#arma3_model

1 messages · Page 23 of 1

stuck oyster
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20k being very high end and preferably you should have less

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invalid geometry lod

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no component names, no mass on component parts, non convex parts are the typical issues

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or its too big

finite stump
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size matters on a geometry cube?

stuck oyster
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size of the model might matter. blobdoggoshruggoogly

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but only if its 50m+

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just wanted to list all the "common mistakes"

finite stump
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Well none of the geometry blocks are that big

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they all have weight too

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its a building so how much weight should I put for it? I set it at 30000.

pseudo elbow
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Anything I can do to OB to stop it from rotating camera too much?

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When I hold left Alt and RMB to rotate the view, it moves very little, but if I move the mouse more, it does 180 degree rotation, very annoying

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Tried starting it in Windows 7 compatibility mode, didn't help

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Oh, this happens because of HiDPI in Windows

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Guess I gotta live with blurred lines then

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Okay, rotation works better now but it still jumps 180 degrees if you do much rotation

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Not exactly 180, but a lot

runic plover
# finite stump Well none of the geometry blocks are that big

The whole Geometry LOD should not be over 50m+ .
Not a single block/box alone.

Means if you do 10x 5m boxes you reach the 50m

If you do 14x 5m boxes you reach 50m + 20m and probably the last 20m wont work, it depends sometimes at grid size of terrain and also rotation/direction of the structure.. sometimes 70m works sometimes not, its a bit weird/misterious and is a 20+ years feature kekw2

Like HG has said

  • Component01, Component02 etc
  • Needs to be convex
  • Mass (you can set 10000000 as example)
finite stump
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Thanks, I will redo all my LOD's with more smaller blocks and see if that works

runic plover
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Just dont go over these 50m+ with all blocks.

Its not a problem if you do one single 50m x 50m block

finite stump
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just to be sure, we are talking length and not volume right?

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What if I use multiple geometry lod's?

west haven
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I seem to be getting a strange shadow issue with this, anyone know what the cause is>?

west haven
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okay, it appears to be the normal map and SMDI causing this?

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okay, it's the NOHQ file causing the weird lighting issues

marsh canyon
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Quite not sure how wrong it is. Can you show me how it looks in OB?

west haven
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the normal map?

marsh canyon
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No, the model itself?

west haven
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Oh, okay

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one sec

marsh canyon
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Not Buldozer inb4 you post

west haven
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Also for some reason my model.cfg isn't sticking, none of the parts seem to move

marsh canyon
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Can you enable the solid face (purple-white faces)?

west haven
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uhh, where do i do that

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im not super capable with it

marsh canyon
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This solid box

west haven
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like so?

marsh canyon
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Well what I was wondered was pretty much wrong

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Can you show the pic that what is supposed to happen? (I mean how it look in source)

west haven
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oh, like in game or

marsh canyon
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Not ingame

west haven
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I don't really have access to the source image but really the nohq is supposed to just make everything look a little deeper

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here it is in substance painter, as an example

marsh canyon
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Do you export the P3D with Blender?

west haven
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I put it into the same folder as the blender one, open it in OB and then save the OB one as the one that goes in game

marsh canyon
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Open how? 🤔

west haven
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as in, i bring OB up, open the exported .p3d and then save it as the one that goes into my addon folder

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I had some fuckiness when i was putting a rocket launcher in-game so i did that and it seemingly solved the issue so i've not really gone back

marsh canyon
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Do you export the P3D with Blender?
So you do?

west haven
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yeah

marsh canyon
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Check Blender > Addons > ArmaToolBox's preference

west haven
marsh canyon
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Hmm I was wondered if your o2script path is invalid, but seems like not

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What happens if you apply no RVMAT into your rifle?

west haven
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i tried with no rvmat and it was fine, just nohq results in strange lighting

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but the SMDI seems fine to implement

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both SMDI and NOHQ

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neither

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just NOHQ

marsh canyon
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Oh I see

west haven
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and just SMDI

marsh canyon
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How does your NOHQ look?

west haven
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looks fairly standard, although it is a thicc boy image. My friend who knows more about textures helped me out on this one

marsh canyon
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Does not really look bad

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What if... let's say, if you put an vanilla NOHQ?

west haven
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as in, in the rvmat just have the basic one the game set up?

marsh canyon
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More like change your RVMAT's NOHQ into a vanilla game NOHQ

west haven
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Oh

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I could try and use the MX one

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but I'm unsure how to grab the file path for that one

marsh canyon
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"a3\weapons_f\Rifles\MX\data\XMX_Base_nohq.paa"

west haven
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cheers

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okay, launching with the MX NOHQ now

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it looks bizarre but otherwise functional?

marsh canyon
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Yeah pretty much expected result

west haven
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So would that mean an issue with the NOHQ itself?

marsh canyon
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Could be, 98% sure

west haven
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I'll try again with this NOHQ file

marsh canyon
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I think I'm thinking that a bit depth issue

west haven
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oh, like

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the png was exported incorrectly?

marsh canyon
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Maybe

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I don't really recall which depth is not accepted by Arma 3 but you can look up this Discord about similar discussion

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Or, just in case, do you put _nohq.paa suffix before you convert?

west haven
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yeah

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here is the original

marsh canyon
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Properties, which bit depth?

west haven
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32

marsh canyon
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Try 24

west haven
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okay, I'll see how i go after one more try with this

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hmm, is there a program i can change the bit depth with? GIMP and my copy of photoshop don't let me

marsh canyon
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Don't you use Substance Painter? I recall there is an option upon you export

west haven
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Oh, my friend used the substance painter for that so I don't have the original project file but i do have it, is it possible for me to edit that with just the nohq?

marsh canyon
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Maybe GIMP can?

west haven
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I'll give it a shot

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... I just tried to use my photoshop to change it to 16 and now it's 64

marsh canyon
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Maybe it does mean 16 per RGBA

west haven
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okay, trying the gimp method now

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okay, got a bit depth of 8 now

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but now texview 2 doesn't like it

marsh canyon
west haven
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oh my god

marsh canyon
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Possible same with NOHQ

west haven
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i found a program that can give it 24 bit depth

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me throwing several image editors at this to get it to the right bit depth

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seems to still result in strangeness

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I'll try and make the SMDI 24 bit too and see how that goes

marsh canyon
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Before that I'd suggest to make an empty SMDI (aka procedural SMDI)

west haven
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I did try that, the NOHQ was the problem since with the procedural SMDI it was still unhappy

marsh canyon
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Hmm

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I think I'm out of the idea

west haven
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I'm gonna try both with 24 bit

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and then i gotta go somewhere but honestly cheers man

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you're a huge help in this

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it still seems to persist but now I can start trying to go from here, cheers man

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I also gotta figure out why my model.cfg isn't working but that can come after

subtle bison
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out of curiosity, is your green channel in the nohq inverted?

west haven
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I am not sure

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Ill have to check after work but

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How could i find out

runic plover
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Looks for me more like a SMDI problem or AS problem.

Probably post your rvmat and your texture as pic to see if everything is alright. Goes quicker

runic plover
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Also im checking such mostly in the Bulldozer and editing shortly the rvmat file in texteditor to see whats happening instead everytime ingame

west haven
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Ah okay ill see how they look when i get home, im out rn

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And im not too familiar with OB

subtle bison
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a3 needs the green channel inverted

west haven
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Ah okay

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What program can i use for that

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Also i have foolishly realised i have some gaps in the model i didnt account for

west haven
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okay

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rvmat and texture

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class StageTI { texture="#(argb,8,8,3)color(0.5,0,0,0,TI)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={.90,.90,.90,1}; specularPower=55; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture = "MARS\Rifles\MARSC\Data\MA_21_NOHQ.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture = "MARS\Rifles\MARSC\Data\MA_21_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(0.4,0.2)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; };

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and as for my three textures (currently

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and the main colour file itself

marsh canyon
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SMDI doesn't look good

west haven
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oh

marsh canyon
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Usually it does look red/magenta

west haven
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what's wrong with it you reckon

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fair, it does on my rocket launcher and i kinda thought it might

west haven
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gonna try and do just nohq now and see what happens given its now on 24 bit channel

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also i need to tweak my model because there's gaps in the stock plate lul

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slight oopsie there

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yeah i think the issue is with the NOHQ, I tested it with just that and still had the same issue

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okay, i inverted the green channel and that seems to have done nothing

fervent geyser
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So i tried looking at the tank test samples

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But what are these for and what do i need to add from my model

subtle bison
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proxies

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used to define where crew and such sits

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it is basically a placeholder

fervent geyser
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Can i just copy it over from the vanilla tests and move it to my location

subtle bison
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yes

fervent geyser
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Alright thanks

runic plover
west haven
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You reckon that would help with the weird shading issue?

runic plover
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Yes if your smdi is right it should, AS does also do its job better

west haven
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Okay, I'll see about my friend fixing the SMDI, and adding an AS

runic plover
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If he does in Substance Painter, there are Arma tools for that

west haven
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Yeah he does, he handled it because i was away from home at the time

stuck oyster
fervent geyser
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So my tank has addon armor so should by physx geometry follow the base model? Where do i add the physx geomtry for my addon armor

fervent geyser
stuck oyster
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If you study the sample tank separately you can see how different lods align with each other.

fervent geyser
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Lods?

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Ah shit my model doesnt have lods

stuck oyster
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Arma3 game model is built from multiple layers called Lods

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So you will also need to build all of those

fervent geyser
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Basically lods are a less poly version of the main model right

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Viewed from far away= lower poly

west haven
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yeah

stuck oyster
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Those would be the resolution lods

west haven
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you can probably get away with hitting it with a decimate modifier

fervent geyser
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Oh thats not the LODs u r referring to?

stuck oyster
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But there are also technical lods like geometry, shadow, memory

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That serve different purposes

fervent geyser
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Icic but about vehicle attachments, detachable armor plates

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since i only see one LOD for physx geometry which i assume would be for the entire base tank

stuck oyster
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Arma does not have detachable armor plates

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You can animate parts to hide

fervent geyser
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Oh its not possible to remove and add parts onto vehicles in arma?

stuck oyster
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But it's not separate attachment

stuck oyster
stuck oyster
fervent geyser
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All i saw was liveries

stuck oyster
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What you see in game is what you can do in mods

fervent geyser
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Yeah some parts u can hide

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I think ill just make 2 separate tanks so the armour values are more accurate

stuck oyster
west haven
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oh also as a silly question, do i need some kind of cube or something on the original model to function as a magazine?

stuck oyster
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That would be removed later

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(for testing in Buldozer)

west haven
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yeah cause right now none of the things on my gun are animating at all lmao, and right now the accursed permanent muzzle flash is back

stuck oyster
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your connection to model.cfg is not working then

pseudo elbow
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So I have setup my P: drive with all game assets unpacked there into proper directories. My model uses existing game .rvmat yet BIS's Binarize complains Cannot load material file a3\structures_f_epb\items\documents\data\poster_01.rvmat

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Model ends up seemingly without material (its file path is found inside compiled p3d)

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I wonder what I can do here or if there is another way to compile my model

fervent geyser
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Whats the diff between shadow 1 and 2 and tbh can physx basically be the same model as the shadow model

stuck oyster
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distance when they are used

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and no physx and the rest of the geometry lods have specific requirements

stuck oyster
pseudo elbow
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Also trying having binarize in P: directory, no change

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Model binarizes but lacks material in game

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Looks fine in bulldozer

fervent geyser
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specific requirements

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is there a page with the infos for each lods

stuck oyster
fervent geyser
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thanks

stuck oyster
pseudo elbow
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Material seems to be missing

stuck oyster
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does it error in game?

pseudo elbow
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In my previous model iteration I had the material if I used unbinarized model, but it was barely there (only on some faces) if binarized, now I don't have it in either non-binarized or binarized

pseudo elbow
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Bulldozer vs in-game

stuck oyster
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I dont really have much experience packing the way you do it now. its long ago since I started using mikeros tools and pboproject to pack my pbos because it just handles stuff for me.

stuck oyster
pseudo elbow
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Maybe binarize ignores\strips UVs somehow?

pseudo elbow
stuck oyster
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that means the rest of the tools package is not installed I think

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it requires few other so simplest to install the whole set

pseudo elbow
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I think I have it installed properly, it even checks for updates when you run it after some pause (very annoying)

stuck oyster
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odd

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😅 mine just starts

west haven
stuck oyster
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if you look at the samples you can note the classnames for things in cfgModels match with the names of the p3d in the folder

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that is the connection

west haven
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Ah, okay

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Will do

fervent geyser
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For firegeometry we can validate it in object builder can we do the same for shadow geometry?

pseudo elbow
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Also changed flat procedural texture to co instead of ca, no difference

stuck oyster
pseudo elbow
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So, I used another material and it IS visible now

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Still different from bulldozer preview

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So I guess its something about material itself?

stuck oyster
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the effect is rather subtle sure but its there

pseudo elbow
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🤔

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Can you send me a source model so I can try to binarize it and see what happens?

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I guess its same material + proc flat color too?

stuck oyster
pseudo elbow
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21:10:29: Convert model p:\models\xmas\tempTestThing_01.p3d -> p:\models\xmas\out\tempTestThing_01.p3d
21:10:29: <model = "p:\models\xmas\tempTestThing_01.p3d">
21:10:29: Cannot load material file a3\data_f\default_super.rvmat
21:10:29: Cannot load material file a3\structures_f_epb\items\documents\data\poster_01.rvmat
21:10:29: Cannot load material file a3\data_f\penetration\void.rvmat
21:10:29: Warning: 'p:\models\xmas\temptestthing_01.p3d': LODs not ordered by face count 0 (1): 12 faces < 1 (2) 24 faces
21:10:29: </model>
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Identical result with both Binarize and through pboProject

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So it is my model compile process not working then

stuck oyster
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looks like it

pseudo elbow
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Doesn't work if I spawn in non-compiled model too, same flat color

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I use createSimpleObject btw

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Can you createSimpleObject your compiled model?

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createSimpleObject ["...\tempTestThing_01.p3d", player modelToWorldVisualWorld [0,2,2]]
stuck oyster
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works

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createSimpleObject ["TemporaryTestFolder\tempTestThing_01.p3d", player modelToWorldVisualWorld [0,2,2]]

pseudo elbow
pseudo elbow
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Managed to have a custom texture on a simple object model inside mission file (no addons) through ui2texture hackery hmmyes

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if only it had a material now

stuck oyster
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aa mission file object is the goal? that is probably more tricky then yeah

pseudo elbow
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Yeah, no addons environment

cloud zealot
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Is it better to make multiple resolution lods for buildings ?

stuck oyster
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yes

cloud zealot
woeful viper
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does anyone of you use a vertical mouse for cad/modelling ? Looking for one but most seem to have pretty poor sensors and i'd hate a lack of precision

ember heart
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urghh vertical mice are terrible :)

woeful viper
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my hands hurt from the twisting of the wrist with a normal mouse after long usage, but from what i can see the vertical mouses on offer seem to be overpriced cheap plastic junk designed for 50yo's at a slow office job

ember heart
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but they are just so awkward to use, I dont know why would you want one

woeful viper
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reduced pain is a good motivation :)

ember heart
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Carpal tunnel syndrome?

woeful viper
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if that is the fancy name of the problem i have, i guess yes?^^

ember heart
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dont think the mouse change will help you

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consult your doctor

woeful viper
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well he will tell me not to twist my wrist so much

white oak
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a good rule of thumb is to keep halving face count each lod until you're below 1000

woeful viper
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its simple ergonomics really

ember heart
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mk, just warning you that it might be more serious

marsh canyon
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Oh meowfacepalm

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It supposed to throw an obvious error though...

finite stump
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Can you have multiple Geometry LOD's like you can have multiple Resolution LOD's?

marsh canyon
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No

finite stump
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darn. guess I got to break my building into pieces.

west haven
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after some time tweaking the lighting and the like, it looks... Pretty good, I'd say

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tweaking the position of stuff now too

marsh canyon
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Doesn't look bad after all, nice work

west haven
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thanks man, it feels like I've been through some arduous shit lmao

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next is gonna be to make sure all the attachments and shit work, then likely the other textures, animations and then stuff like sound

marsh canyon
west haven
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I might have to take you up on that offer

marsh canyon
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For ease of load of terrain but checking the proper lighting

west haven
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I also need to tweak the hand anim cause right now it's the MX one (after stumbling on the odd original MX one being a vertical foregrip?

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I also need to point the fire selector too

marsh canyon
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You can use Macser's ArmaRig #arma3_animation ... if you're not so unfamiliar with Blender that will do

west haven
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yeah I used that when doing my rocket launcher (that i'm unsure of how to make a scope for so i took a break from that lmao)

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so that's on the list after i figure out the anims and shit

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for the model cfg

marsh canyon
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model.cfg is not really hard to tweak/debug tho

west haven
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yeah, it's still a bit of a mystery to me but i am very tired and I'll work that out tomorrow

marsh canyon
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... If you're a coder 🙂

west haven
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gonna be honest with you

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all i know to do is copy what the funny arma 3 config file is and i generally have to process of elimination my way to success

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one time it took me an hour to find a single missing };

marsh canyon
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Yeah it's bad to have both artist part of your brain and coder part of your brain in order to manage everything. I mean it cannot be avoid to make a modding for any game

west haven
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Yeah pretty much

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my experienced friend pointed out the file mismatch pretty much immediately after checking it

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but for now, i shall go to bed because it is nearly 7am

marsh canyon
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Just realized your background is Australia 🤔

west haven
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i do work night shift so

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this is me winding down from work lmao

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tomorrow I'll try and do the config

mossy mulch
gusty parrot
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im getting this error when importing the sample plane from arma 3 samples in blender using the arma 3 toolbox:

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only thing that was imported is this

marsh canyon
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I'd suspect o2script path?

gusty parrot
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oh yea, where do i do that again

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nvm found it

marsh canyon
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Addons, ArmaToolbox, setting there

gusty parrot
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do i put path to O2Script.exe or something else

marsh canyon
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Yes

fervent geyser
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Hi guys im wondering if there any any modern tank interior samples we can use to take reference to make my lods and vertices sth like the MBT 52

stuck oyster
fervent geyser
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As in regarding the LODs

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I heard after tank DLC the fire geomtry / hitboxes was revamped

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So it isnt quite the same as the one under sample tank so i would like to take a look at more examples eg that of the new MBTs

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is there any other samples for tanks available

obtuse rain
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Wacom's put your hand in a different position too.

stuck oyster
stuck oyster
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wee praise_the_sun

west haven
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I figured out why the anims werent firing aand it was a skeleton issue

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Ive been able to tweak the magazine location too so now itll be geting the alternate colours working, maybe repurposing the Promet 5.56 mags for this, the hold anim, tweakingit all so it linesnup and then sounds

west haven
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Oh yeah befire i get carried away too

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How many different distance LODs should i do

stuck oyster
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4-5 is pretty common

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Last one being 100-300 polies maybe

white oak
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Halving face count until you end up with less than 1000
Which somewhat translates to what HG said
5 lods takes you from 20k to 1250

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On blender you can take the lazy route of stacking 0.5 Decimate modifiers

stuck oyster
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The couple of last lods can be reduced more heavily too

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But 50 reduction is good rule of thumb

white oak
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I wonder if I should replace all my models with the high poly versions as an experiment see how the game likes it

stuck oyster
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Fps festival

pseudo elbow
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Well, I re-set P: drive through Mikero tools, now its also on C: instead of D:, but I still get same picture, binarize complains about materials, pboProject doesn't complain yet still no materials work in game

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What else can I try?

stuck oyster
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can you try putting the material and possibly textures into the mission file too?

pseudo elbow
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Build same path structure inside the mission?

stuck oyster
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well does not need to be same but just have the files and rvmat pointing to the files in the mission

pseudo elbow
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Also just tried to binarize with C:\PDrive paths instead of P:\, no difference

stuck oyster
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they might load together with the p3d

pseudo elbow
stuck oyster
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well technically mission folder should be treated as root in game paths right? you can use scripts and stuff form there too missionfolder\scripts\file.sqf is in game scripts\file.sqf

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so maybe loading up the p3d from mission file could do that same

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unless you already tested that and it just dont work

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which is just as well possible. Missions are not exactly meant to contain p3ds as far as I know

pseudo elbow
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Tried binarize instead of binarize_x64, no difference
Tried having p3d in the root of P:, no difference

pseudo elbow
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Finally some progress, so I ran it as .bat file in the root of P: with binarize started with full path, and it worked now, no more errors

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There is some material now, it is super faint, your test model still doesn't have any material

stuck oyster
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🤪

pseudo elbow
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Tried binarizing materials by these paths, no difference

white oak
pseudo elbow
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Simply running it in MPMissions directory

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@stuck oyster For the sake of complete-ness, can you send me that test object you did in binarized form please?

#

So its not a case of mission p3d not running right

pseudo elbow
stuck oyster
#

tha shading of the normalmap pops out better when its not noon

#

but yeah looks like the rvmat dont get loaded in your case there

#

if you want nice looking boxes I suppose one alternative is to model the wrinkles and such on the model 😅

#

with good lodding it should still work out alright

pseudo elbow
pseudo elbow
#

No idea what is going on

stuck oyster
#

unknown waters for me too im afraid. 😅

pseudo elbow
#

Restarted the game

#

Works on my models too

#

I just don't know what to say anymore

white oak
#

Arma

stuck oyster
#

😅

#

christmas miracle

pseudo elbow
#

no addons aviator

#

babby's first model

stuck oyster
#

🎁
praise_the_sun

woeful viper
#

but they are pen/pressure tablets, not a mouse

pseudo elbow
#

Decided to add shadow volume, pretty much 2 boxes for body and lid, getting:

Selection close needs a section. The shadow volume may not work well.
```Can't google this error 🤔
#

Works alright though

#

Doesn't get shaded in the shadow but I'll take it

west haven
#

Oh

#

To have different camos do i have to have the whole rifle be a vertex group

white oak
#

yup

#

or at least the parts you want the camo to apply to
defined in hiddenSelections

west haven
#

That makes a lot of sense why my other textures weren't working lmao

#

Cheers

white oak
#

I always wondered if its viable to define weapon parts as different selections so that it would be possible to mix and match camos with the help of ace arsenal extended
I don't really work on guns myself so feel free to take the idea and run with it

stuck oyster
#

making variants is very slippery slope into overdoing it

white oak
#

well thats where the aceax comes in, or at least I think it would
aceax doesn't need to have the all the variants afaik, it uses the hiddenSelectionTexture to do the mixing
so you only need the 4 or so colour variants and have the players do the mix&match through the arsenal

fluid copper
#

Im pretty sure its possible. Ace doesnt actually do the mix and matching though, you have to define a class for EVERY possible combination, and then you tell ace which class to show for each combination of options. Its incredibly tedius and results in huge configs

#

Would also mean that there is a different weapon class for every gun camo combination notlikemeow

west haven
#

okay so weird ish question i guess but

#

idk if this should go in anims or here but I'm using the SPAR-16 one and

#

should i shift the magazine down a bit so it lines up better? it's just the axis memory dot to do that iirc

#

(don't mind the sticker)

stuck oyster
#

omg this is turning into counterstrike now 😄

#

but your weapon probably wont fit completely to the spar animation as your magazine well probably aint in same position

#

your magazine should animate directly down from the magwell

#

and you will need custom character anims

west haven
#

the magazine seems to do fine, right now i think the main issue is the bolt moves forward before he hits the "bolt release"

#

to be honest I don't know anyone who can do animations and doing it myself would likely drive me insane

#

is this a question i should ask here or in anims for the model.cfg thing

stuck oyster
west haven
#

yeah, i mean more in the case of uhhh

#

what the values are and which one i should even look at

#

I'm guessing it's bolt 2 but I've never even seen one of these that closely

stuck oyster
#

personally Id clear all of that

#

and add things one by one

#

as you right now its too much for you to process

#

which is the problem of copypaste when you dont properly know what you actually copy paste

west haven
#

from the sample?

stuck oyster
west haven
#

this is just the sample animation file

stuck oyster
#

yes dont use it 😄

#

you can look at if for reference

#

but build your skeleton and animations from 0

#

so you learn how it works

#

the whole setup copypasted is too much to understand at one go

west haven
#

hmm, is there a wiki page or anything that goes over it?

stuck oyster
#

yes

#

model.cfg and how to animate a model pages are good read

west haven
#

hmm

#

I might work on it tomorrow, me eepy

stuck oyster
#

we do recommend modding when well rested 😄

fluid copper
#

You mean I shouldnt mod while im sick with covid...?

stuck oyster
#

correctomundo

real crow
#

If the tank i ported struggles in steering and going over even the smallest of the rocks, then what problem is it? Physx? Or the actual mass i gave into the geo lod? Mass is 53 tons btw

white oak
#

Bad landcontact lod perhaps
Also a tidbit, arma has weight in imperial units afaik

real crow
#

Should they be set to the middle then I suppose

#

Imperial units

#

Wattahell is that

#

I thought it was kg

#

Ok

#

Maybe i found out why

#

Autocenter property was somehow in the land contact lod

stuck oyster
#

this aint no murica

stuck oyster
#

but what might be going on is your physX spring mass cant support the vehicle and it drags on

#

also do you have separate physX lod and geometry lod made in same fashion as the sample tank?

real crow
real crow
#

via blender

stuck oyster
#

inclidned forward could indicate either your spring cant support the weight or your center of mass is too forward

#

you cant just take teh geometry from the sample 😅 it wont be set up for your tanks shape

real crow
#

Center mass looks centered, maybe it’s the spring, i need to fix the physx then. Why I choose to use the sample one? Wanted an easy win, it looked perfect for my tank, just scaled it a bit here and there untill it fitted perfectly 😂

#

Is there some math that need to be applied to adjust the springs in the physx? Or just an approximation/guess based on..(have no clue)

finite stump
#

Where are the sounds located for the Roadway layer so it sounds like concrete?

finite stump
#

When I copy and paste a geometry block it doesnt make a new named selection but keeps it part of the one I copied. How do I make it seperate?

#

I figued it out

real crow
stuck oyster
real crow
#

In the sample tank there are 🤔

stuck oyster
#

Tracks don't really exist in the simulation, only the physx wheels that are generated by the config and memorypoints

stuck oyster
charred bolt
#

There are tracks shown in the Geometry LOD, but they take no part in the physx calculations.

stuck oyster
#

👍

real crow
charred bolt
#

There are often tracks modelled in the Geo Phys LOD too, but they are also not used in the physx calculations, and are modelled to have their lowest point above the max reach of the base of the real tracks, so just for grenade and other physx collisions (but not driving)

#

To get physx working for cars/tanks, you should concentrate on the Memory LOD and the config physx parameters, with the model.cfg animations matched in to make it look cosmetically correct.

real crow
charred bolt
#

Model wheels in the p3d at 50% compression/droop.
Wheel axis points at centres, wheel bounding points directly below the centre on the base of the track.

#

naming, left side: wheel_1_1 (front idler), wheel_1_2, wheel_1_3 etc but rear sprocket is always wheel_1_9 regardless of number of wheels
wheel_2_1 etc on the right side

#

recommend using a common damper_axis in the Memory LOD of length 1m along the y-axis
then the maxCompression and maxDroop in config will be in metres (0.15m typical) and will match with the same numbers in model.cfg damper translation -0.15 to +0.15m for damper values 0 to 1

#

Set sprungMass on main drive wheels equal to the Geometry LOD mass/number of weight bearing wheels

#

For a tank, set dampingRate and dampingRateInAir to the same value by experiment, with small numbers making it go faster, and larger numbers, slower.

#

Use the dev branch diagnostic.exe to run the EPEVehicle data output, allowing you to monitor the engine RPM and gears to help with tweaking engine horsepower, torque curves, transmission ratios.

real crow
#

Alright, thanks 🙏🏻

stuck oyster
#

It is rather complex thing to make vehicles right XD modeling is just half the fun

real crow
#

Yep i hate arma

#

With all my heart

bright echo
#

tanks especially are a pain

real crow
#

HG was right on the center of mass too, it is in a forward position in respect to what its somewhat geometric center should be

real crow
real crow
livid canyon
# real crow

You can try to shift mass between verts, or put most of mass into 4 small cubes like in sample helicopter.

real crow
real crow
livid canyon
real crow
real crow
#

Just saw that mass wasn't distributed to turret and barrel for some obscure reasons

#

remade the whole thing

#

i hate arma ptII

charred bolt
#

I'd recommend you put 3/4 of the mass into the 4 virtual gravity boxes, but don't assign ComponentXX selections to them.
The other 1/4 of the mass auto assign to the model mesh with ComponentXX names. Each component must have mass or it won't collide with non-phys objects (predominantly people).

real crow
#

Yep, definitely cursed

charred bolt
#

Check where you put the bounding memory points for the idler and sprocket wheels - shown with arrows on screenshot.

real crow
#

I put them slightly out the tracks.., same position and height as you showed

#

I can see they seems to be within the tracks

west haven
#

I dunno if this should go here or not but what is the game complaining about?

#

it's like, I don't have the other set for the optics and shit? How do I even make those>?

real crow
#

Missing paa it seems

#

Ui image

west haven
#

Do i need to make one for the scope and all of that to have this work

real crow
#

Or you can just leave it blank in the ui path, as “”

west haven
#

as in

#

PictureUi?

real crow
#

As blank space within the commas or wathever you call them in english

west haven
#

alright

#

cheers

real crow
west haven
#

it's still throwing a tantrum

#

like, I don't get it

#

I give the game the file it wants

#

and apparently it's still unhappy?

real crow
#

Try this

west haven
#

every time i learn a fresh horror with this game

#

it worked, cheers man

hollow fulcrum
#

yeah, part of the reason i use a tablet so much (even when modeling), i broke my good arm when i was young and the doctors just simply couldn't set it back straight. no carpal, but pain relative to long mouse usage is for sure. still use it quite a bit, but mostly tablet. would like something 'new and cool'.

frozen oriole
#

Does anyone know how the too many vertices and too many faces messages work? I've had a model at 30K work fine but I just tried to convert a model that has 23K verts and 21K faces but I'm getting the too many vertices error? I know that shading can had an effect on this but I was wondering if anyone could explain it in more detail? Thanks

white jay
#

When exporting to FBX via object builder the mesh gets seperated like this and not like this in object builder, how do i export it properly?

real crow
#

If i want to avoid my tank crew to turn out in any circumstances (because my model misses all the hatches except the commander one) what parameter should i tweak in the config?

twilit seal
#

This is the way I know, it doesn't properly link but it's under ForceHide...

stuck oyster
white jay
#

should i export via some other file type?

pallid cape
white jay
#

it does fix the shading issues however

white oak
#

named sections go under the vertex groups window in blender

stuck oyster
white jay
dim mica
#

What command makes the object vanish when its fire upon, like with a tank round? with out rubble/ruins

stuck oyster
west haven
twilit seal
#

Maybe APL-SA was a mistake

last spindle
#

@woeful viper Try a trackball, takes time getting use to, but the thumb is much more flexible than the wrist, with practice can be as good as a normal mouse

white oak
#

sometimes you look at the result and go maybe it is worth it
then you look back at Blender/Substance again

livid canyon
# white oak

What walls are those in the back? Do they already snap well?

white oak
#

My fortress set, has full snapping

last spindle
#

@frozen oriole I tried to find this reference textbook from like 2000, but can't remember it's exact name but it explained it perfectly. Hard edges, UV edges, material changes all affect the count, with 3ds max you can use 'Gamefomizer' the calculate roughly the REAL vertex count

frozen oriole
#

Okay thanks, do you know if there is a Gamefomizer or something similar in Blender?

mossy mulch
#

am i correct in the assumption that multimat just refers to using multiple rvmats on the same thing

stuck oyster
#

multiple texture sets within a single rvmat

#

4 to be exact

#

4 sets of _CO _NOHQ _SMDI

#

controlled by RGB-Black mask

#

@mossy mulch

mossy mulch
#

ah thanks

#

(i have no clue what that means but im just going to keep using multiple rvmats on the same p3d)

stuck oyster
#

pls dont

#

if its a building

mossy mulch
#

its not

#

guns and uniforms

stuck oyster
#

those typically use supeshader type rvmats

#

for better control of the visual look

mossy mulch
#

yes we are using supershader but we have part of the gun unpainted and part of it painted

#

so are using 2 rvmats with differing specular powers

stuck oyster
#

yes that is fairly normal

mossy mulch
#

do you know what the performance of that is like perchance

stuck oyster
#

well each rvmat is its own drawcall adding to the scene complexity

#

there is no studies of singular rvmats impact

#

but the more you have the more straining it is

mossy mulch
#

so basically just dont go ham on it

stuck oyster
#

you can already do a lot with just 1 and good use of specular power and SMDI texture to control the specular power between matte and shiny parts

#

typically I think painted metal surfaces should work alright with just 1 rvmat

mossy mulch
#

ya we already tried that but it looked pretty meh

stuck oyster
#

but if you want the kind of chrome effect etc, that needs its own rvmat

mossy mulch
#

good on livonia lighting but thats about it

stuck oyster
#

(mod map lightings may be total bonkers)

mossy mulch
#

precisely

stuck oyster
#

livonia is pretty decent

mossy mulch
#

it may be a pretty bad policy but we try to make it look good in vr lighting so it looks good in 99% of lighting

#

its worked out so far

#

just got a few guns recently that have unpainted sections which are causing some annoyance

stuck oyster
#

that is pretty bad policy

#

VR lighting is crap

mossy mulch
#

precisely

stuck oyster
#

but also many mod maps are crap 😅

mossy mulch
#

if it looks good in crap lighting it'll look good anywhere 🙂

stuck oyster
#

perhaps

mossy mulch
#

its worked so far

west haven
#

question

#

do magazine models need any other LODs or are they just fine as-is

stuck oyster
#

as in sub 500

#

but even then distance lods wont hurt

west haven
#

fair

#

friend gonna do a magazine specific for my rifle and we're trying to puzzle out what is needed

#

bullets disappearing when the mag is empty is a big maybe tho

#

also weird question but does the distance between usti and konek hlavne memory points affect muzzle velocity?

stuck oyster
#

dont think so

#

thouhg something like ACE might use them for that

finite stump
#

Anyone else have problems where when they import a FBX into OB, some of the textures are offset or wavy but not all?

west haven
#

cause I was reading the wiki about how the carbines have a lower muzzle velocity and I'm trying to figure out how they did that

west haven
stuck oyster
#

and the triangulation messes it up

#

or just somehow broken uvmapping

bright echo
finite stump
#

must be broken somehow.

plucky depot
bright echo
west haven
finite stump
#

The UV selection outline doesn't match what is on the object in OB viewer. The outline is correct in the UV editor but in the viewer it shows as if I have selected a larger area. Any ideas on why this is and how do I fix that is OB?

stuck oyster
#

It's easier

finite stump
#

when it gets in OB, the textures go all wonky

stuck oyster
#

Is it triangulated yet?

#

Do you have more than 1 uvset?

finite stump
#

yeah on both those

stuck oyster
#

Use only 1 uvset

#

Unless you know why you might need second one

finite stump
#

sorry, one uv, multiple textures

#

Everything is fine untill I get to OB. No matter how many times I rebuild it, it still acts weird

#

first image is in the viewer and the second is in the UV editor. You can see the UV editor is setup where it should be but the viewer is acting like I selected a larger area.

quick terrace
#

@frozen oriole - i have explained it so many times before

#

on bohemia forums than i simply can't do it once more

#

just search for polycount or max vert count or alike, there is a proper explanation given in at least 2 different threads

karmic silo
#

When trying to place a holstered pistol proxy, is there a way to preview the holstered pistols location in object builder? I used to remember how to do it but I haven't been able to figure it out again.

stuck oyster
finite stump
stuck oyster
#

What does that mean?

#

Nope

#

Says nothing to me

#

Does it need a 3d model?

#

Well then you would make a new model for it. The rest is probably config magic to create the functionality.

If it is an existing mod you might be able to create your own derivate version that uses yhe existing one as required Addon and the your ne mod would add the changes on top (assuming it's licensed so that you can use it like that) . How that would be done exactly I got no clue. You would have to study the mod or talk to it's authors.

#

Sounds complicated

#

Dunno. But it's not really related to model making

#

😅

#

Well Arma models are basically in metric dimensions

#

But if you make ui interfaces you set up the draw sizes in your script/config

#

The model size doesn't really matter in that

#

You'll just have to try it out

#

Make some simple proof of concept and test it out

hollow fulcrum
#

lol i was so going to say @quick terrace is the guy to ask, but i didnt. :D

#

Just FYI for those curious, Quixel is officailly closing the beta trials. Release is hopefully within a week. ;)

#

Just checking the last list of patch foo.. think you guys are going to be stoked. The 3D painting is working splendidly now, some mapping issues regarding shaders sorted and yeah.. looking good. 👍

last spindle
#

Now I'm going to have to do it all again :-P

hollow fulcrum
#

yeah sorry man, i was chatting today specifically about you when i got the current intel. :P

#

looks great though!

#

they fixed the 8k painting in 3DO in todays build <3

white jay
#

anyone else here has any idea how to make an rpg rocket disappear when fired?

white oak
karmic silo
#

I'm still wondering if there is anyway to preview the holsteredhandgun proxy in object builder to aid in it's placement? if anyone knows it would be a great help

stuck oyster
karmic silo
#

So If I just proxy in a handgun? then swap the names it will work?

#

If so that's greats

marsh canyon
#

It should work prety much

leaden ferry
#

hi guys. i have something to ask im new to this stuff. is there any way i can download 3d models from the game? and if its possible. can i do some adjustment to the model n reupload it?

marsh canyon
#

Nope

karmic silo
#

Any idea why this is happening? Without the holstered proxy the belt it placed perfect. however once I add the proxt it gets moved several feet to the back right?

marsh canyon
#

Do you have autocenter?

karmic silo
#

Yes on my geo lod

marsh canyon
#

What is your top img? In Blender or something?

marsh canyon
#

Also how it looks in OB?

karmic silo
#

top image is in-game

#

it only breaks once I add the proxy

marsh canyon
#

Ah before and after the proxy

marsh canyon
#

autocenter = 0

#

It shouldn't be 1

karmic silo
#

including the main lod?

#

Oh shit

#

I didn't even realize it changed standby

#

Well it moved after I swapped it back to 0, I don't know when it changed. I guess I just have to reposition it

#

if there any good way to import that character model to use as reference for placement? or just it just not matter in OB?

marsh canyon
#

It's good to do in your model software

#

You really don't want to use OB except for very very last touch

marsh canyon
#

Seems fine

karmic silo
#

I did, but still had to move it a ton in OB it seemed

marsh canyon
#

Does your vest obj in Blender has position than 0,0,0?

#

Not mesh, object

#

Rotation and scales too

karmic silo
#

I assume that's what your asking?

marsh canyon
#

This could be the issue

#

Cftrl+A to apply all transforms

karmic silo
#

after I play with it in blender I usually export it as FBX then import to OB

marsh canyon
#

Just export as P3D

karmic silo
#

Only problem is I always get errors from blender when I do that

#

Hence why I gave up on doing most the work in blender lol

marsh canyon
#

What error

karmic silo
#

a ton

#

standby

marsh canyon
#

Last error is the one

#

You have N gon(s)

karmic silo
#

Appreciate it, I'll try to figure it out

terse elm
stuck oyster
white oak
stuck oyster
white oak
#

Tris occasionally throw off the baking process on substance/marmoset, especially on curved surfaces in my experience

dusky peak
#

Hey guys I’m starting to start off with making arma 3 models and modding using blender but im quite unfamiliar with everything would anyone care to help me start off?

white oak
#

Are you learning blender aswell or just how to get your models into arma?

dusky peak
#

Just basically steps to put my models into arma

white oak
dusky peak
white oak
# dusky peak But how should i pack the p3d from OB to pbo? To I just export it as pbo or smth...

right, appears I approached this a bit ahead
PBO is the final file that gets loaded into arma, everything gets packed to a pbo
you'll need to get a workdrive set up, head over to mikeros tools and grab the AIO installer
once that's installed that'll give you a program called Arma3P which will set up the workdrive
in the workdrive you collect the files you need into a folder, with a model that would be the p3d file which you can get from either OB or blender, the config file and the textures that the model uses
once you got all those you use the pboproject from mikero to pack the folder into a pbo

dusky peak
white oak
#

blender toolbox adds p3d export

hollow fulcrum
#

very nice. whats the res0 count?

hollow fulcrum
#

yeah.. im fairly certain marmoset will fall out of the bag. (pun intended)

karmic silo
marsh canyon
#

Do you mean it is your weapon, your P3D and your muzzleflash zasleh is showing even if the moment you pull the trigger?

karmic silo
#

I feel so dumb, I forgot the zasleh

#

as soon as I added it, it fixed it..

plucky patrol
#

Hi all , I am trying to remake a vechicle and I do not know why this time using the same Geo lods with the same mass volume with small adjusments and mem lod the vechicle is reaching the 500 km/h , and max speed in pshyx config is 60 ... . Any ideeas of where to investigate the issue ? Thanks

white oak
#

HG does the models need the +x -y +z for normals like terrains do?

shadow root
#

Id like to make variation of the MI-24. Where can I find some free MI-24 assets compatible with blender?

last spindle
#

It better not....

#

I just upgraded from a cracked copy to a real one :(

#

Any news on Megascans?

stuck oyster
pine acorn
#

Is there any way to retexture the A3 muzzle flashes? Currently making a blaster weapon & I'd like it to have a blue muzzle flash. Is it possible to edit color values in some config?

stuck oyster
#

you can make new muzzleflash objects though

pine acorn
#

I'll go with that then 👍

real crow
#

Hi fellas, i got a strange issue with my muzzle sparks. The sparks are off from where the muzzleflashes are. I'm talking about a coax hull mg and an mg turret hull, as showed in this clip, the muzzleflash flames are good to go, while the sparks are not where they should be (they seems to be tied to the turret for some reason, and also spawn at the same point, which isn't in a mem point position at all) https://imgur.com/a/OoLuHR5

stuck oyster
#

your mem points dont match with the effect points defined in the weapon is my guess

real crow
#

Btw, the guns are inherited from SPE but i guess that doesn’t matter to this

stuck oyster
#

no but youll have to figure out the effect point names

real crow
#

Damn, maybe Kerc can help me, i don’t want to ping him though, doesn’t look right to me

real crow
#

Thanks for lighting my mind bulb up

stuck oyster
#

💡
praise_the_sun

charred bolt
# real crow Thanks for lighting my mind bulb up

Find the class name of the weapon from the turret, then config search for class "weapon_name", and look for child class GunParticles { } . Within that you will find the effects applied, and the names of the memory points required.

last spindle
#

I like that moment when you find a model you thought you had deleted a long time ago, looked everywhere but couldnt find it, but then just stumble upon it when you werent trying

tacit karma
#

It's the Lego-Principle

hollow fulcrum
#

@last spindle the basic gist of mega scans right now is this (because i've asked.. seemed stupid to me.), but they are waiting for 2.0 to get out a bit, then do the mega beta, then release.

last spindle
#

good news :D

hollow fulcrum
#

i also just upgrade Marmoset.. but meh.. is what it is. 3DO2 is wicked regarding rendering ability.

obtuse rain
#

Does 3DO2 support GLSL shaders?

hollow fulcrum
#

ermm.. i want to say no, but let me check. there was a bunch of format foo in the last couple beta updates.

#

oh wait, i can't lol. awaiting licensing foo to be sorted as they ended the beta and yeah.. too many databases type thing. will look as soon as they fix me.

#

i can run 3DO at the moment, but need DDO to check. see if i can find changlog foo ;)

bleak heart
#

What is the config.cpp code required to get COPILOT controls?

#

I'm on the Copilot, but it won't take the controls.

#

H-a i find is code isCopilot=1;

#

İts work

umbral shuttle
#

how come vests dont have fire geos?

shadow root
#

I might be wrong as i dont kuch about models, but the fire geo is the hitbox, right?

Iirc, Vest protection is done in config, and its per body part. So it would make sense that there isnt a fire geo.

marsh canyon
#

IIRC BAX is correct. A vest can provide a better protection for a body part, not by their fire geo

obtuse rain
#

I updated the Super shader viewport for the latest Substance Painter recently, but it doesn't seem to get much love.

mossy mulch
#

you can do it but its Bad

umbral shuttle
#

Okay cool just confirming. just coming to the realization that caliber doesnt impact how much damage is donw to a unit, only the ratio of impact velocity to typical speed and hit 😦

obtuse rain
#

(Substance Painter, that is)

hollow fulcrum
#

which one is this one? i have two for SP. one from P1NGA and one from Mr. Rampling.

#

and i asked about the GLSL shader support, couldn't find anything on a quick search.

#

i might need to explain our more 'unique' set of issues with RV.

true magnet
#

i have no idea what to do from here could use some help with blender export, this is my first attempt.

marsh canyon
#

Remove tempStuff collection that is generated during an export (and it remained still if you fail)

true magnet
#

so it should look like this right?

marsh canyon
#

As long as you have no tempStuff I guess it's okay

true magnet
#

do i do anything with this?

marsh canyon
#

The error is not related with anything there

true magnet
#

ok

#

i ended up getting this again dose it have to do with model cylinder .001 contains n-gons and cannot be exported ? if so what dose that mean and how do i correct it?

white oak
true magnet
#

Rodger that how do i " triangulate" that seems like it wouldn't be a fast google search.

white oak
#

ctrl+t

subtle bison
#

same with headgear

#

that's why firegeo there makes no sense and would just conflict with actual player firegeo

umbral shuttle
final kayak
#

When a uniform is worn by a unit, does the torso of the body get hidden like in this mockup I've done?

#

Also, is there a way to choose whether to show or hide parts of the body on a per uniform basis?

fluid copper
#

The entire body from the neck down is considered the uniform. Including hands and feet. If the uniform is long sleeve with gloves for example, then the hands and arms are not underneath, they just dont exist

fluid copper
final kayak
fluid copper
#

Yes, you can use the example one

final kayak
#

Well that's made my life a whole lot easier 🙂 Thanks!

fluid copper
#

Just include the arms/parts shown though. No need to show the things underneath the clothing

final kayak
#

If in theory I wanted to make a "skeleton" outfit of actual bones. I would not include any of the soldier body mesh in the outfit. Would that work?
Could the head mesh be hidden?

stuck oyster
#

even if "hidden" with hiddenSelections its not really hidden, its made fully transparent

#

so its still there and drawn and eating performance

stuck oyster
#

proxies (big triangles on the sample model) are what connect engine features like weapons and gear on top of the character

#

and the head

#

head being separated so different types of heads can be swapped

#

technically you could make the skull a head type too

final kayak
#

Thanks! I'll give it a go

final kayak
stuck oyster
#

no

#

making 2 different p3ds

#

its not real hiding when done with textures

#

and its really more expensive for performance in the long run than having different models

#

also Im gonna dub the over the top variation making variationSickness now 😅

#

it can be bad slippery slope to devastating performance drop

#

some is fine

#

but it can be overdone

final kayak
#

I'm not sure I'm following 🙂
My initial question was about how to create a custom uniform that has parts of the body hidden. My goal was to reduce the amount of clipping from the body mesh that would poke through the clothing.
From what I understand I have to include the body mesh as a part of my outfit p3d mesh and use it when creating the custom uniform. Is that correct?

stuck oyster
#

if you need only hands visible you have only hands be part of the new uniform

ashen flicker
#

hey so I found an uniform mod that has few textures missing. I thought that those could be removed / replaced but have no idea how to do it. If someone can help I would much appreciate it

stuck oyster
#

or you might be missing some mod dependency it has

ashen flicker
#

yes it most definetly is a missing dependency

#

the problem is that the original mod is MIA

#

the version I found is a reupload

stuck oyster
#

what mod is it?

#

it might be best to just remove such broken mods

#

its usually not really worth the hassle to try to fix stuff like that

ashen flicker
#

i actually got it working

stuck oyster
#

and do you really want to sped few days minimum on doing it

ashen flicker
#

another mod developer had used exactly the same textures in his models so he told me the dependency mod

stuck oyster
#

I see I see

ashen flicker
#

just found it and really liked the uniforms in it

#

wanted to see if i could get it working for my group

finite stump
#

Can part of a model be decal as well? I'm trying to make a baseball field and wondering if I can add the bases and pitchers mound but the rest of the ground be a decal?

stuck oyster
tidal prawn
#

Hi, i have a problem with my first vehicle model. I don't understand why my vehicle leans on the side in game whereas it doesn t in object builder. Anyone can help me please ?

charred bolt
tidal prawn
charred bolt
#

In Geometry LOD, select all components, switch off Direct3D and look for the cross.

tidal prawn
#

Ok thank you I find it, i check the three items you told me and everything is at the right place so I dont know

charred bolt
#

So your centre of mass is central on the car axis?

tidal prawn
charred bolt
#

Can you show config.cpp and model.cfg? (use pastebin or something like that to post a link to code)

#

Also your Memory LOD, showing wheel_x_x points

tidal prawn
#

I send you this in private messages

charred bolt
charred bolt
#

Nehtars leaning car problem fixed - wheel center and boundary memory points needed more careful alignment with the visual model.

steep crest
#

P1nga, any updates for asor rp objects to be expected?

hollow fulcrum
#

@obtuse rain and everyone here really, regarding Quxiel Suite 2.0 and GLSL shader support:
''Teddy Bergsman Lind: Yes, this is something we hope to support in a later release''
that is an official response, i've thus chatted further on the side, hopefully ... soon.

bleak heart
#

Hello, I'm making a clock mode, I wrote an animation for the wind hive to play but it doesn't work

#

Can't we write the animation we want in model.cfg in NVG config.cpp?

stuck oyster
#

All gear is a character and only follows rtm animation

bleak heart
lofty comet
#

what is best way to resize just chin strap?

stuck oyster
#

the shape is bit awkward to pull down though

#

if you made the helmet, might be better to remake the strap to actually fit the head

#

because it should be something like this

lofty comet
stuck oyster
lofty comet
stuck oyster
#

honestly there is no real tips to make things like that fast. the shape is wrong to begin with and if you are not familiar with the tools you should practice just basics

lofty comet
stuck oyster
#

what does didnt work mean

#

you seem to have some action happening in there

#

since the pilot is in stick holding pose

#

thats not part of the rtm or action

#

you need to define that in the vehicle

#

no

#

in conifg

#

I have stuff to do but your images are not related to the thing you want to do

#

its not driveaction code

#

im just looking up the parameter you need

#

you are basically looking into completely wrong place

#

no its not that

#

like I said earlier

#

that sets the pose

#

but does not have anything to do with the hand moving with the stick

#

now just wait a moment so I can find the thing you need

#
        driverLeftHandAnimName="";
        driverRightHandAnimName="";
        driverLeftLegAnimName="";
        driverRightLegAnimName="";```
#

these are the parameters you can use to tie hands and feet on vehicles model.cfg animations

#

like the animation for drivingwheel

#

like these

hollow fulcrum
#

coughs 'painting normals in NDO2' stupid awesome. like directly on the model in 3DO2 you know..

marsh canyon
#

Is there any way to check animation in Buldozer smoothly, not by mouse wheel?

#

Probably using a Select script to Run?

#

SHIFT+[ and SHIFT+] Animate the selection (very slow)
Oh this looks sufficient enough

cedar coral
#

+1

woeful viper
#

but seriously... their productnaming is just the worst... nDo2, NDO2 ... you always need to clarify which you mean

hollow fulcrum
#

lol, it is a little less than intuitive for sure.

final kayak
#

I could use some help fixing a couple of issues with my custom outfit.

  1. The shadow volume mesh appears to be broken when in game. I've seen something like that before when the mesh isn't triangulated. But I've made sure it is.
  2. The arm materials seem to be overriding the outfit materials in areas where the mesh is close.

It looked fine when I previewed it using the Object Builder's Model Viewer

stuck oyster
#

in your case it would be easiest to just copy the sample mans shadow

#

since your model is pretty much normal clothes

#

you have also copied over the HL identity selection over your whole body

#

you must remove that from the clothes

final kayak
#

Oh! This? I wondered what that was.

#

Thanks for the tips. I'll make the changes and try it out.

#

Ah awesome. Thanks! That helped a great deal.

In case it helps someone else: With the shadow volume I was relying on the blender modifiers. These seemed to not mark the mesh as flat and were the cause of the broken shadows.

#

All ready for summer 😎

lofty comet
#

any one know why I cant view, I tried mutiply textures but it dosent register texture co.paa or rvmt?

#

I used substance painter for textures

lofty comet
#

done configs and this error appered in game

#

but it present in this state when droped

last spindle
#

@steep crest probably not...one of those side project ideas that falls by the way side

finite stump
#

Is there a vanilla sound of fabric or something similar for surface walking?

lofty comet
stuck oyster
stuck oyster
lofty comet
stuck oyster
#

and open it where?

lofty comet
stuck oyster
finite stump
#

I get an error i when building my PBO in Mikero that just pops up a bunch of "OK" windows about a problem with my config.cpp file. I click "OK" on all pop ups, around 10 or so, and it still gives a success. No error logs. Mod works fine. Anyone else get this oddness?

marsh canyon
#

It's a Bohemian issue

#

Official binarization can throw such error, despite they don't tell what it is

#

Usually I see them if a macro (define) is somewhat bad

finite stump
#

Ok. I don't see anything wrong but I could be blind.

marsh canyon
#

Yeah this is VERY hard to spot. When I got that (and fixed eventually) was anount of required argument vs passed argument mismatch IIRC

#

It could be useful if we at least have "hey why did you think it is an error"

finite stump
#

would be nice

frigid roost
lofty comet
white oak
west haven
#

Okay so bizarre question but

#

Arma 3 weapons can have two fire modes (like rifle and GL) but can there be three?

mossy mulch
#

yes

#

iirc theres an lmg in base game with semi, full auto and faster full auto

stuck oyster
#

you can have multiple fire modes and multiple muzzle types (rifle/GL/etc) in one weapon

mossy mulch
#

you just cant do a different ammo out the same magazine without scripting

stuck oyster
#

also true yes

west haven
#

Horrible idea to do underbarrel for my rifle later, and then do an OICW

#

And then mix the two

lofty comet
stuck oyster
#

simplest is yo use the example character and example headgear as reference from the Arma 3 Samples on steam

lofty comet
#

this one

stuck oyster
#

seems like the stuff in tutorial are in right place. you must have misunderstood something

lofty comet
#

do you know what is right position for helmet

stuck oyster
#

as in you got to understand Blender basics first

lofty comet
stuck oyster
#

if you can make it simple enough, sure

#

its a detail that would be seen pretty rarely though

marsh canyon
#

@sharp shale Your image posts are restricted because your account is very newborn to prevent spam image attack. Please wait a few days or hours so we may stop or shorten the restriction time.

twilit hollow
#

Why is my model doing this? It looks fine in bulldozer and blender

marsh canyon
#

Wrongly made weights I suppose

twilit hollow
#

I’ve checked the weights I think they are fine

marsh canyon
#

Ever checked in OB with an RTM anim?

stuck oyster
twilit hollow
#

I have not

stuck oyster
#

does your jacket have mesh for interior lining too?

marsh canyon
#

I'd also like to ask what is the difference between pic 1 and 2

stuck oyster
#

hooded and not hooded versions?

#

so hood down model has bad weights

twilit hollow
#

Any idea why the hooded version doesn’t show the units face ?

#

No liner