#arma3_model

1 messages · Page 24 of 1

stuck oyster
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you probably deleted the head proxy

twilit hollow
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Ah okay thanks

stuck oyster
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whats the model from?

twilit hollow
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It’s a custom model. Me and a friend got commissioned

thorn spire
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Where can one.find this shader for zubstance painter optimized for RV

woeful viper
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as soon as somebody makes one...

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their devs are not going to create one for you. RV is a small light in the industry

thorn spire
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Ah

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Tought.somebody had since the earlier talk on glsl shaders

unreal bridge
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How much would it cost to get a faction made for me?

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4-5 vehicles I think, some props, cosmetics, weapons, 2 static ships + weapons for them, and some custom infantry types?

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I have all the references already picked out

marsh canyon
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It would cost a LOT

unreal bridge
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Oh hey Polpox, I use your mods all the time

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You’re a cool dude

unreal bridge
marsh canyon
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What do you mean by mostly vanilla assets? Try retex not making new models?

unreal bridge
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Yes, but I’d also make a few models myself

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Preferably as few as possible because I’m not very good at it

marsh canyon
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If you're very new at anything, it would cost anything actually. Configuring, texturing, manage everything

unreal bridge
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How difficult would that be to start off?

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And how hard would it be to take out parts of a model I don’t want?

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For example microphones on helmets or parts on backpacks and stuff

marsh canyon
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  1. It is VERY hard to answer in words too
  2. You can't
unreal bridge
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Okay, thank you

woeful viper
unreal bridge
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Thank you, I scoured through a lot of vanilla models and I have a few decent picks I can work on. Thank you

fluid copper
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^You cant edit the models in the game apart from the sample assets

unreal bridge
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Sample assets?

twilit seal
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Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.Note: These samples are ...

unreal bridge
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Thank you

twilit seal
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But they're meant more for learning tools and how to configure your own assets than anything else

lime kettle
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I build my model whith addon builder or pboProject and sometimes it don't loads some parts of the geometry ?

rapid tree
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can someone help me ? i made working doorguns but for same strange reason the controls are inverted in this heli, but in an another of mine they dont

stuck oyster
rapid tree
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that could be only in the model.cfg then because if i take the turret config of the working heli one its still inverted

stuck oyster
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no its the order of the memorypoints in the axis selection

rapid tree
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in the p3d itself ?

stuck oyster
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that is where memorypoints are yes

rapid tree
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thats interesting i never thought the order of the mempoints are important

stone cargo
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A Blender render of one my 3d characters/models with some photoshop backdrops. L85 by Jamoues on Sketchfab if anyone wants to download it, he has it up for free.

rapid tree
stuck oyster
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and if thats not right then try the other way around

rapid tree
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it is like that

stuck oyster
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they form a vector

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and the vertex order defines the direction

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and it has 2 options for direction depending on the order

rapid tree
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the order from me is osahlavne_1, osahlavne_2

lime kettle
stuck oyster
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basically only option is to split it into smaller pieces

lime kettle
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ok thx

lime kettle
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is it posibille to load it as proxy ??

stuck oyster
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I would not have said "only option" if there were other options

cedar coral
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Is there a default (A3) proxy that I could use as a cubical for the inside of a building?

hollow fulcrum
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ermm... dunno honestly. they don't really have proxy stuff like that. granted there maybe a wall divider model or something. 😕

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somebody should put those SD/SP tools on the wiki somewhere intelligent.

cedar coral
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yeah, saves me having to do it.

west haven
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time for me to make the sequel to my rifle aww yea

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my aim is to hit below about 18-17k, there's a few things that can deffo be tweaked/improved on it in regards to optimisation

thin swan
stuck oyster
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I cant speak for this particular case, but generally speaking models like this can be made in Blender no problem.

west haven
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Go brrrrrr

thin swan
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Decent workflow i guess

west haven
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Absolute madman

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This is the bullpup version of the rifle i already put up. I plan on making it standalone when i make the GL versions too and maybe some OICW meme

sour bough
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Does anyone know what a standard texel density for a tank in Arma 3 is? Like, what the vanilla ones are?

stuck oyster
sour bough
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I guess it's something you could calculate if you had a 1 lod to import to blender. What do people usually use for them?

stuck oyster
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I believe people mostly just eyeball it

sour bough
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Am I the only person who UV maps with a goal texel density 😦

grizzled halo
fluid copper
sour bough
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Like for guns, 10-15 px/cm is a good balance for the 1 lod

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But for tanks I have no idea

fluid copper
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Is the number generated by the program not entirely dependent on the size of the unwrapped uv's you're using?

stuck oyster
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one really counts the amount of materials/textures

sour bough
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My addon allows me to unwrap it with a set density

stuck oyster
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since thats what matters on performance side

fluid copper
sour bough
fluid copper
sour bough
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That is true

fluid copper
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so if your object has larger faces compared to the same object thats split into smaller faces, the density will be different

sour bough
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Usually for guns I do 10.24 px/cm on one sheet if possible

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on a 2k

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I know tanks will be lower but I dunno how much lower is normal

fluid copper
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idk if its helpful, but this tank I did, correctly scaled, used 2 sheets, the first being for the larger body parts used a density of 0.380px/cm and used 96.1% of uv space and the detail sheet was 1.05px/cm and used 85.1% of uv space

sour bough
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Nice, that's super helpful. It look good in game, not low res?

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And that's with 2k sheets?

fluid copper
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I've never put it into arma, it was a model comission I did, not sure if it ever made it into the game actually... It used 2048 export res, but I would suggest doing it in 4k, since there wouldnt likely be a ton of them around

stuck oyster
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Arma3 tanks I recall typically have 2x 2k sheets for exterior

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1 for tracks since its pretty special

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and 1 for interior

sour bough
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The tank dlc one has more and 4k textures iirc

stuck oyster
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could be sure

sour bough
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But yeah we're on track to a standard density then

stuck oyster
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can use 4k

charred bolt
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We use ALOT more textures than that on tanks these days. Pushing the limits.

bright echo
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yeah the standard we use was 3 textures (+ tracks)
hull
turret
wheels+misc usually

floral pewter
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I cant' find a site that has free textures

stuck oyster
floral pewter
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@stuck oyster saw that but seems "free" side is quite limited

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I'll look agian in case I missed something

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Thanks

stuck oyster
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sure, free stuff often is

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you can get quite a lot for free over there though

floral pewter
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I'm looking for a specific one i,e: burnt grass

stuck oyster
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there are other sites too that google should be able to find

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for that there may not be much

floral pewter
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Ya been looking all morning for it

stuck oyster
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burned ground maybe

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but its not a common one

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at least for free

floral pewter
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ha ya or maybe just burnt,....keep it simple right?

stuck oyster
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yep

floral pewter
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thanks Goat

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I want to make a decal for Altis for a placable decal,...modding a new mission for ravage

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burnt grass with lingering smoke

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I wonder if that would loook ok since the actuall grass cannot be removed

stuck oyster
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no thats charred wood

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and decals can cut clutter too

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I made decals like that for SOGPF

floral pewter
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I made decals like that for SOGPF....

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didn't knpw that, Thanks

stuck oyster
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they came out pretty nice

floral pewter
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I say

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Can you share...do you have a patreon link?

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save me a lot of work what with a lot of other edits to make

stuck oyster
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sorry they are embedded into the dlc data

floral pewter
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gotcha

stuck oyster
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one thing I prefer with decals is using the older vertex ground snap feature instead of class = land_decal type for the object

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it allows longer view distance

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though that may mean its bit more performance hungry

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if you add a roadway lod to it, that should cut the grass

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(also needs the vertex snap enabled)

floral pewter
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....In Editor right?

stuck oyster
floral pewter
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I was just gonna use Object Create but I can't draw a poly, only round or square shapes

stuck oyster
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OB property in the shift+E menu

floral pewter
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Oh Ya I saw that

stuck oyster
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ah well this does need custom object

floral pewter
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Draw poly is greyed out

stuck oyster
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the decal itself is simple square

floral pewter
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So the texture would give an irregular shape?

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I see, very cool

stuck oyster
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the roadway lod is bit more complex so it cuts grass only where there is burned parts

floral pewter
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inspired! Thanks!

stuck oyster
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and the texture is pretty simple

floral pewter
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That's what I need!

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perfect

stuck oyster
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combination of mud, darkened/blackened mud, some grassy bits desaturated

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so on

floral pewter
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you do that so fast

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I've spent hours just researching

stuck oyster
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well it tooks some time to make when I did it

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its easy to take pictures now that its done 😄

floral pewter
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bah!

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Ok talk to you in a couple of months when I get it done, !! jk

stuck oyster
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it can look pretty dope at night with the glowing embers

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made another decal for the glowy bits

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and the trees are also customized to have it

floral pewter
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ya night look good

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So since your just showing off, would you be interested in making something like this for the Ravage I'm fiddling with?

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So this is what I'm going for

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Like I said with random attached lingering smoke

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I'm def' going to try this this afternoon tough

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though'

stuck oyster
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well decal size limit is about 50x50 meters but making that kind of large shapes is possible with few decals that you can combine

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few different shapes and sizes and you can put together pretty a lot of variation

floral pewter
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That's what I was going for. Create a variety of shapes and sizes

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So question then, In object builder/E, when I wnat to apply a texture, where do i browse to find Arma texture library to make my choices

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I've been through youtube all morning just on that question

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I have my P drive mounted

stuck oyster
floral pewter
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thats just it, I have been loooooking to figure out how to unpack and be able to see them

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I don't like to go on and on with questions but then again thats what DC is for.....hmmyes

charred bolt
white oak
white oak
stuck oyster
floral pewter
stuck oyster
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🔫
praise_the_sun

plucky patrol
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Hi all, does anyone knows why the Tigris from CSAT start to shoot in my custom made tank and in the vanllia it does not ? It runs away

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I notice that is also shoots in the cars also

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but normal it does not shoots in tanks , but in my tank is seems that the Tigris thinks that is a car or something. Despides that it has all the classes from the tank base class

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any ideas of what is causing this behave ?

west haven
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probably the armour value or the cost value

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Oh yeah, does anyone know if the CUP guys hang around here?

marsh canyon
plucky patrol
west haven
charred bolt
west haven
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eeh, I would prefer to not have to join another server just to ask one question but if i have no choice i might

charred bolt
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but I dunno who they are and dunno how to ask them directly now you know

west haven
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I mean i dunno who they are on the server specifically, it's kinda overcomplicating things when if they're on this server i could ask them directly but it's whatever

gloomy roost
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good evening everyone, i have a question i'd like to create a vest from an arma base model is it possible?

stuck oyster
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The A3 models are not available for editing

gloomy roost
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oh ok, but they have a base for creating a vest?

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in a3 Samples for exemple?

stuck oyster
gloomy roost
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in test_character of Arma 3 Sample?

stuck oyster
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Yes you can use that as reference

gloomy roost
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Thank you!

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I have a last question, what is this thing, I seem on male in Template RTM too

west haven
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proxy

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it's a representation of an arma 3 proxy, if you have the community arma 3 tools for the right version of blender it will show what it is

gloomy roost
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I have arma 3 tool for blender, but what is the proxy?

west haven
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uhhh

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the easiest way to explain it would be "something not part of your model" goes there

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like, a magazine is a proxy

gloomy roost
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oh ok i see, thank you

real crow
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Hey peeps, is there any way to keep the vertex groups i made when converting the model from obj to fbx? I noticed that i needed to export the p3d from an fbx base rather than the obj(flat edges and faces issues). During the conversion obj to fbx i lost all the vertex groups, is there any way than can avoid me the pain of remaking the verts selections again?

inland pawn
white jay
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Substance Painter is on sale on steam

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Maybe I should wait xmas

real crow
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Damn. Pain shall be then

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Thanks

stuck oyster
real crow
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always blender

hearty pewter
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im new to arma 3 and modding in general and im trying to model a house, ive got the model and texture done but all the tutorials ive watched keep talking about cfg and cpp files, idek what they are, do i need them and if so how do i make them?

stuck oyster
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and you can find sample house model and config (both config.cpp and model.cfg ) from the arma3 samples on steam

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that will be quite crucial study material

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also, important question is, do you know what multimaterial is?

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as if you dont, then your texturing is not made right and you got some more work ahead of yourself

hearty pewter
stuck oyster
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it does require some extra preparations though

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you can find a guide about it on the wiki

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and lot of infor in the chat history

hearty pewter
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yh thanks for letting me know. Do i only need the cfg and cpp files or are their other things i need aswell?

hearty pewter
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i just want to look at a folder format so i can see everything i need and where to put it

stuck oyster
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if you set up the development environment on P drive you typically unpack arma3 data into it and you can use that as reference too

real crow
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Hey peeps, working on a static Mg right now, and i have two questions: other than following the classic gun mem points and workflow, what should i add differently? Land contact and gunner proxy for sure, but other than that? And also, are there any particular properties for static mgs?

stuck oyster
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Make the geometry mass bottom heavy if you want it to to be less prone to keel over.

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Not too much though so it don't send other vehicles to orbit xD

real crow
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Got it, 16.6 kg mass i added would be light then. Noted

stuck oyster
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Best to test it and compare to vanilla ones

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See what feels best for you

real crow
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Ok, and should i follow the tank turret workflow for the mg rotation? Like otocvez and otochlaven mem points? Since it should move, I guess i have to do that

stuck oyster
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Yes

dry thicket
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Any idea why the pointerslot items are not appearing?

stuck oyster
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no attachment proxies?

dry thicket
stuck oyster
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maybe it didnt copy in right, like its not in all lods that need it

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or you are missing something in the config

dry thicket
merry parrot
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can someone help me mod smth into the game, its not big at all i just dont know a thing abt modding dm me if ur intrestted, the model im needing is just a helmet mod, more info with DM.

stuck oyster
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and consider that even your "not big thing" might take an hour or two or even more

rapid tree
merry parrot
stuck oyster
finite stump
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Is it possible to make automatic sliding doors like at stores so there is no interaction point?

marsh canyon
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Ain't a model related, but shouldn't be too hard job if you're familiar with config and SQF

finite stump
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Ok. Wasn't sure if it was a Memory thing or not. So treat the door as normal, just code it different?

stuck oyster
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correct

plucky patrol
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Hi all I thing that I figure out what the values from phyx means, if I am correct maybe this information is useful or it can be written in the wiki

changeGearOmegaRatios[] = {
1,0.424242, //R1 max 3000 100% min 1260 42.4% rpm
0.454545,0.333333, //N max 1350 45% min 990 33.3% rpm
0.939394,0.424242, //D1 max 2790 93% min 1260 42.4% rpm
0.909091,0.636364, //D2 max 2700 90% min 1890 63.6% rpm
0.848485,0.666667, //D3 max 2520 84% min 1980 66.6% rpm
1,0.666667 //D4 max 3000 100% min 1980 66.6% rpm
};

class complexGearbox
{
GearboxRatios[] = {
"R1",-3.5,
"N",0,
"D1",1.7, //Lower values meens less RPM on the engine and this will cause less acceleration
"D2",2.9,
"D3",1.9,
"D4",1.05
};
};

charred bolt
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That value for D1 looks incorrect.
They are gearbox ratio's, which are multiplied by the transmissionRatios to get the final gearing from the engine to the wheels. If you are modelling an actual vehicle, you can use real life gearbox data quite successfully, but D1 will almost certainly be a higher number than D2.

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Acceleration is better adjusted through wheel/engine MOI, clutch strength, thrustDelay and torque v RPM curve.
longitudinalStiffnessPerUnitGravity and frictionVsSlipGraph will affect wheel spin and tendency to skid under braking.

plucky patrol
woeful viper
plucky patrol
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well I allready did and it works, but yes I understand how it works now

woeful viper
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How do you know that the gearbox is switching at all? Did you check with diagnostics?

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my guess it doesnt switch at all from D1 to another, or if at all, it switches directly to D4 and never to D2 or D3

sage parrot
#

ive been making some concept vehicles based on old british fighting vehicle platforms that are now outdated and having the last pulled out of service. Im looking for tips and criticisms but also if anyone wants to jump on bored and help me make some 2030 BAF vehicles please let me know as id love to see these vehicles come to life

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i dont know anything about texturing or animation but can learn

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my dream idea is to make a mod for a fictional british faction expansion, specifically i want to make a british marine force mod with marine commandos moving into an SF role

marsh canyon
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Even though you may bought it, or no tex or bones... it is always welcomed to have new asset. However, since A3 and its engine RV4 uses freaking legacy workflow, it is "painful" todo

sage parrot
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i used a scorpion light tank model and made a new turret but by this point pretty much all the mesh has been heavily edited. same goes for the warrior, the warrior only has a couple of hull accessories from the original model by this point. ive been using low poly models on blender in combination with scale models IRL to recreate each component essentially

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i dont know how bones or armature work ive only heard the terms a couple times and i also dnt know shit about texturing

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but if anyone can point me in the right direction would be appreciated

west haven
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god British design vehicles were either cool, weird or downright ugly

west haven
sage parrot
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i shall haz a look

plucky patrol
sage parrot
west haven
stuck oyster
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theres no 30k limit and new BI vehicles do go around 80k too

sage parrot
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i didnt clean the mesh of the crows turret i downloaded

stuck oyster
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but rule of thumb is, have least polies you can

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in this case the wheels likely could be a lot simpler and details transferred to normalmap instead

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as they are what eat most of the polycount

sage parrot
#

okay thank you guys and yeah the wheels are taken from a high poly M-ATV and theres also a lot of accessories that can be dumbed down still. In terms of baking things down to a normal map, i have little understanding of that process at all, the process of creating textures and baking magical cupcakes is still absolutely mind boggling to me

west haven
west haven
sage parrot
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this is without the wheels and crows

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lol

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mystery solved

stuck oyster
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yep yep

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Id say there is some room to optimize

west haven
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Holy shit the wheels were 90k polys

sage parrot
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sick rims

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forgive me if this is a stupid question

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but like, if things are so constrained to poly count, how do the cars in forza look so nice? are they super detailed meshes or is the magic in the baking?

stuck oyster
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different scope

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less stuff to render

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different focus

sage parrot
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i understand that

stuck oyster
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in Arma the polycount is not that restricted either

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but

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if everyone maxed up

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it wont work

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so eveyone should keep their models optimized

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also it comes down to good distance lodding

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for keeping performance up

sage parrot
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if i could get a vehicle from arma 3 and look at how the mesh and stuff looks would that help get an idea of what to aim for? because i dont know what needs to be achieved with mesh vs texture if you get me?

stuck oyster
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well thats not really possible since the p3ds are binarized

sage parrot
#

damn

stuck oyster
#

you can check out Arma2 samples though as sort of an reference

sage parrot
#

oo okay

stuck oyster
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they are bit older and have less polies than what can be done now but can give a direction on how things are

sage parrot
#

sounds like a good place to start

stuck oyster
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they do give sense of how the distance lodding is set up too

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you could treat the first lod of Arma2 models as the second detail level lod of Arma3 I suppose

sage parrot
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okay thank you for the information man i appreciate it

west haven
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It shows you how it works

stuck oyster
west haven
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Oh, not the actual mechanics?

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Yea thats fair

stuck oyster
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they do show all the parts you need

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but the visual models are not the high quality first lods

west haven
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True!

sage parrot
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i will return with a good wheel! hopefully...

white oak
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HG just to double check
Its okay to map our own models to BI textures right?

stuck oyster
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should be.

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for Arma purposes only though

white oak
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Yup

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Made copies of some of the wheels as I couldn't get the textures right for the tire

stuck oyster
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fitting existing texture on new model is not exactly easy

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especially normalmaps dont quite work right if the topology is different from the model the texture was made for

white oak
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Which is fair, but it also turned out better than what I was capable of at the time
Also the the wheel being a simple cylinder helps quite a bit with the normalmaps

sage parrot
#

for noob reasons what does this mean? very sorry for the silly questions

sage parrot
charred bolt
# sage parrot i will return with a good wheel! hopefully...

Somewhere in the region of 2500 triangles per wheel in first res LOD would be normal.
Aim for a total of 50k to 85k tri's for the total vehicle in 1st res LOD, depending on complexity and how much of the interior can be seen from the exterior.

white oak
# sage parrot this comment particularly

Means you can UV map your model to the existing texture sheets in the game with the requirements of it being arma only and using the texture by referencing its actual path rather than packing a copy of it to your mod

sage parrot
real crow
#

Peeps, managed to successfully port a custom mg and make it work, but a small issue arose that i can't figure out yet, it is the following: cartridge ejection effect, i can't seem to get the EjectEffect token right. Model has nabonjice end and start, along all the others particle effects, it just misses the actual cartridge expulsion. Any tips?

stuck oyster
real crow
#

static

stuck oyster
#

does the particle effects exist in the config class?

real crow
#

Like the cfg cloudlets class? Because that's i'm missing

real crow
#

i guess i have to make a custom particle effect and a custom cartridge from my ammo

stuck oyster
#

well you can use existing effect class if it fits

real crow
#

a tried the fxcartridge 127

stuck oyster
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dont look ok?

real crow
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and it threw me this error when i put it into my eject effect line

stuck oyster
#

did something wrong with it 😅

real crow
#

oh lord

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what have i done

stuck oyster
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broke it?

real crow
#

Mmm, sound plausible

real crow
stuck oyster
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its used like this

real crow
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Yes i used it for my custom bullet too.

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Guess i made a mistake in using it for my ejecteffect

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Where can i find the all in one config? My notepad has a lot of configs open each time, so it would definitely be handy

stuck oyster
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it can be genarated in game, theres scirpt command for it

real crow
#

Ok

tribal timber
#

How find model space coords?

marsh canyon
#

Coords?

tribal timber
#

Find model space coordinates*

marsh canyon
#

Still not sure

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Do you mean model alignments

marsh canyon
#
  1. Why you need this
  2. How it doesn't work
  3. What you're trying is a scripting not model?
tribal timber
#

Now I need to find out the model space coordinates

marsh canyon
#

You can just use sqf vehicle player worldToModel positionCameraToWorld [0,0,0] and move your camera to where you need

thorn spire
#

@hollow fulcrum ty

finite stump
#

Does Geometry need to be rectangle or can it be trapezoidal?

twilit seal
#

It can be trapezoidal, or any other shape, as long as it's convex (easy to guarantee with rectangular prisms)

finite stump
#

OK, thanks.

west haven
#

Also triangulated iirc

#

You do not want to upset Pythagoras

charred bolt
west haven
#

Oh right

hollow fulcrum
celest arch
#

wow thats massive

#

good job

cedar coral
#

@hollow fulcrum +1

hollow fulcrum
#

aye, thanks. she is a beast. the most complex of the 3 for sure. think total counts right now in-game are around 140k. but smooth as butter. so long as you don't stick one in kavalla bay or something crazy like that.

#

i could cut 16k if i'd just bake the teeth on the legs down.. but it really doesn't look all that great. pretty large up close.

celest arch
#

how about sticking it in Aston-on-the-water bay or around RMNB Burcot Bay ? :D

terse elm
#

looking good hatchet

#

cant wait to see it finished

north sundial
#

Is that the geometry or did you reduce the polys? (Looks amazing <3 nonetheless) because i remember you saying how high poly it was before

celest arch
#

you get the perks of being able to convert the whole structure into a giant woodgas plant, since we refuse the use of petrol in 2017 :P

hollow fulcrum
#

@north sundial that was just a test, it's actually a jumbled up mix of res/geo like i mentioned :P

celest arch
#

go green! :P

north sundial
#

Oh sorry saw the message before

#

missed out that bit

#

My bad

hollow fulcrum
#

it's all done now, about halfway textured. just been spending time in QS making sure major bugs are cleared.

#

so haven't had time to finish it. christmas presents for sure though ;)

#

should have included the pathing so you guys could see it. might have to make a special, simple material prop. might be good for educational purposes. it's 32 models in total. maybe colorize everything in some functinoal order.

sage parrot
#

That my count without wheels and a couple more accessories on the hull to do

stuck oyster
#

sweet!

sage parrot
#

yay

#

i got wheels, rear door pieces, some steel cable, headlights, rear lights to do. I even wanted an m240 mounted of the rear, will see where i end up then

sage parrot
#

thats the count not far ooff now

#

think im good poly wise man!

inland pawn
hollow fulcrum
#

@north sundial oh, i think i missed what you were asking earlier. i did utilize a couple of commercial assets for general 'where things should be' refs, for the Jack Up Rig and Semi-Submersible. those were in the hundreds of thousands of vertices. so yes, the ones i built are very much lower poly relative to those. ;)

north sundial
#

aH OK

#

Oops damn capslock

hollow fulcrum
#

maybe what you were meaning #shrug

#

what i'd really like to do is make them adjustable upon spawing. ie.. you could define an ASL for the rig and have the legs on the sea floor.

#

not sure if i can do that or not.. think so.

#

@still trail can make it happen ;)

last spindle
west haven
#

Oh my god i just realised

#

It looks like a CVR(T) but it has wheels instead

#

Actually im curious

Is the standard for vehicle wheels in arma 3 to have it have some of the grooves in it or for it all to be handled by the NOHQ?

umbral shuttle
#

anyone know wat the reversed named property means?

marsh canyon
#

Wheeled APC (Gorgon) example

hollow fulcrum
#

nah, thats really more relative to fencing and things. i keep the models flat on purpose. but i assemble them via script. so im thinking i can just have two sets of models. the legs, and then the rig. assemble everything as usual, but then move the legs vertically. and set the height of the rig (which is already part of the script) i'll probably need to trash the leg gears for visual accuracy issues. but i think it could work.

#

it's pretty cool when it's 40-50m off the water.

#

also going to need a grappling gun.. or something lol.

west haven
#

Huh, neat

#

Cheers, i am away from my PC so i cant really check for now, pretty neat though since they seem like different tread types too

hollow fulcrum
#

that or i need to put some type of ladder access on the inside of the legs.. fark. should have thought about that earlier..

cedar coral
#

lol

hollow fulcrum
#

we could probably make a grapping gun work actually..

midnight marten
#

In Portugal we have a saying that goes like this "Parece um burro a olhar para um Palácio" that translates to "It looks like a Donkey looking at a palace" that is used when someone's looking/watching/doing something that one knows nothing about... and that's me in this thread... :|

sage parrot
#

I don't think they're stupid detailed though 😦

hollow fulcrum
#

quite certain actually. granted it wouldn't work for buildings and things. could certain fire a rope though, and if within _x_range of memPoint, hook, reverse rope linkage, hook player to invisble carrier object.. dangle player in object on rope and pull up. only thing we'd need is a climbing animation for going up the rope. that might be difficult. probably not if straight up..

#

hrmm.. not sure we can force a player onto a ladder though. (?)

cedar coral
#

@midnight marten don't worry man. We all start somewhere. ;-)

north sundial
#

Feel like im on something, in terms of lighting are there any buildings (basegame) that have lights in them? I know you've got streetlamps etc. but any sheds, tents, buildings in general?

#

Could have sworn there was but im second guessing myself

#

Ah found one, the gas station 🙂

charred bolt
west haven
west haven
stuck oyster
north sundial
#

Was trying to figure out if the lights can be shot out like streetlamps

#

of the examples i found sofar the answer is no

#

Just wondering if I needed to plan for that in a couple structures I have lined up

stuck oyster
#

They can

#

They'll need hitpoints

marsh canyon
#

So like you want to add a light into a house, that you can shoot?

north sundial
#

Yeah i know how its done, the question was more is it worth the effort

marsh canyon
#

Well besides that it is worth it or nuh, indeed you can. Since pretty much a streetlamp is just a house technically

north sundial
#

Well the main thing was that I could make a spotlight (on) and proxy it in so it doesn't have to be modelled into each thing cause its shared. But in my understanding if i wanted it to be shot out then it would need to be modelled

charred bolt
north sundial
#

Yeah thats true, best of both worlds, thanks for the advice guys 🙂

celest arch
#

it's probably me missing something, but I can't seem to be able to mirror a model in object builder

#

I mirror lod1 on x axis, then mirror lod2 and it's not aligned to lod1

celest arch
#

nvm done it in Blender, still weird though

hollow fulcrum
#

that would make me think an axis is not properly align. or pivot or whatevers happy in your software.

celest arch
#

yeah but since lod2 was a lod1 duplicate it's very weird

#

lod2 is lod1 with some "merge points" applied

hollow fulcrum
#

hrmm.. yeah i tend not to do any geo work in OB lol

celest arch
#

yeah

hollow fulcrum
#

i can not account for these things.

lofty comet
#

any one know this erorr?

celest arch
#

it was just more practical as I did my corner building and needed to just mirror it.

lofty comet
#

i think is is beacose of model its made of diffrent objects and I just joined them?

marsh canyon
#

No, you have N-gon(s) that Arma cannot process

lofty comet
marsh canyon
#

Triangulate them

celest arch
#

instead open blender -> import p3d -> mirror -> export p3d -> reverse faces in OB

lofty comet
jaunty rune
#

@hollow fulcrum wow mans thats amazing, not sure if i could stay on track witht eh same project long enough to complete something liike that

celest arch
cedar coral
#

@celest arch Nice!

amber saddle
#

some one make a batwing 🥺

sage stag
#

is there any way to explicitly define object center? e.g. https://youtu.be/RblI7JT854M the object rotates around the center instead of local origin

thin swan
#

why

woeful viper
#

does it have a geo lod with center to origin?

sage stag
#

nope just one res lod

#

sure i figure i could just offset it by adding geometry opposite the arrows but that's pretty dirty. i was wondering if there was a clean way to do it like with a memory point

woeful viper
#

just try it with a geo lod that is symmetric to the origin

#

i dont think it would take Geo + res lod at the same time into consideration... only one and i would guess that Geo is the priority pick there

stuck oyster
round fox
#

Anybody know how i can export a helmet from arma 3

stuck oyster
#

the models are not available for editing

round fox
#

hmm cause ive seen people have like helmet models from like mods in there game.

#

@stuck oyster

round fox
#

i forgot what mod was it but it was for there roblox group and they have a helmet model ive seen in arma 3 i can send a pic

stuck oyster
#

well those are stolen

round fox
#

of the helmet in arma 3 and in there game.

stuck oyster
#

you can report those to BI and theyll get it taken out

round fox
#

Ok.

stuck oyster
#

we have 0 tolerance policy on stealing stuff

sage stag
#

nope

#

that didn't do it

rapid tree
marsh canyon
#

??

west haven
#

the game is 10 years old bruh

sage parrot
#

update after some additions and reworks of my amphibious scorpion conversion. now sitting at 50k verts with few more bits to add. my texturing is obviously awful and still at early stages of learning the basics. I was wondering though, i've put a crows MG on the top of this, but there's already vehicles with a crows turret, is possible to just take an existing already functioning crows turret and place it onto my vehicle?

stuck oyster
#

Is there a problem?

stuck oyster
west haven
#

I am confused

#

How would they pull arma 3 helmet models if theyre encrypted?

marsh canyon
#

“Somehow”

#

And we are not going to promote/explain how

west haven
#

Seems like a lot of effort for Roblox of all things but fair tbh

sage parrot
stuck oyster
#

The selections and memorypoints for axis can be done in blender

sage parrot
#

there should be a statue of you as a mod in arma

#

would be good starter project

stuck oyster
marsh canyon
#

Horrible way to name a software... no?

west haven
#

to be fair my friend told me about the most amazing blender software and it's just called BoxCutter

#

or the baking tool Marmoset which is just a type of monkey so

#

honestly pretty on brand

sage parrot
drowsy token
#

Is there a way to define any part of a vehicle to have much higher impact tolerance than the rest? i.e. landing skids being able to take higher velocity impacts than the rest of the frame

stuck oyster
drowsy token
#

alright so essentially no matter what a hard landing on skids is going to cause the same damage as a hard landing anywhere else on the vehicle and there's no way to change that?

#

(for reference this is going to be on a vtol, not a rotary)

stuck oyster
#

at least I believe so

crimson cloak
#

Hello. Has anyone made a U.S. Army AMPV? I am searching workshop and can't find any mods on it. Has anyone made the new V-280 Valor for Arma 3 yet?

rapid tree
inland pawn
sage parrot
#

complete off topic question but say i get a free 3d model of a scimitar from a scale model free i found online, then use it to create my own shape from, could i hypothetically sell the model i made if it's 100% mine, but uses the dimensions of the other model, i mean this in different terms of using models found online for free from legit sources then converting for mod use, as i assume thats completely fine?

stuck oyster
#

if you really made it yourself yes its yours to do whatever you like to do with it

sage parrot
#

nice

#

i was assuming so but wanted to check, i hope to sell and offer assets in the future

#

like so ive created a mesh from a snipped apart model i found online, the top piece is mine and the bottom is the reference, so i would be legally and ethically okay to sell the top piece?

stuck oyster
#

I think so yes.

rapid tree
marsh canyon
#

It still doesn't make any sense to reply that since the texture resolution is not the topic there

plucky depot
#

yeah, you can just set it to extreme and it will look sharper.

subtle bison
jaunty rune
#

question for all you guys that do alot of vehicles, is it possable to make a car for example that is only a body but there is sub classes that add things like doors and wheels and things. only example of this i have been able to find is apparently there was a sub model for the 350z in overwatch that had a spilor

winged cypress
#

would I need to make a invisible model to make my weapon invisible?

#

I am trying to make a wrist rocket but dont want the weapon to be visible with my wrist animation going

stuck oyster
#

yes

west haven
#

WATCH THOSE WRIST ROCKETS

errant pumice
#

did anyone of you make a missile launcher tube similiar to MK41 VLS ingame from the ship? I need something like that for an underground missile silo we have

#

basically need a tube that spawns/fires the same cruise missile at the top

#

this vanilla launcher is fine, but if fired from the ground floor of an underground missile silo the missile hits the wall.

#

something like that what I had in mind to fill the missile bay up and spawn/fire a missile at top point of the model :

crystal zodiac
stuck oyster
#

would still look weird if they go through the walls

crystal zodiac
inland pawn
errant pumice
#

its a huge dependency, way to big to be useful on a terrain project 😉

#

Working on a S-400 tube, this should do the trick

sage parrot
#

been working on a few different versions of my amphibious scorpion platform. A remote rarden 30mm version, a version with a scimitar turret, a crows M2 troop transport version and the original one with the big ugly roof im thinking of making an ambulance and command vehicle from. My idea is a current day, economical modernisation program for british military vehicles to give british forces more amphibious capability.

#

damn forgot the pictures

#

ignore vert counts as there's loads of random objects in the scens

#

figured the scimitar turret upgrade was a bit old fashioned compared with a remote turret, so im going to try and focus on the remote turret version to actually bring in to arma 3 so im not just drawing pretty tanks

west haven
#

Oh yeah i would suggest setting your chassis to auto smooth

sage parrot
#

auto smooth

last spindle
#

of course it is, hiddenSelections

thin wigeon
#

What's the magic naming convention for vertexes to ensure they snap together in TB? I am sure I saw a great pic from Mr Goat at some point but I can't find it now I need it 😦

stuck oyster
thin wigeon
#

That be it, Mr. Goat. I tried searching everywhere but for some reason "bridge" didnt get a hit - probs cos it was bridge_something 😦

stuck oyster
#

discord search isnt the greatest with any special characters apart from letters

#

at least in my experience

inland pawn
sage parrot
peak isle
#

Anyone have any idea why when i repack a pbo the changes just dont happen in game, like i 2xed a model and repacked with pbo project and the change just did not happen lol

stuck oyster
#

is it your original work?

vast nimbus
tropic geyser
#

Hi does anyone know of a model made for a Hawker Hunter than i could use to retexture for a Tonali mod?

stuck oyster
tropic geyser
sage parrot
# vast nimbus So that sounds cursed but looks great

hahaa thank you. the best parts of the british forces have always been cursed, i was thinking about the sad state of the british forces, and how we're at our best when we're solving a problem cheaply. making ugly things that serve a purpose is the british way. so its kind of a nod to the sten gun, rather than another failed BAE project where we get two armoured vehicles in a decade and a promo video

sage parrot
#

i got a soldier model to play next to the tank to see how things look and fit. It looks very natural and cool in my opinion, few more accessories now and then it's time to start going through and preparing the model for import to arma tools. i've been have conflicting thoughts on whether arma 3 or reforger is best to bring the vehicle into. I was thinking reforger as the vehicles seem a lot more detailed, but arma 3 as i was thinking it has better weapon system simulation and more existing work and examples to get help from. the model will need certain parts making lower detail, bones and parental relations putting in place, i don't know the terms or meanings. Also most models i've looked at form other people have certain edges marked sharp. I also know I'll have to mark seams and unwrap and bake textures for the model. Honestly I'm a plan and routine man, if anybody would be happy to help me compile a list of what needs to be done to go from it's current form as a simple unrigged model in blender, to successfully imported in arma tools, then later down the line i can focus on the arma tools to arma game job, im keeping that out of my head for now.

sage parrot
#

i did the shade auto smooth aswell

dark stratus
#

Is anyone working on CQB grenade toss mod maybe?

stuck oyster
#

This channel is about making 3d models

dark stratus
stuck oyster
#

Well not really anywhere specifically. #offtopic_arma Arma could be used to discuss such things

dark stratus
#

So that moders will not miss it?

stuck oyster
#

The offtopic channel mentioned can be used to discuss an idea and who knows it might resonate with someone if you can spark up interesting discussion.

still trail
#

ladders... on vehicles... So, i've proxied my ladders to a separate p3d. Setup the memory LOD with the start/end memory points. Obv have the proxy setup in my main model. Created a config for the ladders p3d

class CUP_Frigate_Ladders : Land_PierLadder_F { scope = 2; displayName = "Ladders (CUP Frigate)"; model = "\CUP\WaterVehicles\CUP_WaterVehicles_Fregata\CUP_Frigate_Ladders.p3d"; mapSize = 0.01; icon = ""; armor = 150; vehicleClass = "Misc"; ladders[] = { {"start","end"}, {"start1","end1"}, {"start2","end2"}, {"start3","end3"}, {"start4","end4"}, {"start5","end5"}, {"start6","end6"}, {"start7","end7"} }; };

Doesn't work in game :(

#

Ladders appear fine, but no ladder actions

last spindle
#

you have a Geo LOD?

still trail
#

Yes, but nothing in it

last spindle
#

without some Geometry, how does the game know that your cursor interescts with it, it needs some geomtry to draw a line through to know you are looking at it

still trail
#

hmmm, ok, i copied some other examples that worked, and they had nothing in the GEO LOD. Will try it, thanks!

#

Geo or View Geo?

last spindle
#

Geo, View Geo is essentially only used to block AI view through an object, if it does not exist it will use the normal Geo

still trail
#

rog

last spindle
#

ive had issues with Ladders, and more or less all interaction menu things if there is an empty Geometry LOD, so my guess is it needs something in there

hollow fulcrum
#

if the resolution geometry is simple enough, the default behavior of the engine is to utilize it as the geoLOD if it's not present. if said geometry in the resLOD does not meet the standard geoLOD requirements, it'll fail. so it is possible for it to work without the geoLOD, but not proper. should have a component and a bit of mass also. so you can run into the ladder.

still trail
#

will test! thanks chaps

hollow fulcrum
#

on larger models, i simply wrap the ladder in a box if that fits the general form. on complex models, i'll actually leave the geoLOD foo in place for sides and each run. but a box is fine, and preferred when talking about 'user actions'. if it's detailed, they literally will have to look at a run to get the action. kinda annoying.

#

anywho, i passed out here at the keyboard.. whilist working on an AMRAAM.. will do the fins in am i think. time fer sleep.

still trail
#

lol

#

to create "boxes" for ladder objects is it ok to just use the OB function convex hull?

hollow fulcrum
#

that or just make a box in OB, whatevers clever.

last spindle
#

if OB does a good job and doesnt take forever to calculate it, you can use it

hollow fulcrum
ember heart
#

:)

last spindle
#

Why do objects not retain the correct orientation when you place them on the ground from in your invetory? am i missing a command or something? but BI 'items' don't either, FAK, Toolkit etc.......

real crow
#

Peeps, what's the reason behind this huge halo rectangle? Never happened before, it always was the right size for all the vehicles i ported

inland pawn
#

😛

stuck oyster
real crow
real crow
stuck oyster
#

just look at all your lods and if you have some floating parts somewhere far off

woeful viper
#

isnt that something to do with weaponholders or something?

stuck oyster
#

could be even singular floating vertex

#

oh actually vehicles cant use autocenter 0

real crow
white oak
#

What goat says

real crow
#

So it’s 1? Or should i totally remove it?

white oak
#

You can remove it, defaults to 1

real crow
#

Roger

stuck oyster
#

😅

real crow
last spindle
#

hmmmm, yeah maybe my configs are screwed up, more investigation is needed on my end before i complain more ;)

white oak
#

as in do you have the rights for it or the AOW devs?

stuck oyster
#

Dont know the details of why its there 😅 Someone must have liked me

white oak
#

damn would've been nice to have a logo at hand
do you mind if I make a reference to you aswell?

stuck oyster
#

Sure 😄

real crow
# stuck oyster oh actually vehicles cant use autocenter 0

Yep, if i remove autocenter 0 then the vehicle is not centered, So there must be some loose vertex somewhere... i had somehow a double of light memory points to the same side the vehicle is off to, but the issue is still there. I guess it's hunting season

#

YES FOUND IT

#

In the shadows literally

#

lone verts were luring

#

deleting stuff in blender isn't always very wise if you do it with non chalance

stuck oyster
#

one swipe of mouse and you might throw stuff way off 😄

real crow
#

hell yeah

white oak
# stuck oyster Sure 😄

I got couple candidates but figured I should ask the person aswell
Any 2 or 3 colour combos you'd like?

last spindle
#

yeah was my bad, used a config to copy that wasnt exactly correct, if you have a 'model' specified in the 'weaponholder' vehicle it acts strange, more like an ammobox, if you remove the 'model' and leave it undefined it acts like an item just thrown on the ground

white oak
last spindle
#

wait no, that just seemd fixed because when you don't move away from where you picked it up, then it places it back in the weapon holder that is on the floor, move away and do it again, and it is vertical

stuck oyster
white oak
stuck oyster
real crow
#

Peeps, last thing regarding the spaag i'm working on: the muzzlesflashes. Bit of introduction, two zasleh proxies (which selections are called zasleh_l and zasleh_r) are assigned to one "zasleh" selection. In the model cfg each zasleh is tied to the otochlaven and is a bone, while just the "zasleh" is a section too. Now, using the same model cfg way of tying the muzzle rot to ammorandom doesn'twork, the muzzleflashes won't show even. I saw that BI uses "revolving", but i never used it, any tips on the matter? Or i just copy paste?

finite stump
#

Anyone seen this error when building your mod with pboProject?
"Error (saving file) a3\data_f\penetration\metal_plate.bisurf -> P:\temp\a3\data_f\penetration\metal_plate.bisurf
G:\Steam\steamapps\common\Arma 3 Tools\CfgConvertFileChng\CfgConvertFileChange.exe returned error 0: No error"

#

The best part is it finds that file for a model before this model and models after this model.

stuck oyster
#

possibly something corrupt in the P: temp so it cant overwrite the previous file

#

you could try copying it there manually

inland pawn
#

Easier way of doing it

#

Take one muzzle flash, copy it and paste it over the second muzzle

real crow
#

Yes, that's what i have done (at least i believe so)

real crow
inland pawn
#

ARMA doesn’t like it when animated stuff is attached to other points

real crow
inland pawn
#

So, you should have two proxies

#

When zasleh is selected, it selects both of them

real crow
#

yes sir

inland pawn
#

Then in model.cfg, you need the following

#

class zasleh1Rot
                {
                    type = "rotationZ";
                    selection = "zasleh1";
                    axis = "zasleh1axis";
                    source= "muzzleRot";
                    sourceAddress="loop";
                    minValue=0;
                    maxValue=20;
                    angle0="rad +360";
                    angle1="rad -360";
                    initPhase = 0.0;
                };```
#

You can remove the axis bit

#

Keep it but it should be empty

real crow
#

and it will automatically enable the first center vertex thing

#

or something like that

#

Ok, i will do as you say

inland pawn
#

centerFirstVertex=true;

#

You need this

real crow
#

yes

inland pawn
#

If your axis is empty

#

Then source can be ammoRandom

#

@real crow Be sure to add them to the sections

inland pawn
#

So, zasleh should be in your sections array

real crow
#

and bones too, tied to the otochlaven, right?

inland pawn
#

Should be tied to the gun bone

charred bolt
#

Try to avoid having a selection as both a section[] and a bone in the skeleton.

real crow
#

Nope, still nothing. At this point i'm thinking about proxy index issue maybe?

real crow
#

So it looks like maybe the muzzeflash was there all the time, but somehow the texture doesn't show up..maybe the same issue i found in this topic here https://forums.bohemia.net/forums/topic/201626-solved-strange-issue-with-muzzle-flash-not-showing/

wispy orchid
#

@still trail : does the model have a ladder for water access? I'm fighting with this on the Nimitz and can't get it to work right. It's just a game of chance if the ladder popup will work while being in the water.

woeful viper
#

is it possible to place a character on a ladder via script? Cause if that would be possible you could define a user-action with a larger activation radius to compensate for this

amber depot
still trail
#

@wispy orchid nope. just on the boat. I've added a GEO lod but still no love.

wispy orchid
#

I wouldn't know how to teleport someone into the ladder. If all fails, I'll spawn a rescue boat there and add a teleport to platform action there

still trail
#

@amber depot - UV mapping? Is this a mod?

amber depot
#

yep, a very old one

still trail
#

ANWM?

unique panther
amber depot
#

@still trail even older, its from OFP. I got it a long time ago

umbral shuttle
#

so I have UGL for a rifle, what is the best way to get the differnt eye positions that create the correct angle for the grenades to land at the correct zeroing? is it just simple brute force, move an eye memeory point, shoot, see how far its off, move it again, repeat till its correct?

cedar coral
#

@amber depot and @still trail Definately looks like a UV issue..

real crow
cedar garden
#

Does anyone know how to make it so Decals hide/remove ground clutter?

white oak
cedar garden
#

Couldn't find anything

#

Found something on the BI forum though. You need a Roadway LOD within your Decal to remove Clutter

stuck oyster
terse elm
#

@shultz that building looks great dude

real crow
tribal rain
real crow
#

Nope, what's an amos? It is a flakpanzer coelian

#

Ah i see why you thought amos

tribal rain
#

so im making an ARV

and i was wondering what do i need to do to achieve the following:

1.) make the tread texture move when the vehicle does

2.) set the cargo hold and actual have it so it can function as a recovery vehicle (aka vehicle in vehicle loading on the back)

3.) where do i find the sounds for engines etc? the example tank skips over the sound cfg and i cant find any mention of it anywhere else in the other examples

real crow
stuck oyster
#

1:

#

sample tank ftw

charred bolt
stuck oyster
tribal rain
stuck oyster
#

I dont have good example of Vehicle in Vehicle setup at hand anyway 😄

tribal rain
#

Story time:

unit im a part of im chief of the logistical end, i am sick of the fact we have not enough options for logistics your choices are:
Soft skinned hemmt type trucks that are held together with duct tape and thoughts + prayers but it has a flatbed for loading cargo which is super immersive its fun
and its modular we can load what we need dependent on the mission of the day.

Or APC type vehicles that dont have the flat bed for loading capabilities but have decent protection from small arms fire at least

The plan was to merge the best of the two

#

also and this is kind of breaking new ground and its super dumb but i also love the idea BUUUUUUUUUT i love the idea of an ARV that is basically just an armoured tow truck XD

charred bolt
#

It's actually very simple. Just add two memory points to define your cargo space, an exit point, and the config entries.

{
   class Carrier 
   {
       code
   } 
}```
#

Sounds, like textures, are either borrowed from existing assets, or you create them yourself.
Most modders will use an existing soundset, so listen to all the vehicles in game, choose the one that sounds closest for your vehicle, then check the sound entries used by looking at it's config in game with the Config Viewer.

tribal rain
inland pawn
still trail
#

Slowly getting the A2 Frigate to A3 as a physx enabled drivable vessel (for CUP)

umbral shuttle
amber depot
#

Ive heard about the revamped frigate, very impressive Tup!

pale valley
#

Question! somewhere along the line I've added this polygonal affect to the main body of a car I'm trying to put in Arma - however, all auxiliary's (such as the wheels, door, etc) are fine... what on earth have I done?

pale valley
#

can this be done in oxygen editor? because it isn't like that in blender and I haven't knowingly done it in oxygen

stuck oyster
#

Do it in blender. Set all parts on autosmooth.

#

You also might want to have some sharp edges

#

And setting those up individually in OB is a bit of pain

pale valley
#

cool, I'll give it a look, thank you

stuck oyster
#

Always best to do any model fixing in the source. Otherwise you might lose them if you need to later do something else

#

And forget you did it in the production model.

pale valley
#

Yeah, i did do that after I had to make some adjustments, wheras it was smooth before this time was sharp.. I assume I just fat-fingered something

stuck oyster
#

Yeah if you have had the door selected it takes only one key press to apply all sharp edges on a selection

#

In OB

pale valley
#

fixed, it was literally that haha! thanks for the help

west haven
#

Yeah i was gonna say shade smooth lol

west haven
#

oh yeah out of curiosity, what would the best practice be for a handgun in terms of LOD00

#

at 4.6k but I still gotta nail down some stuff and this might end up being the in-game version

stuck oyster
west haven
#

damn, i still got stuff to do for this like the magazine well and shit like that

#

I was thinking 6 or 7k

charred bolt
west haven
#

poggers

#

trying to line up the magazine just right now, this is a 19+1 capacity but i do get the feeling 21+1 is possible

cursive sleet
#

Quixel Suite 2.0 got released today :)

#

Have anyone tried it?

west haven
#

not gonna go too crazy with the magazine methinks

inland pawn
west haven
#

I was a bit HS2k inspired

#

also the... Geist P3 from MGS V

grizzled halo
#

Hello fellas, could anyone enlightnen me as for what is the deciding factor for the pistol position in the pistol holsters?
I see my custom weapons being offset from then center of the holster to the left

marsh canyon
#

Do you mean vanilla pistol can be hold normally but not yours?

grizzled halo
#

yeah

marsh canyon
#

This means your model is out of place

grizzled halo
#

but it shows in the correct hand position?

I was assuming that pistols required to be offset to the left to be grabbed correctly by the default hand animation, is that correct?

#

so should it be centered and im missing a step to correctly align in the handAnim?

marsh canyon
#

handAnim is not a concern here, as pistol normally doesn't even use it/anim sets doesn't really support it. Can you show how it does look in holster and in hand?

grizzled halo
#

sure

#

hand:

#

holster:

inland pawn
inland pawn
# grizzled halo holster:

This is a proxy issue. If the proxy isnt lined up, it will look offset. Which is what you got here. The model, as you said is offcenter

#

You need to move your model to the center

marsh canyon
# grizzled halo holster:

Well seems like your pistol is seems slightly misaligned after all. To compare with vanilla weapon, I think I can recommend this method:sqf createSimpleObject [getText (configFile >> "CfgWeapons" >> "hgun_P07_F" >> "model"),[0,0,6]] ; createSimpleObject [getText (configFile >> "CfgWeapons" >> "yourHandgun" >> "model"),[0,0,6]] ;Where "yourHandgun" is your className. Execute this in VR and go bottom-left corner of the map, see how it is aligned/misaligned compared to vanilla pistol

grizzled halo
marsh canyon
#

As you might already see P07 model is like that, if your pistol is slightly far away than P07, you need to correct and make it closer

#

Alternatively, you can check how they hold in hand too

#

Also handAnim is normally not used in pistols

inland pawn
marsh canyon
#

Actually center of P07 is shown in the small dot here, actually misaligned already

marsh canyon
#

Left is your pistol right?

grizzled halo
#

its not that off tbh, but it really feels like a huge distance in the holster

#

yeah

marsh canyon
#

Yeah I'd assume pretty same

grizzled halo
#

ill adjust the offset to the p07

#

if thats the case

#

thanks

hollow fulcrum
#

👀

#

a little, i suggest everyone give it a go :P

cedar garden
#

Hey guys. I got a Geometry LOD I've been trying to get working for a bit now. It's non-convex, closed geometry, all added as components (Component01, Component02), has mass (of 10,000) and player still doesn't collide with it. Any idea what would cause that?

#

It's literally just a rectangle (intended to be the floor for a shooting range)

stuck oyster
cedar garden
#

That would cause the collision to not work at all?

#

When this is built and in-game, it literally acts like there is no collision at all

stuck oyster
cedar garden
#

Through it

#

Like as if there wasn't a collision at all

stuck oyster
#

well without roadway they would float on it

#

what does it look like when you select one of the components from the list

cedar garden
stuck oyster
#

do vehicles react with it?

cedar garden
#

Good question, I'll check

#

Nope

stuck oyster
#

how are you packing the pbo?

charred bolt
stuck oyster
#

😄

#

true

cedar garden
#

Sorry - meant it is convex.

stuck oyster
#

looks convex tho

cedar garden
#

There are no "non-convexities"

#

lol

charred bolt
#

lol

cedar garden
#

I've seen things where people are talking about how long or wide the object is

#

This one is ~35 meters long

#

by ~6 meters wide, would that be an issue?

stuck oyster
#

no

#

that should work alright

charred bolt
#

What simulation type?

cedar garden
stuck oyster
#

in the config, do you inherit class from something?

cedar garden
#

Yeah, initially I was using House

charred bolt
#

Yes, that's what I mean. In the config, your class will probably inherit a base class, such as House_F, and that will have a simulation = parameter.

#

So check with the in-game config viewer what the simulation type is

cedar garden
celest arch
#

just upgraded from RC to the 1st release, giving it a go now :)

stuck oyster
#

always best to use same inheritance as similar vanilla objects

west haven
#

7,119 polygons, under 7k if the disassembly pin serrations aren't counted

north sundial
#

Still no word on megascans though? and did 2.0 add more textures?

mossy mulch
#

what should model.cfg look like for hiding selection when holstered? this is what i have but it no worky

north sundial
#

Oops just saw the video, it seems they did

mossy mulch
#

one moment

stuck oyster
#

everything you want to hide has to be parented to this bone as the first bone of the chain

mossy mulch
stuck oyster
#

I assume this offhand pistol also has a model?

mossy mulch
#

ye

stuck oyster
#

does that model have moving parts?

mossy mulch
#

no

#

i just need it to be hidden in le holster

stuck oyster
#

is it part of the "offhand" selection

mossy mulch
#

yes

#

entire offhand pistol is the offhand selection

#

oh hang on

#

config error

#

one mo

stuck oyster
#

does the hide animation work in buldozer?

mossy mulch
#

fixed the parent but still no worky

mossy mulch
hollow fulcrum
#

MegaScans is intentionally on hold for this release of QS2

stuck oyster
#

:L

mossy mulch
#

i enjoy suffering

stuck oyster
#

so it seems

mossy mulch
#

so there's nothing immediately obviously wrong with it otherwise?

stuck oyster
#

not that I can tell off the top of my head

#

do the other animations on the actual pistol work?

mossy mulch
#

muzzle flash does

#

let me check trigger

#

yes the trigger does

#

on the main pistol that is

#

nothing works on the other one

#

but then again its in the left hand and i havent set any other anims up for it

#

well i have it hide on reload actually

#

that works fine

inland pawn
mossy mulch
#

it does because it works for hiding on reload.

hollow fulcrum
#

(that and they are still tinkering there for whatever reason, i imagine interfacing with current suite now that it's fairly stable/fleshed out.)

inland pawn
#

Gets funky when 2 of the same is used for animations

mossy mulch
#

it didnt work even when not hiding on reload

#

yeah and just tested it again without those it still dont work

hollow fulcrum
#

regarding more textures. 700 or so i think is the advertised number of mats.

stuck oyster
#

I cant stress enough of the benefits of setting up the tools as they are made to work 😅

dry ruin
#

I know that this may not be the best place but what you guys have been using to render normal maps and such and what configs

#

go to go trough a btach of radios and would like to see what others use

mossy mulch
#

never needed a p drive never will

hollow fulcrum
#

ermm.. im not exactly sure what you're asking. i use various tools for generating normal maps. not sure what kind of config you're needing. are these radio models? handheld type or just something static?

dry ruin
#

what i mean was settings

#

for example on 3ds max render to texture

#

handheld stuff most to be used on plate carriers and other stuff

hollow fulcrum
#

ah i see.

#

i personally don't bake much in max these days. granted you can bake anything you need in there.

#

someone might jump in and tell you here though :)

past canopy
#

I don't understand

dry ruin
#

so where do you bake ??? xnormal, the thing is i have been baking in max all my time want to see if its worth doing it some where

past canopy
#

if you have 3ds max use xnormal to do maps, its much better

hollow fulcrum
#

currently, i bake my normals in xNormal, and everything else in Quixel Suite 2.0. (or 3DO2 to be specific.)

past canopy
#

Substance programs are my favorite for baking but xNormal sometimes gives a better map depending on your computer

dry ruin
#

ok thx by the input

raw beacon
#

just check in bulldozer if it works

raw beacon
mossy mulch
#

+= works in model.cfg

#

and, again, it wouldnt work in hiding the reload if it didnt

raw beacon
#

post bones?

mossy mulch
last spindle
#

I thought Substance was gold when i first baked in it, then i checked the results of Normal baking, and Substance was by far the worst,

hollow fulcrum
#

i honestly don't know of anything that is as clean as xnormal if you use it properly. (ie.. proper cage, use the ray check utility)

last spindle
#

Knald is on par i think, and generally faster

hollow fulcrum
#

yeah i still haven't gotten to that. but xnormal is wicked fast for me (on GPU).

last spindle
#

can take more to ensure that you are setup for it properly though

past canopy
#

that polycount comparison isnt remotely accurate

#

it was done with an old old version of substance and they used averaged baking

#

xNormal does provide slightly better normals but substance is far from the worst

last spindle
#

when i last baked with Substance Designer (1-2 months) it had so many errors on the normal that were nothing like xNormal, i swore i would never even try again

celest arch
#

guys I have a question: I am taking my first steps into weapon modding, atm experimenting with some kind of a2 revolver variant. Question is, since I want to use the standard a3 rifle player animation, how can I quickly preview the rifle position when player equips it so I can adjust the shoulder rest length, handles etc?

#

I am completely noob about that area

past canopy
#

I've rarely had any errors with substance, save for some small user errors and no understanding how to set up the baker. I would bet that was what caused most of your issues as it is far from intuitive to set up

#

I will say that sometimes for whatever reason substance likes to invert the Y channel and I have to manually change it in photoshop or marmo

mossy mulch
#

nvm... was only a problem in ace arsenal preview... ingame it was fine 😂

celest arch
#

thanks @foggy finch !

foggy finch
#

no problems dude :)

stuck oyster
grizzled halo
stuck oyster
#

the "root" can be changed to any folder in the settings

#

it can work without P too

short marsh
#

I need some help with UVMapping, can somebody UV Map something (it's not complicated) for me? I can do the texture fine, but UVMapping gets me all of the time. I nedd a 1024 x 1024 map, and I have the p3d ready to go.

inland pawn
short marsh
#

I don't use Blender

thin swan
iron tundra
#

Is there a video or article that shows how to convert fbx 3D clothing to Arma 3 clothing?

inland pawn
iron tundra
inland pawn
#

ARMA 샘플들을 알고 계신가요?

bright jungle
#

@iron tundra

inland pawn
#

I don’t speak Korean or anything so a translator is the best you’ll get from me lol

iron tundra
inland pawn
inland pawn
#

Hopefully you understood that. Translators aren’t really the best lol

iron tundra
#

What program is Arma Tools?

inland pawn
bright jungle
#

Go to steam library tools

iron tundra
#

okay

inland pawn
#

도서관에서 옵션 중 하나를 선택하여 모든 것을 표시하세요. ARMA 도구를 검색하세요.

inland pawn