work right is pretty essential for developing more complex stuff like objects with animations since without stuff like buldozer you waste a lot of time in testing things in wrong environment.

west haven
#

okay, some progress

charred bolt
# frigid roost Didn't worked.

Set the animationSource to a door type:

        {
            class open_door
            {
                source = "door";
                animPeriod = 2;
                initPhase = 1;
            };
        };```
Change the UserAction to check for, and animate, doors:
```class UserActions
{
    class Open_door
    {
        displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
        displayName = "Open door";
        position = "door01_axis";
        radius = 3;
        onlyForPlayer = 0;
        condition = "this doorPhase 'open_door' > 0.6";
        statement = "this animateDoor ['open_door', 0];";
    };

    class Close_door: Open_door
    {
        displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
        displayName = "Close door";
        condition = "this doorPhase 'open_door' < 0.4";
        statement = "this animateDoor ['open_door', 1];";
    };
};```
And in model.cfg, change offset (used on translations) to angleX (used on rotations):
```class CfgModels
{
    class Default
    {
        sectionsInherit = "";
        sections[] = {};
        skeletonName = "";
    };

    class Nole_Cage: Default
    {
        sectionsInherit = "";
        sections[] = {};
        skeletonName = "door_01_skeleton";
        class Animations
        {
            class open_door_1
            {
                type = "rotation";
                source = "open_door";
                selection = "door01";
                axis = "door01_axis";
                minValue = 0.0;
                maxValue = 1.0;
                angle0 = "rad 0";
                angle1 = "rad 90";
            };
        };
    };
};```
stuck oyster
#

I'd really recommend setting up P drive and object builder so that buldozer works so the animation can be verified to work on the model itself before trying to toggle it with useractions

#

If there is p3d/modelcfg issue it won't come up in game other than nothing working

west haven
#

Oh yeah also silly question

#

Does my model have to have a magazine for the animation to work

pseudo elbow
#

Are there any more ways to edit face normals apart from smooth/sharp options in O2?

charred bolt
pseudo elbow
charred bolt
#

Normals are almost always best handled in blender and exported as triangles to p3d

stuck oyster
#

If I remember right custom normals might not export out of the toolbox? @shrewd jay could you maybe advice on that?

shrewd jay
stuck oyster
shrewd jay
#

Yeah, I currently do normals by running it once through o2script.exe, that fixes the normals. I really need to try and get rid of that.

cursive sleet
#

hatchet

#

How is it going with that oil rig?

frigid roost
frigid roost
#

Ok

frigid roost
stuck oyster
frigid roost
stuck oyster
#

Im afraid you are biting too big piece of the cake right now

#

you dont understand what you do

frigid roost
stuck oyster
#

I dont know what you mean by memory stuff.

#

but I mean in general you need to learn to understand the different parts of what makes a mod work

white oak
#

this is one of the rare occasions where you'll find me saying something good about the arma docs/samples
the house sample is a great example on how the p3d, config and the modelcfg files interact and work together

#

especially in your case where you want to animate a door

frigid roost
#

Alright, Well thanks!

finite stump
#

Does OB not follow the UV map made by a FBX? It knows what textures is on it but not where they are supposed to go.

stuck oyster
#

fbx should work fine if exported and imported right

#

(and made right to begin with)

#

uv mapping itself does not have anything to do with texture/material assigning

#

it just tells how to project a texture on the surface if something is assigned on it

finite stump
#

ok. I guess the problem is OB knows where they are to go, just not where the textures are? It knows the location of the textures but doesn't seem to know where they are?!

#

I realize the problem. It's seeing the textures in a temp folder for some reason

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Not in the project folder.

woeful viper
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it was smooth... not sure what was going on. Maybe it's just another issue of having it open too long...

pine acorn
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What's a reasonable amount of vertices for a view LOD 1 of a weapon model?

finite stump
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Got a weird problem where half of a geometry LOD works fine but the other half I can walk through. Its part of the same object. It's a wall. I can walk against it half way then all of a sudden I can walk through it. Anybody got any ideas on this one?