#arma3_model
1 messages · Page 22 of 1
right so which selection should I use for the vest, there's 3 spines
i thought spine2 but I'm not sutre
you would use all 3
so I select all the points and make a selection spine1, then redo that for spine2 and spine3?
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 😄
nah not all of them, just in line with where those bones are on arma man
and i'm imagining spine is the bottom one and spine2 is the top?
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
and its got a ton of stuff in there from helmets to helicopters!
np homie

the vest example and vest template are found in the folder Test_Character_01
the configs in there are also chocked full of information, though some is out of date but still relevant in ways
The group naming?
Depends on your clipping tolerances tbh
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
yeah righto
it's like webbing so it shouldn't be too fussy with how it works
hopefully
I think he may have pulled it, I cannot find it on his channel. or I am extremely blind :o
yep, no kidding
it somewhat works but i'll probably find someone better with model making, i'm more a config maker
by more i mean i'm slightly better
getting there thats for sure!
im having an issue
ill share a video of it rq to make it easier to explain
my up and down axis isnt rotating with the turret
so it results in my turret doing barrel rolls along with when the turret is at 180 degrees the controls get inverted x-x
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?
Do you mean the blue beam thing is supposed to show where the turret, a boxy thing should look?
no, that already works- its just the muzzle flash
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
muzzle flash just makes it easier to see
already did that
Most of Arma turrets have two separated bones to rotate the turret anywhere, as you might already figured but
The horizontal bone, and its child, vertical bone
lol
Anyways, how is your bone relation? Also animation order, too
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
but ye they are both present and properly parented, else the turret wouldnt work at all
animation order matters?
i see
well im using the tank template as an example for how to order things
Well I'm not a big animator or model maker either, but I'm guessing that
i have a silly idea
Send it, so I am both silly
it did not work
i just gave the vert axis a second selection name and tried to strap that to the horizontal axis
figured maybe i caused a bone loop or something
Looped bone should return a clear error message in the first place?
Vert anim and horiz anim, which came earlier?
i dont know what that means
in the animations class, it goes
roty
then
rotx
is that what you mean?
Yeah basically
ah
CfgModels, your model, animations
And the anim defines vert... does it came earlier in your config?
i just gave the order
in which they cometh
so since in object builder, y is up and down instead of z
i believe that means vertical comes first
though thats also probably wrong seeing as how the one i have tied to the horizontal movement is the one using "rotationY"
idk object builder is funny
Normally to turn things on its horizontal axis in blender, you rotate the z axis
anyway like i said im just mimicking the tank template
which reads like
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";
};
also the game itself see's the z axis as up and down
which is why its goofy that object builder does not
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
I do not think there is a big chance to have wrong preview in Buldozer but not in the game
nah its the same problem in game, tis why im using object builder to fix it before i repack
oop
Well yeah Object Oriented Programming. Does it work?
i dont speek whatever language this is
but i figured something out when i opened da model
Well it's Czech after all
Otoc = turn
Hlaven = barrel
Vez = tower
According to Google
ye
otocVez is the big turret
OsaVeze is the axis it rotates on
horizontally
OsaHlavne make it go up and down
otocHlaven is the gun barrel
but i dont use those names on mine, good to know what they mean tho.
eyy baller
Also... just in case
so accordin to the bone tree on the tank
Have you tried to re-launch Buldozer?
i do every time i make a change, as one should or else the change wont be properly reflected
or shown at all
Hm then there should be no problem about outdated config
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
thats why non of the axises are parented to anything in da bone tree
Sometimes just take a break is faster
perhaps when i die

hi polpox, have a great day
aight it be fixed
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
ty fo da help
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)
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..
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?)
You dont need a zasleh point. Should just be usti and konec
zasleh is the selection of the proxy
just tried that and changed my CfgWeapons line muzzleEnd = "usti hlavne"; but still no joy 😿
just to confirm, this is for a muzzle attachment, and not the weapon itself
You are using tree as the damage model???
what would be better?
engine
Tree model results and in things flipping over, as it would when you drive a car into a tree
Ohh OK, I miss read the first post
the problem now is that when fired upon the object reacts
how do you set it so that it needs heavier weapon to flip it
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
damn phone autocorrect....:-[
ok trying armor now
What was the thermal sight code in Arma 3?
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
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)
*does
does it have stupid phone...
1000 for mass and 4 land contacs
Is there geometry below land contact?
:D
ITSARMA
well what i think about it is that at first bullet strinking the object it moves it to ground level
after that its stable
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
there is no height limit on a geolod correct?
no?
is there a height limit for the geolod?
when naming shapes "ComponentXX", is there a limit to how many you can have?
Also is there a way to fix textures of the same type all at once instead of one at a time?
In Object Builder.
2048 or something like that
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
Is there some sort of documentation or guide to get the most out of the arma 3 blender tools?
My OB is giving me strange errors, when I am trying to open or save any p3d file, anybody has any ideas?
wheres the p3d from?
My old p3d's that I made long time ago, Ill send it here
Oh, let me redownload them quickly
nah, same problems as before
Oh, and it also gives me a pretty sus name of the file, when I launch just the OB|
try verify the tools on steam
and run the tools launcher 1 time incase the registry entries are pooped
then always start the tools from their own exe
starting them from the launcher can have bad effects
Ive verified files and launched it from the exe, same problems as before, maybe I am missing some drivers or smth?
could be the OB settings are messed up and this path is missing
Should the external viewer line be empty:?
DLL folder is fine though
no
cant use buldozer preview if its empty
d:\games\steam\steamapps\common\arma 3\arma3.exe -buldozer -nosteam -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg
mine looks like this
But it shoudnt interfere with opening files, right?
Yes, same limit in all directions I believe.
when making a furnished building, would it be better to make them as part of the object or using proxies?
Just to give you another data point, I'm also able to open your galvanic rifle scope in OB no problem.
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
And you're able to open other p3d's, such as the Arma 3 sample files?
just to make sure, you try to open it by just double clicking it or using the open dialog in OB
not the import p3d button
Both, havent tried import btw, gonna try now
👍
its for something old and now obsolete
We still don't know if it's all p3d's or just his that he can't open.
Ive tried every unbinarised p3d on my computer - didnt work
try deleting OB install folder and then verify files on Steam
You meant the root folder or there is another one?
Wow
It worked
But now it's giving me some error, but still loads the file
And I have no idea why it suddenly started to work
your tools are probably all just corrupted
try uninstall the whole tools and reinstall clean
👍
yep, it worked, thanks
I have no idea why it worked now, cause Ive tried to reinstal them multiple times but to no avail
I have no idea why it worked now
Sums up everything arma tbh
I refer you to my previous statement #arma3_model message
Here you go
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?
For reference it's a simple rectangle I want the shadow to be. Nothing special
Your shadow lod rectangle must be:
CLOSED
TRIANGULATED
SHARP EDGES
It should fit entirely inside the first resolution LOD mesh.
All the LOD requirements can be found here, for reference: https://community.bistudio.com/wiki/LOD
Again thanks man
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?
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
no the amount of lods would need to match so that they swap
all animations are visible in buldozer if they work
though partial weighting (isdiscreet 0) does not work in dozer
Okay so 10 lods on vehicle, 10 on proxies
that is quite a lot of lods
oh I was just using 10 as an example
I just picked a number 🙂
actually, I think I might need 10 res lods cause hte model is 90k :/
90, 45, 22.5, 11, 5.6, 2.8, 1.4, 700
ah nvm 8 lods
you could maybe skip the 2.8
it starts to be quite far away at that point already
the 50 reduction is recommended but also can be jiggled a bit at the last lods
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 😦
Aight, so I’m missing something. What should i look for? There doesn’t seems to be missing bones in the model cfg 🤔
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”
It needed the axis
Are there any community sample libraries with comparison graphics for ingame? I really am trying to wrap my head around stuff for modeling
like the sample MX doesn't actually have sights, or a trigger, or a trigger guard even
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
tl;dr the detail reduction on the sample makes it hard to envision what I need to do in my own project
Arma 3 Samples?
@dim mica more the the armor value play into damaging. https://community.bistudio.com/wiki/Arma_3_Damage_Description
The samples are mostly for technical reference, not for artistic quality. For that there are no official samples.
To select vertex groups in blender you need to be in edit mode and vertex selection mode needs to be on.
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.
looking good :)
Thanks Schultz. Much appreciated!
I don't like the pipes, or the tank on the side of the building too shiny.
I adjusted the spec map and it is now looking much better.
I think for best results in arma you should use a multimat, especially for that plaster and roof
agree. Pufu mentioned that to me the other day.
NIArms models are on GitHub and are great for studying.
it really depends on the building though, sometimes I dont use it
interesting. When don't you? If you don't mind me asking?
okay, thanks
used multimat on the exterior, simple 2k sets for the interiors
generally if I have some details I want to retain, multimat doesnt seem to be the best solution
ah, okay. That is the firehouse, right?
yes
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
did you do it gor the ^ train station?
No I didnt
Oh, so it is not an all or nothing. You can mix it.
yes I usually mix it
okay
okay, thanks.
no problem :)
oh rad
Excellent advice!
It's really nice of her to put it all out there
What would cause no recalculation of normals on an imported obj model into OB?
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?
no
well ok technically you might be able to translate each rocket at random to different position in the rack
but maybe not fully at random
but at least in few different configurations
so they would still fire out at same order but their positions would be different
but like, where would that even be needed?
If you make them pylons you can use setPylonsPriority, but why.?
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?
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?
Much easier if you set it up to use the pylon system typically used on aircraft to be honest
Never tried that. There is something i can read about this one?
NVM, just close and open OB and the problem is not there. wierd.
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?
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
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
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.
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
Thanks 👌🏻
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
Oh okok
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
Alright, i think i got it. Gonna work on it, let's see if i can make it, thanks heaps mate!
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
the model rhsusf_pylon_r_FFAR_7x.p3d is also defined in cfgNonAIVehicles with simulation = pylonpod;
Roger that
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
Yeah ok, kinda like the manned rocket launcher proxies i made for my recent rocket launcher
Ok in this case, i think i can definitely make it
Difference is that i used the ModelSpecial in there
the one difference here is that rhsusf_r_M151.p3d is defined in cfgNonAIVehicles with simulation = maverickweapon;
maverickweapon simulation is what makes the rocket inside the pod magazine, disappear when it's fired
Alright, while pylonpod simulation is to use for the flying model?
nah, the flying model doesn't need a cfgNonAIVehicles class since it's not being used as a proxy but as a projectile model
Yeah i just brain farted i had the suspect
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
Messing around with some apartment blocks for in game. http://puu.sh/lvnRT/a80a9983c2.jpg and http://puu.sh/lvnVU/e888a86ce0.jpg Not sure how I want to texture it yet. Might use the multimaterial way to test it out.
I don't have any doors in the model yet. More blocking out and conceptionalizing it.
very nice, needs another entry/exit point i think.
yeah, I have to two gates at one side. I want you could get over the wall, or something like that.
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.
yeah, working on the geo and roadway now.
(climbing up on things, yada, yada)
bb?
BadBenson
oh, yeah
yep, that would work well here.
is there a any way to view A2~A3 sample models in blender 4.0?
4.0 plugin is the top pinned
oh, i didn't notice that. thanks.
Is there a proper workflow for PhysX? Because I really don't know where to start, even with the Vehicle Handling Configuration tutorial.
same with any add-on. edit > preferences > add-ons > install > armatoolbox.zip
It's not working. idk why
- what steps are you doing
- what do you expect to see
- what do you actually see that make you say "it's not working"
I just Installed it via addons menu in preference and it says install sucessful but nothing i can see.
I mean addon plugins
then try File > import > arma 3 p3d
make sure its enabled
tried Refresh? or reopening?
I already tried sevral times
is there ArmaToolbox folder in %appdata%\Blender Foundation\Blender\4.0\scripts\addons?
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.
okay
oh you gotta be kidding me
It didn't work
wait
I finally managed to install it
thanks btw
Could start with inheriting/copying existing car's wheels config, and copying the mempoint names and placements.
Ive already done this. It's a matter of changing the values to make it fit the vehicle, this is where I'm at
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.
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
im not a guru, but having little number of UV's is always very good for performance.
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
I make my own models, but was unsure what the best practice is for the engine. Why is armor so high for poly counts? I mostly modeled for kenshi and those were around the 5K tris area typically. Can this Arma handle a lot more?
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.
what size UV's?
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
ok
Ill try keeping all the UV's together
when possible
in what situation would you use a 4K texture
?
the base version of a Vest
4k
pouches on it, would be 2K
depends how good you want individual things to look
you seperate the vest and pouch textures?
what are the default UV sizes for vanilla things?
2k i think, but i can check for you
yeah
they have an entire UV just for a glove?
thats a pretty high number for helmet
😅
well the helmets have accessories on them
🤔
sadly, the guy i get to model my flashlights and what not only understands high poly
it varies sadly lol
Arma helmets are probably less than 5k
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
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
Well, it depends if you do the LODS properly
i do lods up to around 7.00 and 10.00 for vests
thats a lot of lods xD
you probably could skip 4 at the end
since it should be pretty far away at that point
its fine if it works
ah well the numbers themselves dont matter
they are just the order
last being 6 or 25 is same
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
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
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.
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
thats the gamble of commissions I guess
the pouches i got recently were pretty nice topology wise and poly count too
but i digress
would you say around 5-10K for clothes, 5-7K for helmets, 5-10K for armor, 5K for backpacks?
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.
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.
can I put multiple models under the config.cpp file or do I have to make one for each model?
config.cpp does nothing with P3Ds
it tells where the p3d is
It only tells where it is. Does nothing with P3D files themselves
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.
You can also have multiple models in a single modelcfg
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.
Aww shit man now nobody will make lower lods anymore hoping to have some good time!!!!!
There's gifs about that. XD
Hopefully enough people are not into that and we do get lods.
Yeah lazy stuff mostly 
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
^the unit I play with does this and it makes my brain melt
This selection in my FireGeometry has an armor thickness of 250 mm but gets destroyed in 3 grenade shots???
indirectHit ignores armor thickness entirely
is that in the config?
https://community.bistudio.com/wiki/Arma_3:_Damage_Description "Indirect Hit and Explosive Damage"
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
its the same regardless direct or not when it coems to explosive it's probably a config issue rather than firegeo
which part of the config then?
Did you read the page?
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.).```
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;
};
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 
looks at me with 44k poly, 11 section count vest
that speed runs the reslods 2 meters away
Run diagnostic exe from dev branch to monitor hitpoint numbers. See which one is taking the damage, then alter it's properties.

What's the vehicles base armor (hp)
Do you use mrap as inheritance parent?
I have been tryna fix it, but alas the model is old so no blendfile and reuving sounds like a pain (theres parts where a single shotgun shell/grenade is all on its own UV which is a bit yikes)
32, and MRAP_01 is not a parent
i just used some of its hitpoint properties
ok, the base armor might've been the issue
it was the issue, thanks all
So. Newbie to importing here. Where would I start with weapon imports? Have model and textures ready.
have you ever importend anything into the game?
or done anything with the game configs?
Nope, never import, never config
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
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?
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
Ah okay, so for simplictiy sake lets say two boxes ontop of eachother, one is hidden and one is shown (one is say super thick armor, and one is thin), I would hide/show with hiddenselections.
What would happen if both are shown? I dont recall what happens with firegeos are on top fo eachother
Use hide animations, not hiddenSelections.
Overlapping fire geometry will result in unpredictable results and should be avoided. If you want extra armour, place sheets beside each other, and even then it's recommended to have an air gap.
Okay, so like how the base games APC has that metal fence or watever around it as an option in the garage
2 of 3 textures complete, almost there ;) http://i.imgur.com/UHzLs0a.jpg
@Pinga nice!
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
Got my rock crusher in game - http://puu.sh/lvysq/e239d594aa.jpg Now need to tackle the multimaterial method.
Yes same as that.
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
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
#fightingtheurge
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
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..
🙉 🔫
lol, the joys of the internet.
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
With pistols, no. Others, yes.
I have some plants and the AI will avoid running through it. What class should it be so AI will run through it?
Does it have a geometry that blocks walking?
nope
The that's the problem
If you want it to be recognised as empty, you need one that is empty
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?
Empty as in nothing in it
Wrong. 
but if it has a geometry box then they can't walk through it
No I said empty lod
Lod yes, box in it, no
I don't know how to say it more clear
so make the geometry lod but not put anything in it. I get it now
Yes
thanks
how much performance impact would splitting an object have on a map
assuming the end poly count is the same
i guess you would double the amount of draw calls
Have you personally used Plasticity for creating assets in Arma? If so, how did it perform in relation to other tools out there?
Hello FM, yes i have used it for making assets in arma it's one of the best tools to use for modeling, one of the best features of it is you can export geometry levels, and on export it makes the best uv's out of the shape you have created, but that requires a paid version
it's pretty cheap
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?
model.cfg sections
Do edges need to be sharp in fire geometry?
triangulated and sharp like regular Geometry
No. Closed, Convex and named ComponentXX.
Closed, Triangulated and Sharp Edges are needed for Shadow Volumes
Wasn’t really this the issue in particular, nevertheless i solved it.
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
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'
To mea it reads it has no uv area at all so yes overlapping or even completely unwrapped surfaces
Where does it pop up from?
Potentially remove/fix in Object Builder
- isolated points
- degenerated faces
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?
running any mods/cdlc?
Ofc, GM and Spearhead as dependencies for a mod project i'm developing. This ported car i'm talking about is a Munga, which uses GM features
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
From the debug? So it is not a config fault or some line missing?
nope its a scripted system doing something it shouldnt
Okk, thanks, gonna test it!
Yep, the issue arise only with SPE features deriving weapons, while there is no problem with GM weapons. Thanks Kerc. This will be solved in the next SPE update i guess?
Yeah
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?
Error shows on placing the vehicle in dev branch diag exe.
I have 3 pip screens mapped to the material. Material > select in object gets 12 points, 3 faces.
Each face is mapped to best fit like this, and pip views work.
Isolated points and Degenerate faces both select 0 points.
This uvmapping seems to show singular points without any edges between them
the stuff in the top right? they do seem to be part of triangles (very little knowledge about this)
If you hide all faces except the PiP's, delete their UV's and remap them, does that fix it?
trying =)
map the uv's while looking directly at the pip faces (in OB)
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
So if you only have 1 PiP uv mapped do you get the error? It's a weird one.
Seems to be. Is it just a bad unwrap?
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?
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?
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?
Can you post the contents of that rvmat?
uvSource="tex1"; change that to uvSource="tex";
texture="z\cv9035\addons\main\data\main_nohq.paa"; Are you using a p drive and proProject?
p drive and hemtt
So I'd normally suggest that z drive is wrong then, but don't know about hemtt
this is in \a3\armor_f\Data\PIP_screens.rvmat as well. Should I try making a copy of it with tex?
oh should this be p:\z...?
well "tex1" implies that it is using a second uv set for the MC and AS
ohh, ok! and ofc there's only uv set 0.
yep
ok trying with all tex1 changed to tex
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...
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.
ah right. currently skipping binarize to live load changes, and textures are pathing correctly, so 🤞
This was it! Lack of basic understanding of rvmat xD
Thank you for digging that out with me <3
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.
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
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}
};```
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
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.
Right. per wheel bound and axis have same x and z
all axis and all bounds have same x and y
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
can you show the side view of the wheel mem points, just like mine?
and also same side view of your geo physx lod
currently sprocket/idler are not in class wheels, previously tried horizontal/vertical/different wheel radii for them
oh oops
What are the phys wheel selections referring to?
oh shoot I tried deleting wheels in here but didn't delete selections and re-find component. will do that now
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?
https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines prob needs an edit then xD it specifies main gun
Yeah I can do that. much appreciated!
I desire going to space. teach me your ways :P
Update: Ampersand's vehicle now moves as it should.
Moral of the story: don't make fancy names for your wheels, just do wheel_1_1.
☕
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?
You can have an EH when it does hit something, and do script, I guess
Fire can be done via explosion particles, no scripting needed
Mayb 🤔 I hate to modify CfgCloudlets
If you want fire effects you will need to touch particles one way or another
anyone into ww2 vehicles ??
CfgCloudlets..ok. There is something i can use as reference somewhere?
@livid canyon CV90?
Vanilla configs and wiki has some explanation on how particles work
Is there a reason/followup for the question
Just wondering if will be able to get this in the game xd
You can, if you have the understanding
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
For that you can use #creators_recruiting channel
Thx goat i remember you tho hahah
🤣🤣🤣
Strange question but do any handguns in arma 3 actually model a tilting barrel or is it not seen as worth it
Tilting when?
i assumed he means the barrel on regular pistols.
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
or maybe https://en.wikipedia.org/wiki/Tip-up_barrel, but Arma doesn't do round-in-chamber
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 😅
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
I had both files open side by side and I didn't see any missing parts. But probably I did yes.
think tier one weapons does it off the top of my head
Done for today
Like a semi auto action, the barrel tilts up when the slide goes back
@wise coral thanks much appreciated!
this is a render from the 3d program?
Yes, my model and rural australia environment from unreal engine
Tried to make it as realistic as possible
Well more details would need to be baked and simplified but wouldnt be much different
Any ideas why the backpack is located at the ground level? I even used templates with straps intact (LeftArm, LeftShoulder etc...) and same thing?
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
yeah 2 & 3 are all good, I will need to look at the first thing I guess
yeah this is probably it...
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 ?
Gravitational force backpack works now, just needs a bit of tweaking with the strap 😉
Don't bother. 100m won't work anyway. Split it
And 2048 is max component count (max unique selection names)
100m is working fine https://community.bistudio.com/wiki/LOD#Geometry
Is not.
I would rather believe @stuck oyster than BI Wiki 😉
It is, i have a 100m building working fine. This page https://community.bistudio.com/wiki/LOD#Geometry says 100m building is fine
Do you mean height?
No, 95m long, 15m large and 10m height.
Well, my building is working andd this page https://community.bistudio.com/wiki/LOD#Geometry says it will work
You'll see eventually.
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
Your object will not work when baked to maps
Ah ?
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
hmm
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.
I'll give it a look. This kindd of information should be included in the wiki
HG what is the deal with players wobbling on decals that are bigger than the original size?
even by 30%?
Decals don't like a lot of up scaling
Need different sized decals
Scaling down works better that scaling up
players wobble on decals?
I think I have video somewhere. I'll try to find it when home.
It's quite an #armamoment
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
If they have roadway to cut grass then yes
Upscaling messes up roadway detection
But if the decal is made big originally then it's fine
ah, ok. that makes sense
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?
You can tie ambient sounds to it through memorypoints.
Or if it has animated parts you can tie sound play with the animations
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
Ambient sounds it is then. Can't recall if it was talked somewhere in here before
I have a feeling it might be
Mm
Basig gist is that it's memorypoint in object tied to a sound class in config
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
Use animation sounds if you have animations
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
Nope it doesn't work either
There is something i can look at? Since it's pretty obvious i didn't understood properly what i should do smh
vanilla stuff always has clues
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
Ok, now i see
heh yeah bit of nudge to right direction does cut off head scracthing and hair pulling time considerably
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
is the point outside of it or inside?
Inside
Might get blocked
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
No it's same issue
It's not object direction related
Is it the vehicles or the buildings glass that cause this issue https://i.gyazo.com/a44999bbada7a2437cb574c6fdf148c6.jpg? I'm assuming because the reverse side of the glass works, the glass faces on this side just need to be moved to the top, right?
Select glass then go to faces > move top. Maybe that will fix it
I didn't make the model so looks like I'm out of luck for the time being
Doesnt mind, i got all my structure ambient sounds mostly inside
What sounds are you using?
It depends how these are configurated at all
Stereo, 16 bit, 41000hz.Wss naturally
No i mean config wise
Your defined soundSets, are these the vanilla sounds?
Cause some sounds got conditions in them, as example
volume = "(windy factor[0.66,1])-(night*0.25)";
And then the normal use wont work
Damn you are right, i tried to use those vanilla soundsets for testing though. The final objective should be using the sound called “tno_engine_running”, defined in the cfgsound class
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
Thank you very much. But what exactly is AoW ? The windturbine stuff seemss to be the one i need, basically just like arma’s houses air conditioners are set to produce sounds
You got to look for the AiO Config (all in one), some versions are floating around and the one i got is aow
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
This is the first time hearing about this AiO/AoW stuff
I dont know if there is a newer version of it, i think so. But its a config of everything together
He refers to how I named the file after Art Of War update when I made that particular config dump
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)
ok got it
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?
Moving it inside the P3d space does that
As with most things, no 😅
Custom optics? Like, creating a custom scope with a custom scope overlay?
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
for moving gun, just move the p3d around so that it's offset appropriately from handanim
Using max?
bets yes
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?
A weapon in Arma is one P3D
So... I should name every part with vertex groups?
Well, the ones that will have animation
Basically. If you wonder check Arma 3 Samples
Yes
That's how animating works
ok! Thanks!
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
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?
finally working on getting this into arma, the one thing i forgot is how to set the rvmat and the texture selections etc
In blender material tab you can set Arma texture and rvmat per each assigned blender material
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?
You can unpack your pbo to see what kind of folder structure it writes
wdym by that "unpack"
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
Why do you separate the pbos?
one is holding model for each players personal equipment and another holds textures to use for everybodies equipment models
They could be all just in same pbo
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?
You need autocenter 0 named property. Otherwise engine centers it
Geometry LOD?
Yes
Do I have to compile the p3d? Testing with uncompiled one right now.
Dont know 🤔
what base class are you inheriting?
cfgvehicles has an undocumented class called SimpleObject
house_f has the following
class SimpleObject {
eden = 0;
animate[] = {};
hide[] = {};
verticalOffset = 1.358;
verticalOffsetWorld = 0;
init = "''";
};
playing with the offset values might work
cheers, i know this may sound dumb but i completely forgot that existed
No
So how they make uniforms and vehicles?
Those are made from 0
Not by taking someone else's work
Key word is make, not take
No i mean the 3d models must be p3d
Not sure what you mean
It must be a way to convert them to p3d
hmm, i suspect i may have messed up somewhere in the creation process
Correct
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
Always a good idea.
but honestly, i do feel on the home stretch... for the basic rifle lmao
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.
Thanks, gonna look into it
Wasn't using any model.cfg actually
Is the model.cfg groups and the vertex groups etc in Blender case-sensitive?
IIRC yes
fuc
yeah im trying to figure out why this happened to my rifle lmao
but i am still a bit new to the whole thing
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)
I appear to have created a fresh digital horror
open mesh or not triangulated shadow mesh
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
4k (4096) is
alright, that wouldn't be the issue I'm having then
No shadow mesh is very simplified silhouette of the model. You can make it from cubes even
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
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.
Tutorials from El tyranos, sokolonko and battlestad may give you some pointers on that. But you are likely going to have to do quite a bit of self studying too to get all pieces together.
Perfect, thanks for the recommendations and quick response.
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)
does your weapon have a "safe" fire mode as vanilla does not have that
It does not, I just meant that the base model has the fire selector resting in the "safe" position
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
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
No angle0 and angle1 are the range that particular animation moves in the value range you give it.
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
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?
Does someone knows how to fix this error?
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
show model cfg
Wait
I'm not downloading that
{
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;
};
};
};
};

Or how do you put it this way?

does your anim work in bulldozer?
I don't use bulldozer, I'm a blender guy (My pc crash if I use bulldozer)

Do you have the animsource in the config?
Also pretty sure its angle0-1 rather than offset for rotation
Not in blender
Cfgvehicles class of the object has a subclass called animationSources
Have a look at the house sample
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;
};
};
You're missing the statement value in actions
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
statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
Wondering if there is a way to binarize like this
Not afaik, why not use the Pdrive?
Thanks!
Remember this being pain in the ass when I did it many years ago, didn't want to get into it
Mikeros Arma3P is rather straightforward
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
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
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 🤔
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
Didn't worked.
Yeah, it produced proper binarized p3d for me, can't be opened in OB anymore, 1/6 of its size, works in game, so it kinda 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?
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.
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";
};
};
};
};```
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
Oh yeah also silly question
Does my model have to have a magazine for the animation to work
Are there any more ways to edit face normals apart from smooth/sharp options in O2?
W to reverse and no idea what those options do.
Thanks, gonna play around with these
Normals are almost always best handled in blender and exported as triangles to p3d
If I remember right custom normals might not export out of the toolbox? @shrewd jay could you maybe advice on that?
Testing
No, they don't yet. I need to find a solution for that, but since I usually work on an as-needed basis on the addon, I haven't invested the time yet.
👍 thanks for confirming! I was not sure I remembred that right
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.
Didn't work and now the option that it shows is "Close door" instead of "Open door", Do you want me to send the model?
initPhase = 1; swap this to 0
Ok
the model itself tells very little
Memory stuff? ;(

Im afraid you are biting too big piece of the cake right now
you dont understand what you do
I'm new to memory stuff ;(
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
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
Alright, Well thanks!
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.
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
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
Not in the project folder.
it was smooth... not sure what was going on. Maybe it's just another issue of having it open too long...
What's a reasonable amount of vertices for a view LOD 1 of a weapon model?
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?
2000-20000