#arma3_model
1 messages · Page 24 of 1
Ah okay thanks
whats the model from?
It’s a custom model. Me and a friend got commissioned
Where can one.find this shader for zubstance painter optimized for RV
as soon as somebody makes one...
their devs are not going to create one for you. RV is a small light in the industry
How much would it cost to get a faction made for me?
4-5 vehicles I think, some props, cosmetics, weapons, 2 static ships + weapons for them, and some custom infantry types?
I have all the references already picked out
It would cost a LOT
How hard would it be to do myself using mostly vanilla assets?
What do you mean by mostly vanilla assets? Try retex not making new models?
Yes, but I’d also make a few models myself
Preferably as few as possible because I’m not very good at it
If you're very new at anything, it would cost anything actually. Configuring, texturing, manage everything
How difficult would that be to start off?
And how hard would it be to take out parts of a model I don’t want?
For example microphones on helmets or parts on backpacks and stuff
- It is VERY hard to answer in words too
- You can't
Okay, thank you
its not difficult at all. It just takes time to learn the techniques and steps. There is a big bouquet of (video)-tutorials online. Patience is key.
Thank you, I scoured through a lot of vanilla models and I have a few decent picks I can work on. Thank you
^You cant edit the models in the game apart from the sample assets
Sample assets?
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 ...
Thank you
But they're meant more for learning tools and how to configure your own assets than anything else
I build my model whith addon builder or pboProject and sometimes it don't loads some parts of the geometry ?
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
is it big?
or animated?
gun turning axis is inverted
that could be only in the model.cfg then because if i take the turret config of the working heli one its still inverted
no its the order of the memorypoints in the axis selection
in the p3d itself ?
that is where memorypoints are yes
thats interesting i never thought the order of the mempoints are important
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.
so what kind of order do they need to have ?
one first then the other
and if thats not right then try the other way around
it is like that
they form a vector
and the vertex order defines the direction
and it has 2 options for direction depending on the order
the order from me is osahlavne_1, osahlavne_2
yeah kinda
then you have made it larger than object size limit allows
basically only option is to split it into smaller pieces
ok thx
is it posibille to load it as proxy ??
no
I would not have said "only option" if there were other options
Is there a default (A3) proxy that I could use as a cubical for the inside of a building?
ermm... dunno honestly. they don't really have proxy stuff like that. granted there maybe a wall divider model or something. 😕
somebody should put those SD/SP tools on the wiki somewhere intelligent.
yeah, saves me having to do it.
time for me to make the sequel to my rifle aww yea
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
Did you make this in blender? or a cad software?
I cant speak for this particular case, but generally speaking models like this can be made in Blender no problem.
Nice, I use fusion 360 then the hp in zbrush the lowpoly in blender
Decent workflow i guess
Absolute madman
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
that is terrifying
Does anyone know what a standard texel density for a tank in Arma 3 is? Like, what the vanilla ones are?
dont think that kind of details have ever been released
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?
I believe people mostly just eyeball it
Am I the only person who UV maps with a goal texel density 😦
how do you deal with the ngons and the horrible export setup from stl?
I've been trying to optimize my meshes export directly from solidworks but the output is really messy and results in a lot of shadow issues without retopologizing the mesh
I normally take into account how many uv maps I want to have and what their resolution will be, then base the texel density off that (you should always try and take up as close to 100% of the uv space as possible).
Save space and all that, yeah, but I'm wondering what the "goal" density should be when deciding how many sheets to make
Like for guns, 10-15 px/cm is a good balance for the 1 lod
But for tanks I have no idea
Is the number generated by the program not entirely dependent on the size of the unwrapped uv's you're using?
one really counts the amount of materials/textures
My addon allows me to unwrap it with a set density
since thats what matters on performance side
Oh interesting, do you do any manual unwrapping?
Yeah I do manual seams, then unwrap at the goal density and see if I can slide puzzle it into place to fit on the sheet
I just checked this, and the density in px/cm is based on the size of unwrapped uv's
That is true
so if your object has larger faces compared to the same object thats split into smaller faces, the density will be different
Usually for guns I do 10.24 px/cm on one sheet if possible
on a 2k
I know tanks will be lower but I dunno how much lower is normal
Manuel retopo in blender or maya
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
Nice, that's super helpful. It look good in game, not low res?
And that's with 2k sheets?
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
Arma3 tanks I recall typically have 2x 2k sheets for exterior
1 for tracks since its pretty special
and 1 for interior
The tank dlc one has more and 4k textures iirc
could be sure
But yeah we're on track to a standard density then
can use 4k
We use ALOT more textures than that on tanks these days. Pushing the limits.
yeah the standard we use was 3 textures (+ tracks)
hull
turret
wheels+misc usually
yo that is a wicked tank
I cant' find a site that has free textures
for example
@stuck oyster saw that but seems "free" side is quite limited
I'll look agian in case I missed something
Thanks
I'm looking for a specific one i,e: burnt grass
there are other sites too that google should be able to find
for that there may not be much
Ya been looking all morning for it
ha ya or maybe just burnt,....keep it simple right?
yep
thanks Goat
I want to make a decal for Altis for a placable decal,...modding a new mission for ravage
burnt grass with lingering smoke
I wonder if that would loook ok since the actuall grass cannot be removed
no thats charred wood
and decals can cut clutter too
I made decals like that for SOGPF
I say
Can you share...do you have a patreon link?
save me a lot of work what with a lot of other edits to make
sorry they are embedded into the dlc data
gotcha
one thing I prefer with decals is using the older vertex ground snap feature instead of class = land_decal type for the object
it allows longer view distance
though that may mean its bit more performance hungry
if you add a roadway lod to it, that should cut the grass
(also needs the vertex snap enabled)
....In Editor right?
I was just gonna use Object Create but I can't draw a poly, only round or square shapes
OB property in the shift+E menu
Oh Ya I saw that
ah well this does need custom object
Draw poly is greyed out
the roadway lod is bit more complex so it cuts grass only where there is burned parts
inspired! Thanks!
yes
and the texture is pretty simple
well it tooks some time to make when I did it
its easy to take pictures now that its done 😄
it can look pretty dope at night with the glowing embers
made another decal for the glowy bits
and the trees are also customized to have it
ya night look good
So since your just showing off, would you be interested in making something like this for the Ravage I'm fiddling with?
So this is what I'm going for
Like I said with random attached lingering smoke
I'm def' going to try this this afternoon tough
though'
well decal size limit is about 50x50 meters but making that kind of large shapes is possible with few decals that you can combine
few different shapes and sizes and you can put together pretty a lot of variation
That's what I was going for. Create a variety of shapes and sizes
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
I've been through youtube all morning just on that question
I have my P drive mounted
vanilla textures are spread in P:\A3\subfolders assuming you have the data unpacked
thats just it, I have been loooooking to figure out how to unpack and be able to see them
I don't like to go on and on with questions but then again thats what DC is for.....
Having showed how to do it with the Arma 3 Steam Tools, I'd actually recommend you use Mikero tools instead which come with an extractor.
They switched to a paid model unfortunately
https://3dtextures.me/ has decent stuff
also do you know if this is available on the toolbox?
As far as I remember no its not
🔫

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
I notice that is also shoots in the cars also
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
any ideas of what is causing this behave ?
probably the armour value or the cost value
Oh yeah, does anyone know if the CUP guys hang around here?
Plenty, but https://dontasktoask.com
Thanks it was indeed the armor value, from 500 increased to 900 as it is on the vanillas. And now the Tigris behaves normaly. Thanks 👍 🙏
Fair, I was kinda curious about their Boxer model and if they planned to do any additional versions but I dunno who they are and dunno how to ask them directly
You could google "Arma CUP", first result is their website. You could click the "About" menu and see the "Join us on Discord" link.
eeh, I would prefer to not have to join another server just to ask one question but if i have no choice i might
but I dunno who they are and dunno how to ask them directly now you know
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
good evening everyone, i have a question i'd like to create a vest from an arma base model is it possible?
No not possible
The A3 models are not available for editing
Yes there is a reference that's shows the basic components.
ok, I need to use the a3_vest_exemple.p3d?
in test_character of Arma 3 Sample?
Yes you can use that as reference
Thank you!
I have a last question, what is this thing, I seem on male in Template RTM too
proxy
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
I have arma 3 tool for blender, but what is the proxy?
uhhh
the easiest way to explain it would be "something not part of your model" goes there
like, a magazine is a proxy
oh ok i see, thank you
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?
Obj/FBX removes everything but the model
What programs do you go between to have to use those formats?
always blender
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?
you do need them and they are basically text files that contain all the tecnhical properties of a game asset. you can read more about them on the BI wiki
and you can find sample house model and config (both config.cpp and model.cfg ) from the arma3 samples on steam
that will be quite crucial study material
also, important question is, do you know what multimaterial is?
as if you dont, then your texturing is not made right and you got some more work ahead of yourself
no i dont, i have textured objects in gimp and they look fine in blender but i havnt been able to see them in game
buildings typically use multimaterials to cover large surfaces with tiling/repeating textures. the tehcnique is better for performance and allows sharper visual up close
it does require some extra preparations though
you can find a guide about it on the wiki
and lot of infor in the chat history
yh thanks for letting me know. Do i only need the cfg and cpp files or are their other things i need aswell?
texture and material files
i just want to look at a folder format so i can see everything i need and where to put it
the sample shows that partially though it does not contain textures.
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
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?
Make the geometry mass bottom heavy if you want it to to be less prone to keel over.
Not too much though so it don't send other vehicles to orbit xD
Got it, 16.6 kg mass i added would be light then. Noted
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
Yes
Any idea why the pointerslot items are not appearing?
no attachment proxies?
this is model making channel, general questions go to #arma3_questions
I used the SIDE proxy from the A3 samples
maybe it didnt copy in right, like its not in all lods that need it
or you are missing something in the config
the config.cpp or model.cfg?
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.
this is not a request channel. you can use #creators_recruiting (use the template)
and consider that even your "not big thing" might take an hour or two or even more
never use obj for the model. fbx can have selections but its not always like that
sry, like i said i know nothing abt modding
its not importent
its alright. There just arent really much any "quick" things in this line of modding
Is it possible to make automatic sliding doors like at stores so there is no interaction point?
Ain't a model related, but shouldn't be too hard job if you're familiar with config and SQF
Ok. Wasn't sure if it was a Memory thing or not. So treat the door as normal, just code it different?
correct
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
};
};
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.
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.
specially in Arma 3
Yes you are right in my example I used a lower pinion. The values represents how much the gearbox pinons are in size. It is like the greabox of a bicycle speed 1 (D1) is bigger in size than speed (D2) and so on until the last speed D4
transmission / gearbox ratio is a physically defined term... no need for "finding out". There is a simple formula for it.
And iam pretty sure you cant do D1 < D2 > D3 > D4. They have tro be descending from D1 to D4, otherwise the gearbox logic wont work.
well I allready did and it works, but yes I understand how it works now
How do you know that the gearbox is switching at all? Did you check with diagnostics?
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
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
i dont know anything about texturing or animation but can learn
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
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
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
i dont know how bones or armature work ive only heard the terms a couple times and i also dnt know shit about texturing
but if anyone can point me in the right direction would be appreciated
god British design vehicles were either cool, weird or downright ugly
kinda curious, how many polies are in some of these models?
i shall haz a look
Hmm it seems that you are right. I have tested the vechicle on climbing a hill and It did not manage it. rechanged the value of D1 to be bigger and the vechicle manage it to climb the hill. So yes D1 (pinion 1) from gear box must be bigger than the rest. Like it is in real life
this is the count from my wip amphib transport. no idea what an acceptable count is but it doesn't look as nice as most mods so should be okay?
I believe the limit is about 30k on the LOD1 (most detailed one), what this works as would likely be a highpoly to bake detals down onto the ingame one as a NOHQ
theres no 30k limit and new BI vehicles do go around 80k too
i didnt clean the mesh of the crows turret i downloaded
but rule of thumb is, have least polies you can
in this case the wheels likely could be a lot simpler and details transferred to normalmap instead
as they are what eat most of the polycount
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
Oh shit really? Nice
That looks pretty simple for 120k, are there any clumps of black?
Holy shit the wheels were 90k polys
sick rims
forgive me if this is a stupid question
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?
different game
different scope
less stuff to render
different focus
i understand that
in Arma the polycount is not that restricted either
but
if everyone maxed up
it wont work
so eveyone should keep their models optimized
also it comes down to good distance lodding
for keeping performance up
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?
well thats not really possible since the p3ds are binarized
damn
you can check out Arma2 samples though as sort of an reference
oo okay
they are bit older and have less polies than what can be done now but can give a direction on how things are
sounds like a good place to start
they do give sense of how the distance lodding is set up too
you could treat the first lod of Arma2 models as the second detail level lod of Arma3 I suppose
okay thank you for the information man i appreciate it
Arma 3 samples
It shows you how it works
Lighting
the models may not really fit as detail level reference
they do show all the parts you need
but the visual models are not the high quality first lods
True!
i will return with a good wheel! hopefully...
HG just to double check
Its okay to map our own models to BI textures right?
Yup
Made copies of some of the wheels as I couldn't get the textures right for the tire
fitting existing texture on new model is not exactly easy
especially normalmaps dont quite work right if the topology is different from the model the texture was made for
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
for noob reasons what does this mean? very sorry for the silly questions
this comment particularly
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.
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
thank you i think i get this
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?
hand held weapon or static MG?
static
does the particle effects exist in the config class?
Like the cfg cloudlets class? Because that's i'm missing
i guess i have to make a custom particle effect and a custom cartridge from my ammo
well you can use existing effect class if it fits
a tried the fxcartridge 127
dont look ok?
and it threw me this error when i put it into my eject effect line
did something wrong with it 😅
broke it?
Mmm, sound plausible
How can i reedem my self other than this plan i have in mind?
looking at all in one config, thats not what goes into any effect line
its used like this
Yes i used it for my custom bullet too.
Guess i made a mistake in using it for my ejecteffect
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
it can be genarated in game, theres scirpt command for it
Ok
How find model space coords?
Coords?
Find model space coordinates*
This script doesn't work, I'm looking for a replacement for it
- Why you need this
- How it doesn't work
- What you're trying is a scripting not model?
- I need to determine the coordinates inside the cockpit of the aircraft to set 3d_interactions
- It just doesn't work. That's why I'm asking about a replacement.
- Rather than a script/model, it's a config
Now I need to find out the model space coordinates
You can just use sqf vehicle player worldToModel positionCameraToWorld [0,0,0] and move your camera to where you need
Thanks
@hollow fulcrum ty
Does Geometry need to be rectangle or can it be trapezoidal?
It can be trapezoidal, or any other shape, as long as it's convex (easy to guarantee with rectangular prisms)
OK, thanks.
Geometry LOD doesn't need to be triangulated. You may be thinking of Shadows.
https://community.bistudio.com/wiki/LOD
Oh right
old WIP of the jack up rig i threw in sketchfab to see how it would do (mix of geo/res lods (lots o geometry there): https://sketchfab.com/models/751191c8782b461c9a0f0d2d34a3daca
@hollow fulcrum +1
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.
how about sticking it in Aston-on-the-water bay or around RMNB Burcot Bay ? :D
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
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
@north sundial that was just a test, it's actually a jumbled up mix of res/geo like i mentioned :P
go green! :P
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.
That my count without wheels and a couple more accessories on the hull to do
sweet!
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
Those tires seem to have an excessive amount of faces
@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. ;)
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 ;)
something about some named properites, Keep Height and placement/slope https://resources.bisimulations.com/wiki/Models#Named_Properties ???
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?
anyone know wat the reversed named property means?
eg vanilla Hunter. As you can see normal is the thing here
Wheeled APC (Gorgon) example
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.
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
that or i need to put some type of ladder access on the inside of the legs.. fark. should have thought about that earlier..
lol
we could probably make a grapping gun work actually..
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... :|
They're about 2k verts per wheel but looking at them other pictures they're much more detailed yeah
I don't think they're stupid detailed though 😦
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. (?)
@midnight marten don't worry man. We all start somewhere. ;-)
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 🙂
Almost always just nohq. They can look better with mesh detail of course, but usually you don't have the poly budget to allow for it, given that it's repeated across 4, 6, 8 wheels.
You can probs use them to bake detail on the ingame ones
Yeah that would make a lot of sense, cheers
There are buildings with interior lights yes.
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
So like you want to add a light into a house, that you can shoot?
Yeah i know how its done, the question was more is it worth the effort
Well besides that it is worth it or nuh, indeed you can. Since pretty much a streetlamp is just a house technically
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
You can HIDE a proxy object, but you can't animate or change the texture on anything inside the proxy. So in your case, you can make the light shootable by adding a hitpoint (light goes off) or additionally completely hide the proxy object to represent the missing part if that looks good.
Yeah thats true, best of both worlds, thanks for the advice guys 🙂
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
nvm done it in Blender, still weird though
that would make me think an axis is not properly align. or pivot or whatevers happy in your software.
yeah but since lod2 was a lod1 duplicate it's very weird
lod2 is lod1 with some "merge points" applied
hrmm.. yeah i tend not to do any geo work in OB lol
yeah
i can not account for these things.
it was just more practical as I did my corner building and needed to just mirror it.
i think is is beacose of model its made of diffrent objects and I just joined them?
No, you have N-gon(s) that Arma cannot process
how I fix it?
Triangulate them
instead open blender -> import p3d -> mirror -> export p3d -> reverse faces in OB
okay, thank you 💯 I added Triangulate modifier and it worked
Reading helps
@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
been working on this today: http://i.imgur.com/F0KaY9O.jpg
@celest arch Nice!
some one make a batwing 🥺
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
why
does it have a geo lod with center to origin?
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
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
no. this is not a request channel
Anybody know how i can export a helmet from arma 3
you cant
the models are not available for editing
hmm cause ive seen people have like helmet models from like mods in there game.
@stuck oyster
what models? what game?
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
well those are stolen
of the helmet in arma 3 and in there game.
you can report those to BI and theyll get it taken out
Ok.
we have 0 tolerance policy on stealing stuff
infringements@bistudio.com you can email the information to this email
whats wrong with your graphics ?
??
the game is 10 years old bruh
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?
Is there a problem?
No you'll have to make your own. Weapon systems are part of the models and can't be reused
Seems like a lot of effort for Roblox of all things but fair tbh
okay cool beans, good since most of this crows turret is mine at this point but was holding off finishing it as i was wondering that. If i may also ask, i know bones and rigging as to do with joints and pivots, is this something id do inside the arma tools or within blender first?
Animations are combination of slections/vertex groups and axis memorypoints in model and animation config classes in model.cfg (text file)
The selections and memorypoints for axis can be done in blender
thanks you goat
there should be a statue of you as a mod in arma
would be good starter project
if you play the AOW missions, check out the screens on the military computers that are around. 😄
Horrible way to name a software... no?
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
Hell yeah i'll have to take a look!
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
in the advanced flight model maybe, in basic dont think so
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)
at least I believe so
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?
the textures of the wheel looked very low
No on AMPV, Yes on the Valor. Can be found here https://steamcommunity.com/sharedfiles/filedetails/?id=1686321576
That’s literally ARMA. You must not play
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?
if you really made it yourself yes its yours to do whatever you like to do with it
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?
I think so yes.
My Arma looka better lol
It still doesn't make any sense to reply that since the texture resolution is not the topic there
yeah, you can just set it to extreme and it will look sharper.
skids should be turned into "dampers", that will mitigate some
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
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
yes
WATCH THOSE WRIST ROCKETS
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 :
Dont know about your use case, but have you thought about disabling collision for missiles upon fired, might solve ur issue easily?
would still look weird if they go through the walls
Dont know about your use case 
You can find the Archer missiles in OPTRE. Basically this but flat
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
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
Oh yeah i would suggest setting your chassis to auto smooth
auto smooth
of course it is, hiddenSelections
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 😦
lost in history 😅 I have explained it on a BI forum post too long ago if that helps
#arma3_model message we seem to have talked about it here
#arma3_model message ah picture from Uro
That be it, Mr. Goat. I tried searching everywhere but for some reason "bridge" didnt get a hit - probs cos it was bridge_something 😦
discord search isnt the greatest with any special characters apart from letters
at least in my experience
Did you use any APC as base? Or custom
its a scorpion light tank hull, extended at the back and put on a wheeled chissis similar to a lav-25
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
maybe you didnt pack right folder or did not overwrite the pbo you had in there
is it your original work?
So that sounds cursed but looks great
Hi does anyone know of a model made for a Hawker Hunter than i could use to retexture for a Tonali mod?
retexturing is done via editing texture image files, models are not really involved in that process
yeah i was wondering if there is a model out there already made that i could use to retexture?
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
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.
i did the shade auto smooth aswell
Is anyone working on CQB grenade toss mod maybe?
General questions go to #arma3_questions
This channel is about making 3d models
Where can I share mod ideas?
Well not really anywhere specifically. #offtopic_arma Arma could be used to discuss such things
So that moders will not miss it?
Typically modders are not looking for ideas, they are engaged in their own things
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.
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
you have a Geo LOD?
Yes, but nothing in it
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
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?
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
rog
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
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.
cool, added a geo lod, validated the geometry using this https://community.bistudio.com/wiki/Validating_Geometries
will test! thanks chaps
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.
lol
to create "boxes" for ladder objects is it ok to just use the OB function convex hull?
that or just make a box in OB, whatevers clever.
if OB does a good job and doesnt take forever to calculate it, you can use it
https://gyazo.com/269a17b442c94698ea77e0b7893bc2cb yea for drunkin cylinder progress! power nap time.
:)
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.......
https://youtu.be/aAFPQTexnV8?t=50s for example
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
Do you have autocenter off?
Unrealistic. Name isn’t 3.7 cm Flakzwilling auf Panther Fahrgestell
😛
some lod you have has points that increase the bounds of the object most likely
Autocenter 0 in all geometries
Roger that, gonna compare it with the main tank p3d
just look at all your lods and if you have some floating parts somewhere far off
isnt that something to do with weaponholders or something?
Damn, better look that in blender then, I thought for a second that but dismissed as weird imagination
What goat says
So it’s 1? Or should i totally remove it?
You can remove it, defaults to 1
Roger
it actually has 3 states if I remember right, the not defined one, 0 and 1
😅
Just checked, seems like it’s not the case
hmmmm, yeah maybe my configs are screwed up, more investigation is needed on my end before i complain more ;)
HG is the logo in this easter egg yours?
as in do you have the rights for it or the AOW devs?
Its all BI
Dont know the details of why its there 😅 Someone must have liked me
damn would've been nice to have a logo at hand
do you mind if I make a reference to you aswell?
Sure 😄
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
hell yeah
I got couple candidates but figured I should ask the person aswell
Any 2 or 3 colour combos you'd like?
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
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
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?
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.
possibly something corrupt in the P: temp so it cant overwrite the previous file
you could try copying it there manually
Make one zasleh selection with two muzzle flash proxies
Easier way of doing it
Take one muzzle flash, copy it and paste it over the second muzzle
Yes, that's what i have done (at least i believe so)
but maybe i broke something, i should probably remake the muzzleflash proxies at this point. I will wait for your wise reply though
No, just zasleh. But selecting zasleh is both proxies
ARMA doesn’t like it when animated stuff is attached to other points
Yep, adding two more selections was the most recent thing i did, to see if that worked. Looked through eliteness in the cheetah files and then i tested this way. But still it hasn't worked
yes sir
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
and it will automatically enable the first center vertex thing
or something like that
Ok, i will do as you say
yes
If your axis is empty
Then source can be ammoRandom
@real crow Be sure to add them to the sections
roger that
So, zasleh should be in your sections array
and bones too, tied to the otochlaven, right?
Should be tied to the gun bone
Try to avoid having a selection as both a section[] and a bone in the skeleton.
Nope, still nothing. At this point i'm thinking about proxy index issue maybe?
Noted 👌🏻
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/
ok so I am trying to fix a non-showing muzzle flash on a sub-class of APC. the base vehicle is BIs BTR40 from arma 2. i have a working PK MG in the parent class, and one child down (the m18 recoilless rifle version with PK in copilot seat) however the other children have a glitch - they do not sh...
@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.
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
anyone have any ideas why textures on this ship are messed up? http://i.imgur.com/2yNY6pv.jpg
@wispy orchid nope. just on the boat. I've added a GEO lod but still no love.
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
@amber depot - UV mapping? Is this a mod?
yep, a very old one
ANWM?
there are ladderDown and ladderUp actions - https://community.bistudio.com/wiki/Arma_3_Actions#LadderDown , but I've never used them (and beware of the warning there)
@still trail even older, its from OFP. I got it a long time ago
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?
@amber depot and @still trail Definately looks like a UV issue..
Tried the mem points from the rifle template? I believe the grenade eyes were there
Does anyone know how to make it so Decals hide/remove ground clutter?
Search for horriblegoats messages on this channel, they mentioned it couple days back
Couldn't find anything
Found something on the BI forum though. You need a Roadway LOD within your Decal to remove Clutter
@shultz that building looks great dude
Still nothing. Is it because my custom weapon inherit from cannoncore? And i gave it the selectionFireanim="zasleh"; in the config? I run out of ideas
i know this tank is that an AMOS?
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
- Tracks doesn't actually animate, it's their uv map that gets "animated", creating the illusion that the tracks are moving; 2) no clue; 3) I remember seeing them listed in vanilla tanks config
I was just replying with exactly the same HG, lol. Will leave to you. 🙂
no no you can continue 😄 I have warthunder on
thanks brother
I dont have good example of Vehicle in Vehicle setup at hand anyway 😄
its not a common thing as far as i can tell
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
THANK YOU!
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.
thanks this is all really helpful!
Same lol
AH yea fair point, well I guess this can extend down to doing so for RPG launchers, cause those would be going different velocities then basegame thus the angles would have to be different
Ive heard about the revamped frigate, very impressive Tup!
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?
It sharp edging.
can this be done in oxygen editor? because it isn't like that in blender and I haven't knowingly done it in oxygen
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
cool, I'll give it a look, thank you
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.
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
Yeah if you have had the door selected it takes only one key press to apply all sharp edges on a selection
In OB
fixed, it was literally that haha! thanks for the help
Yeah i was gonna say shade smooth lol
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
if I remember right 4K is a bit high for handgun, but it would work at that level too
damn, i still got stuff to do for this like the magazine well and shit like that
I was thinking 6 or 7k
7k would be fine imo
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
not gonna go too crazy with the magazine methinks
Doesn't look like a glock. Could it be a SIG?
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
Do you mean vanilla pistol can be hold normally but not yours?
yeah
This means your model is out of place
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?
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?
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
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
so how does one covers the handAnim without that offset?
yeah, im offset
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
Move your model to the center in the p3d
Actually center of P07 is shown in the small dot here, actually misaligned already
Left is your pistol right?
its not that off tbh, but it really feels like a huge distance in the holster
yeah
Yeah I'd assume pretty same
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)
floors also need roadway lod as the walkable surface
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
they go through it or float over it?
well without roadway they would float on it
what does it look like when you select one of the components from the list
do vehicles react with it?
how are you packing the pbo?
"non-convex"? should be convex
Sorry - meant it is convex.
looks convex tho
lol
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?
What simulation type?
Can you be more specific? Are you asking if it was marked as Simple Object, or something else?
in the config, do you inherit class from something?
Yeah, initially I was using House
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
Can do. I tried switching it back to Helper_Base_F, which worked surprisingly
just upgraded from RC to the 1st release, giving it a go now :)
always best to use same inheritance as similar vanilla objects
7,119 polygons, under 7k if the disassembly pin serrations aren't counted
Still no word on megascans though? and did 2.0 add more textures?
what should model.cfg look like for hiding selection when holstered? this is what i have but it no worky
Oops just saw the video, it seems they did
hows your skeleton?
one moment
everything you want to hide has to be parented to this bone as the first bone of the chain
i have no clue what this means
I assume this offhand pistol also has a model?
ye
does that model have moving parts?
is it part of the "offhand" selection
yes
entire offhand pistol is the offhand selection
oh hang on
config error
one mo
does the hide animation work in buldozer?
fixed the parent but still no worky
dunno i dont have a pdrive lol
MegaScans is intentionally on hold for this release of QS2
:L
i enjoy suffering
so it seems
so there's nothing immediately obviously wrong with it otherwise?
not that I can tell off the top of my head
do the other animations on the actual pistol work?
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
Selection likely doesnt exist?
it does because it works for hiding on reload.
(that and they are still tinkering there for whatever reason, i imagine interfacing with current suite now that it's fairly stable/fleshed out.)
Likely doesnt like that it's being used for 2 different anims
Gets funky when 2 of the same is used for animations
it didnt work even when not hiding on reload
yeah and just tested it again without those it still dont work
regarding more textures. 700 or so i think is the advertised number of mats.
I cant stress enough of the benefits of setting up the tools as they are made to work 😅
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
never needed a p drive never will
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?
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
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 :)
I don't understand
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
if you have 3ds max use xnormal to do maps, its much better
currently, i bake my normals in xNormal, and everything else in Quixel Suite 2.0. (or 3DO2 to be specific.)
Substance programs are my favorite for baking but xNormal sometimes gives a better map depending on your computer
ok thx by the input
just check in bulldozer if it works
Also your array has += in it. dont know if thats an issue
post bones?
i already did
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,
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)
Knald is on par i think, and generally faster
yeah i still haven't gotten to that. but xnormal is wicked fast for me (on GPU).
can take more to ensure that you are setup for it properly though
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
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
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
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
nvm... was only a problem in ace arsenal preview... ingame it was fine 😂
found it (model still very wip :D ) http://i.imgur.com/oTX5c6D.png
thanks @foggy finch !
no problems dude :)

Speaking of, does Bulldozer requires paths of textures and materials to be relative to P or can they be absolute in my pc in order to preview there?
I've been using it for animations only since it appears to hate me and my tga's hahaha
MDR 
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.
There’s an auto UV addon for blender. Use that
I don't use Blender
don't recommend it, it's really bad lmao unless it's something small
Is there a video or article that shows how to convert fbx 3D clothing to Arma 3 clothing?
The uniform sample in ARMA samples
What does it mean?
I am Korean. Unfortunately, I am not good at English.
Are you aware of ARMA samples
ARMA 샘플들을 알고 계신가요?
@iron tundra
I don’t speak Korean or anything so a translator is the best you’ll get from me lol
yes
ARMA 샘플 안에는 샘플 유니폼 p3d가 있습니다.
okay
Hopefully you understood that. Translators aren’t really the best lol
What program is Arma Tools?
모든 ARMA 3 설치에 포함되어 있습니다.
Go to steam library tools
okay
도서관에서 옵션 중 하나를 선택하여 모든 것을 표시하세요. ARMA 도구를 검색하세요.
You a native Korean speaker?