#arma3_model

1 messages · Page 25 of 1

marsh canyon
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Arma 3 Samples to be exact, you can get it on Steam

iron tundra
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It's already installed

bright jungle
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Yeah

inland pawn
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If you are Anu, you can take over for me

inland pawn
marsh canyon
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(Keep it mind we want to keep the language English for various reasons; if you need a foreign language to talk best to leave English along with your language please)

iron tundra
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Which of these is it?

inland pawn
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That’s ARMA 3 tools

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You want ARMA 3 samples

iron tundra
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Okay, installing.

inland pawn
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👍

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Inside you should see an addons folder

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Inside that should be a folder that contains an example vest and uniform

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You can import the uniform into blender and copy everything over to your uniform

marsh canyon
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Basically: Samples have example human body model that can be imported into Blender or such. Fit your cloth, get proper weight, tweak if necessary, export as P3D, use it as an uniform using some config works

inland pawn
iron tundra
marsh canyon
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Alternatively we can either speak easier English or translation-proofed English here so better knowledges can be gathered

inland pawn
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Is there a command for the ARMA toolbox link?

marsh canyon
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Pinned

inland pawn
inland pawn
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Ok, good. Then you can import the sample uniform and your uniform into the same instance. Then data transfer the stuff over from the sample to yours

iron tundra
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When you run Arma 3 Samples, this file appears.

marsh canyon
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Addons, Characters

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There should have a naked guy example

iron tundra
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Is there a naked man character here?

inland pawn
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I think example would work best

iron tundra
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opened

inland pawn
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I forget which

iron tundra
inland pawn
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You shouldn’t need that one. Theres a uniform only one in there

iron tundra
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okay

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Can I put on pants and a top now?

inland pawn
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Uniforms are one piece in a3

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There isn’t a pants and top option

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Unless you do it through hiddenSelections

iron tundra
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okay
I would like to add the pants and top body armor and helmet separately.

inland pawn
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Pants and top body are required to be one piece

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They’re set on the body by selections

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Unless you make separate p3ds with and without

iron tundra
inland pawn
iron tundra
inland pawn
iron tundra
inland pawn
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I dont think so

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Never looked

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But, it's a blender modifier

iron tundra
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I don't know what to do here

marsh canyon
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Move/rotate and propotional editing

iron tundra
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I watched this video and followed it
But I don't know what to do next

west haven
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minor texturing issue

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this is a new one for me tho

still trail
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anyone know if there is a light limit for a model? Got 18 lights on the frigate and i'm getting a CTD

hollow fulcrum
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yes, i think i mentioned that before :P

west haven
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the textures and rvmat seem to line up so I don't think it's that. I got all of that correct this time around

hollow fulcrum
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dynamic lights are limited. but if you have 18, they must have increased the limit. which does make me happy on the inside.

west haven
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fixed, UV issue

cyan nebula
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Hi guys, do you know how to write model.CFG when you have many helmets of the same type? I thought that each p3d needed its own model.CFG, but looking at the structure of other mods, I realized that this was not the case. In Config.CPP I entered two helmets, but one of them stuck to my ass. How do I make sure that both helmets are on my head? Thank you in advance.

iron tundra
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Where can I get this skeleton?

west haven
hollow fulcrum
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too many will result in CTD's.

still trail
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yeah 18 is too many :)

cyan nebula
still trail
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another reason to cut up the model

cyan nebula
hollow fulcrum
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the limit is/was 12/13 i can't recall exactly. one short of what i needed for the MkV, that I do know.

still trail
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lol

west haven
still trail
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is it per LOD

hollow fulcrum
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total in config

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literal config limitation.

west haven
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Yeah, it's what i did for my rifles and it seems to have worked fine since they shared everything

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might be different for helped but give it a shot and see what happens

cyan nebula
west haven
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ye

cyan nebula
# west haven ye

omg, it worked, thanks a lot, you really saved me. Once again, thank you very much! 💖 💖 💖

west haven
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ur welcome bro

stuck oyster
west haven
stuck oyster
west haven
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oh god and i figured out how the audio works

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oh

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oh no

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i turned the binarizing off

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the sounds work but now

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what in the fuck

stuck oyster
west haven
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so

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if i binarize i get proper animations but no sound

stuck oyster
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no no

west haven
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and if i don't i get fucked animations and sound

stuck oyster
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if you binarize and fix whatever breaks sounds it works

west haven
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Hmm

stuck oyster
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everything should work binarized if everything is correct

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are they custom sounds?

west haven
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Yeah

stuck oyster
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what file format did you use?

west haven
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I talked to a friend who also does modding and he said don't binarize it

stuck oyster
west haven
stuck oyster
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hes good with sound stuff but Im gonna insist not binarizing sound pbo cant be the answer

stuck oyster
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sure that works

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Im fairly sure you should be able to binarize sounds too though

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but if it works then it works

west haven
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personally i find this funnier so it stays

celest arch
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anybody using quixel2 now?

cursive sleet
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If anyone is using quixel can they stream it? just wanna see how the nr2 is

celest arch
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I have a problem with it, loaded an obj and it's just one layer in Blender. Although, quixel sees it as 2 texture sets and splits it

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it's adding half of the model as "defaultobject"

last spindle
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you need to apply the same material to the entire object in Blender i would guess

celest arch
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ah crap materials is what I use for the ID map

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I try unchecking "write materials" in obj export settings

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yup that works, thanks

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mmm still have some problems with 3DO

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any ideas?

last spindle
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OBJ? the export settings, make sure it is on triangles, and probably other things, but mainly triangles

celest arch
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well mesh is triangulated in Blender

west haven
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Oh yeah, as a curiosity when doing a red dot sight like the Aimpoint ACRO, would there be three flat surfaces (one for the rear of the sight and two for the front) to simulate a window looking in, or would there just be two?

stuck oyster
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Id guess typically you would have just 1 surface for each direction

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using more can perhaps work too but overlapping transparent surfacea are always more performance heavy

last spindle
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hmm i was thinking those triangle were missing, it seems that the edges were lost, it will be something in the OBJ settings, but no diea what blenders settings even look like

west haven
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understandable

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I was thinking about trying to emulate the blue tint that red dots have

umbral shuttle
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for this, is there a setting in object builder to allow a 4th digit after decimal?

stuck oyster
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and why in that menu

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and no theres no option for that

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Id recommend doing whatever you try to do in source model

celest arch
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used to be fine with last version, didnt touch its export settings

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weird

last spindle
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ok, that is weird then

umbral shuttle
celest arch
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looks like quixel2 accepts .blend now

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lets try

stuck oyster
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yeh?

hollow fulcrum
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i was about to say just that. why not try import blend file ;)

celest arch
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lol

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imported .blend, everything disappeared in 3do

umbral shuttle
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well that is why I wanted the 4th digit so I could maybe try and do some math to calculate where the memory points would have to be

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but well that idea kinda feel apart since I am unsure how to calculate what angle is needed given muzzle velocity of the shell and how far it should go

hollow fulcrum
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3DO2 does not like models with UV issues (just FYI), creates similar visual effects or nothing at all.

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or lacking UV's..

stuck oyster
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I recall once doing a shoot test in live game with script calculating at what angle was I looking up

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and then using those angles as starting points for eyeposition angling

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or you can just give some angles and run it in game, see if it fall short or long and adjust the positions a bit

umbral shuttle
hollow fulcrum
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is known, being fixed for the 'lacking uvs' bit. might already be..

celest arch
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fairly sure UV is fine on this

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I don't see any major problems in the AO bake image I linked before

hollow fulcrum
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i can try it if you want, so far everything i have has been fine. bar 'known' issues, and a couple im trying to repro now.

celest arch
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yeah sure!

grizzled halo
west haven
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hmm, I'll do my best to remember that

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currently working on the handgun itself before i go wild with optics

twin cipher
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anyone know if no-cull is possible on models / textures?

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please ping when u respond 😄

real crow
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Hey peeps, i have to port an aa system like the s-75, and i was wondering how should i proceed with it? I thought to make it work just like a rocket launcher which has its mag as proxy, since the rocket should be visible in its static position and then when firing the "fly model" will take the place. Of course i need to switch the weapon, magazine and ammo class to the missile ones. Am i on the right track?

stuck oyster
twin cipher
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objects always draw on the camera

stuck oyster
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when is it not drawn on camera?

twin cipher
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when its hidden behind another object 😄

stuck oyster
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yes for that there are named properties that can be used

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occlusion is the term used in arma context

twin cipher
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hey, thanks!

west haven
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oh also potentially silly question but how are tritium pistol sights etc done? is it from the SMDI or is there another property

stuck oyster
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the dots need to be given their own rvmat for that

west haven
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oh wew

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I suppose that isn't so bad

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I might approach it more when it's time to handle that part, im currently more hot on the heels of doing up my pair of handguns

stuck oyster
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there are also ready glowy materials you can use straightaway in a3\data_f\lights

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like these

west haven
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Hmm, I was considering these being part of the NOHQ but- oh shit

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I think I'll cross that bridge when i get to it tho, but big cheers for letting me kno- ohhh would it be like

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a little flat face or something that is only the light?

stuck oyster
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yeah that works

west haven
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ohhhh okay i get it now

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excellent, for now tho i shall eep

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ty goat man

iron tundra
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I don't know how to transform the fbx outfit into the Arma outfit. Is there anyone who can guide me from start to finish?

west haven
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Use the ArmaforBlender

mossy mulch
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pins

main jasper
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Good morning everyone.

Having an issue with my selector switch animations. When checking them in the Object Builder, they appear to work perfectly fine, however in game, the selector switch appears to rotate around an axis that is on the floor and not actually in the weapon.
It is like the axis in the memory LOD doesn't actually move with the weapon and is glitched into the ground or something. Any ideas?

class safety_mode_rot
            {
                type="rotation";
                source="weaponmode";
                selection="Selector";
                axis="selector_axis";
                sourceAddress = clamp;
                minValue = 0.0;
                maxValue = 0.25;
                angle1=rad 90;
                angle0=0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class safety_mode_safe_rot
            {
                type="rotation";
                source="weaponmuzzle";
                selection="Selector";
                axis="selector_axis";
                sourceAddress = clamp;
                minValue = 0.99;
                maxValue = 1.0;
                angle0 = 0.0;
                angle1=rad -90;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
white oak
stuck oyster
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does the weapon model have autocenter 0 property?

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is the skeleton isDiscreet 1 or 0 ?

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@main jasper

short marsh
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I had issues with the M4 style selector switch. Maybe it was just noobness or the game didn't like it, but I abandoned it. Though it should rotate around the axis as normal.

west haven
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quick question regarding magazines

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what other LODs do they need apart from the usual?

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like, do they need geometry etc?

short marsh
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They need the shadow lods

west haven
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cheers bro

short marsh
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Also for giggles, you can dreate a Ground model (I think I messed up here, just waking up), but the ground model I just uploaded. I'm not doing too hot this morning

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Haven't had any caffeine so I'm a bit sluggish. But the first model is the ground model (as laying on the ground), and the second model is the actual model for the weapon

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Where do I install the Arma Toolbox files in Blender?

white oak
short marsh
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Thanks

west haven
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that explains a lot i was wondering why

west haven
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what does this one mean?

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got it while trying to export my magazine

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nvm figured it out

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do i need a model.cfg for the rifle magazine if nothing in it is animated?

west haven
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yeah i think i need a model.cfg, but what does one for a magazine look like?

stuck oyster
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skeleton for parts that move

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inside the magazine

west haven
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Not gonna have any moving parts

stuck oyster
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section for camo selection

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thats about it

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If you dont have hiddenselectiontextures(camo etc) or moving parts I dont think you need one

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you can animate the proxy to move with the guns animations

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magazine might have animations to hide bullets when its empty and stuff like that

west haven
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so a cfgSkeletons that looks like this and then some kind of cfgmodels?

stuck oyster
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magazine and camo would not be bones

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or magazine might be if you animate it

west haven
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so keep that blank>

stuck oyster
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but camo is a section

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goes into sections[] arrat in cfgmodels class

west haven
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is there a default magazine or nah

stuck oyster
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no

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samples never were updated for separate magazine unfortunately

west haven
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so should this be fine as is?

bright echo
west haven
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the google drive ones? Huh, I didn't see this before

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cheers man i didn't scroll down far enough on that one to see it since i thought it was the proper config stuff

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huh, for some reason the textures still aren't applying. The model is working though at least

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SO BACK

potent locust
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Hello everyone, can someone explain how it's possible that my model in the object builder looks normal with textures when I viewed in buldozer, but in the game I get a model without textures? Changing the texture doesn't seem to affect the display in the game... hm

waxen moon
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Been experimenting a bit.I have made up some runway pieces using the Arma 2 pieces as a base to work from.I have been tinkering around for years trying to find a way to mod arma to adjust the runway/taxiways to be visible from further away.But i havnt found any classes or code to do it.Looked thru the core data files and no luck.What ive done this time is tried not using the class road inside the runway pieces.Works great.The runway pieces go by the object LoD's.But..The pieces dont reflect/refract light correctly even when baked into the terrain.Anybody know of a different class i can use iin the p3d to enable the correct lighting effects.Note, during day time everything is great.Its only when vehicle headlights are moving across them do the runway pieces without class roadway have this issue.Any ideas welcome.:)

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Thanks!

waxen moon
inland pawn
stuck oyster
neat iris
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Hiya, im trying to use an already existing model to import into arma.

Ive found a decent tutorial for all that,
but as im a complete newbie to blender, is there a blender guide on how do i split the model into vertex groups for animating

white oak
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Toolbox also has a thing for creating vertex groups but thats more useful for creating groups of similar faces ie. Windows_1/2/3 etc

neat iris
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Oh damn didnt even think about that,thanks!

Trying to split a gun so not many similiar faces

main jasper
icy dirge
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Why do i keep having this error ? Store_f\texHeaders.bin
1 File(s) copied
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.

potent locust
potent locust
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And pbo archive was packed using mikero

plush forge
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Anyone ever had buldozer stop providing you with the missing texture warnings when appropriate?

plush forge
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Huh. Never paid proper attention to that menu before. It was unticked for me. And I was mucking about with my P drive/Arma 3 Tools yesterday. Maybe that will do it.

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Doesn't appear to be it sadly. Very weird. It's the path/to/my/cool/texture.paa can't be loaded message, that doesn't seem to want to pop up anymore even when a texture can't be loaded/is missing.

stuck oyster
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now that you meantion it, I have not seen that error for quite some time either even with bad paths

turbid pollen
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Anyone have good resources for developing a mod that adds a rifle? I bought a model of a KAC KS1 (The new L403A1), and I wanna make an Arma mod that adds it

stuck oyster
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and tutorial series from El Tyranos, Sokolonko and Battlestad that can give you some starting points

turbid pollen
stuck oyster
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no

inland pawn
neat iris
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anyone know in arma 2 samples where to find the backpack models? looking to port them for my own use

marsh canyon
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Weapons_E\AmmoBoxes and such

neat iris
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interesting

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thanks!

turbid pollen
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but im struggling a bit here. im trying to follow this tutorial but a lot of the stuff being said is just going over my head lol

civic stratus
turbid pollen
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If I'm trying to make my model for the KS1 using Arma Toolbox in Blender, is there any official documentation or anything anywhere?
Basically, I'm struggling to find any way to add selection sets because the model isn't one big model, but a collection of smaller objects in Blender

marsh canyon
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Do you mean you need to merge into one?

turbid pollen
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Ah, new issue. Getting this when trying to export all my LODs as one P3D

stuck oyster
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But also no there is not much documentation

stuck oyster
hollow fulcrum
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ermmm dunno.. but the "That's some Beijing levels of draw distance." comment i found funny.

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supposing you could if you really wanted to.

neat iris
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Anyone willing to import a model into basically .p3d ready mode from blender? I can pay a small amount if needed(DM)

stuck oyster
neat iris
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cheers, didnt see that channel

kind yacht
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Hello,

I'm having a problem that my object texture is not loading in when close to the object, from a distance it looks like the texture is loading. When i view it in the object builder its shows the texture with no problems.
Screenshots and config for reference.

marsh canyon
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Well it's too obvious to point but are you sure your model shares same selection name?

stuck oyster
marsh canyon
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The OB screen says so

stuck oyster
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Ah didn't click the pic. Mobile shows it so small

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Thanks @marsh canyon

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Then most likely the 2nd lod does not have the texture assigned or the selection camo is not present like polpox mentioned

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The model should have a default texture and material assigned.

kind yacht
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Is that different from this screenshot of blender?

I did assign the textures in there.

I must add that this is the first time for me so im not known to all the ins ans outs of modeling 😛

marsh canyon
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Hidden Selection Maker actually, does nothing (at the moment, also AFAIK)

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So, make sure your Vertex Groups are all correct

kind yacht
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For the different LODs i copied the first and decimated the model to have les verts.
Also im not sure if it is needed, but because i wanted to animate the lid i have 2 extra vertex groups for only the body and the lid. Could that cause issues?

marsh canyon
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No but camo Vertex Group should cover all of the polys you want to retex

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As long as the Vertex Group (in Blender)/Selection (in Arma 3) are not included in your Skeleton (model.cfg) it shouldn't be a concern

kind yacht
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Oke the model has the camo and camo_signs vertex group with all the polys.
however, my model.cfg has the camo and camo_signs included. If i understand it right that could be an issue?

marsh canyon
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Well the thing is relevant with CfgSkeletons not CfgModels

kind yacht
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oh right, i was looking at cfgModels. My bad

marsh canyon
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Oh wait you've already posted CfgModels 🤔 anyways

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So the thing is, your closest LOD has the issue, right? I think I want to do these to make sure what can be the issue:

  • Make a simple box/some polys in visual LOD(s), without having any texture/materials in your closest LOD, so you know the LOD itself is showing properly
  • Make sure every visual LODs have the same name (probably you need to make sure upper/lower cases too, can't recall if it is case sensitive) for the texturable parts
last spindle
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imagine going to the trouble of doing that, and then realising the magazine is empty.......great reload, but you got no ammo

hollow fulcrum
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lol i also noticed this. did a decent job of giving a weapon some character though, the last few seconds was good.

grizzled halo
#

multimats require different vertex groups/selections right? Or can it be used to assign multiple materials to a single selection that requires different rvs?

marsh canyon
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A polygon can only have one texture/material, if you mean that is the question

stuck oyster
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Selection might affect a part of mesh and it's texture through hiddenselectionsTexture setup though.

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But that is different from what is assigned on a mesh

grizzled halo
obtuse rain
#

Which is similar acid-trip level as deanosbeano's YouTube channel.

crude knot
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Struggling figuring out hidden selections. I know how to make a vertex group but don’t know what the bones are or wether I can bind something to one and name the vertex group differently (as I’ve seen some mods do), how to make separate selections for the same object, or how to get multiple textures to work for one object

stuck oyster
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And typically a hiddenselection vertex group covers all of what a single texture covers

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That selection can incorporate multiple animated selections stied to different bones

crude knot
stuck oyster
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Nothing is duplicated

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You can check out Arma3 samples and the sample character for reference

crude knot
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I think I’m starting to maybe understand. So, in the model, I would include the bones as vertex groups but I would keep the model under its own vertex group, and can path multiple textures/rvmats to the same vertex group? Sorry to keep bothering you, relatively new to all this

stuck oyster
crude knot
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Ok. And if I wanted to make another selection, I would make a new vertex group including the stuff I want in that selection?

stuck oyster
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Yes.

crude knot
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Thanks a ton for the help, really saved me a headache

stuck oyster
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But hiddenselections groups must not overlap with each other

crude knot
stuck oyster
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Can't have same parts of mesh in multiple hiddenselections groups

crude knot
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Ah

white jay
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ran into this issue where the selection tab (not sure what its really called) is gone by accident

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ie i accidentally removed that one tab where you can select either a single vertice of entire mesh

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again i dunno whats its called

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is there a way to bring it back?

stuck oyster
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Some do have keyboard shortcuts to toggle them

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Which is why they might get lost sometimes

white jay
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fixed it thank you!

neat iris
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whats the best tutorial for one looking to export a weapon model from blender to arma? as in-depth as possible

what ive found so far is either misses a lot of info, is outdated or the accent of the person is half the time hard to understand

stuck oyster
neat iris
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ah shit, guess ill have to try and figure it out with those

neat iris
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the model needs to be correctly sized/aligned in blender, right?

real crow
stuck oyster
#

After that alignment is done, the weapon animation can be made for it

neat iris
#

neat! time to try and figure out how to add animations

stuck oyster
neat iris
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damn, thats an old video, but eh ill propably stick to using vanilla arma animations if i can rather than making my own

stuck oyster
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Video age does not really change the technique

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Only thing that may change is location of some buttons in programs (blender update)

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But the buttons are not really hidden.

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Even some OFP time tutorials are still valid

neat iris
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yeah the blender ui is the only confusing thing but ill find my wau

main jasper
stuck oyster
real crow
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Hey peeps, how can i make my custom rocket to revolve around its own axis when launched? Is out there any example i can look for?

charred bolt
stuck oyster
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if not (all weighted selections are 100%) then you need to use isDiscrete 0

main jasper
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No, all of them are weighted

charred bolt
stuck oyster
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that too is solid question

charred bolt
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You already asked it, but I didn't see an answer

stuck oyster
#

even solider

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😄

charred bolt
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and could explain why it works in buldozer and not in game

stuck oyster
#

starting to have its own gravitation field

charred bolt
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When you have an Arma question and the only answer you can find by searching back is from yourself, you know you're doing something right/in big trouble/beyond hope

main jasper
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Yeah forgot to put in the autocenter = 0 property. Doing so now and I'll check and get back to you

charred bolt
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Taking bets for a fix message in 5...4....

main jasper
#

You win

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Thanks for the help

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Don't know how I missed it

charred bolt
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Confirming once again that HG is the GOAT

main jasper
#

Goat energy for sure

west haven
#

Also just curious, Headgear/Facewear needs a modelled skeleton to work properly right

marsh canyon
#

Headgears and facewears uses pretty much same skeleton with regular characters

west haven
#

Ah, is that in the Samples?

marsh canyon
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Samplex should have model.cfg too

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So yeah

west haven
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Oke thank

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Kinda wanted to model my favourite set of earphones since they cute

white oak
west haven
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Nah

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Pair of Moondrop Nekocakes

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I bought the funny anime girl gun game versions

grizzled halo
#

just remember to weight them to the head selection and use autoCenter = 0 to avoid crotch head pieces

woeful viper
#

with sounds its even better^^

west haven
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Oke

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🫡

pallid cape
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Do position proxies need to be included in the ViewGeometry lod?

#

I noticed in the Samples it is missing in the tank one but included in boat and car. Does this affect AI targeting them?

stuck oyster
grizzled halo
#

hey guys,

Wiki mentions that shadowvolume lods has to be smaller than the main model to not occlude itself, but how small is small?
95% from original size is OK?

Also, how detailed can it go compared to lod 0 for example?

subtle bison
#

just small enough to not stick out over your vis lods

#

technically you can go as detailed as you want, but ... more polys = more performance impact, of course. also, many of those small details you won't really see later anyways

#

and then there is the occasional shadow bug, so you'd want to delete some elements anyways

#

i guess the tl;dr is -- slod should be as low poly as possible without missing out on major details

charred bolt
#

If you are using discrete = 1 in the model, then you also can benefit from bullet strike marks, but only if the shadow LOD surfaces are close to the first res LOD; increasing distance reduces bullet mark size until they are not visible (iirc).
So this is another reason to use an accurate SV0, particularly across large surface areas that is perhaps at around 98-99% of size, but doesn't poke through, and simultaneously is much lower poly. It's a difficult task to do well.

turbid pollen
#

This seems to be broken but I can't tell why
I've tried rotating the model 90deg, it just doesn't want to sit straight in the grip

#

The fact attachments & mags aren't working is something I'll fix over time

#

Any ideas why this might be stuck sideways?

stuck oyster
#

export is by default discards any object mode transformations

turbid pollen
#

ah

#

how do I tell it to apply?

#

wait no

#

I've been exporting with apply all transforms

stuck oyster
#

then maybe you didnt make it point the right direction afterall

#

compare with the sample weapon perhaps

turbid pollen
#

I've rotated it to face every direction

#

And when I open it in Object Builder it shows up correctly vs the sample weapon

#

left is mine, right is sample

stuck oyster
#

you dont have geometry lod

#

thats a bad thing for starters

turbid pollen
#

haven't got that far yet, is that necessary for orientation?

stuck oyster
#

I do believe so

#

the geometry lod acts as sort of an root of an object in many cases

#

and contains named properties like autocenter that needs to be set correctly for things to work

turbid pollen
#

goootcha

#

ill need to add the named property myself wont i?

stuck oyster
#

yes

turbid pollen
#

giving it another go 🤞

#

Unfortunately not fixed, also firing upwards 😦

#

all looked good in object builder

stuck oyster
#

did you actually pack the pbo properly?

#

maybe you are running the old one still

turbid pollen
#

i'm using hemtt to build the mod, so it cleans and repacks on each run

#

just running hemtt launch

stuck oyster
#

where did you add the geometry lod at?

turbid pollen
#

ill manually clear it and try again...

turbid pollen
stuck oyster
#

yes

turbid pollen
#

in blender

#

i set the LOD to geometry

#

and all looks good in object builder

stuck oyster
#

did you add the named property autocenter with value 0?

turbid pollen
#

ah, i set it to 1

#

let me retry with 0

stuck oyster
#

also add a box for geometry collision and give it proper vertex group name (ComponentXX) and mass

turbid pollen
#

give it proper name
as in a vertex group called like Component01?

turbid pollen
#

(blender side)

#

cool

#

just trying to minimize my time in object builder as much as humanly possible lol

#

and mass
how do i do that? or are you on about the mass in the CfgWeapons entry?

turbid pollen
charred bolt
#

If you temporarily remove the muzzle break from the model and rebuild, does it show as missing?

stuck oyster
#

also mass in blender is set here

#

maybe I'll have to do some sort of tutorial about these things in the future tanking

turbid pollen
#

this isn't something ive looked at until now, so i dont know what the scale is

charred bolt
#

actual weight in kg

turbid pollen
#

ah, gotcha

#

im so confused. the muzzle break is still there @charred bolt

charred bolt
#

So what that tells us is that your new pbo is not being loaded...

turbid pollen
#

which is weird, because i'm wiping my dev output before relaunching

charred bolt
#

you're possibly building it to the wrong location, or launching with the wrong folder

turbid pollen
#

i'm using hemtt launch

charred bolt
#

it's a thing that happens to every modder at some point!

stuck oyster
#

too often

#

xD

turbid pollen
#

hm. so how do i fix this? ive wiped the addon folder it builds to now and ill try relaunching but if that fails...

charred bolt
#

so go to where you think the new pbo should be created and verify it's date time stamp

turbid pollen
#
PS P:\z\pmcs> hemtt launch
 INFO Config loaded for PMC Sentinel 0.3.0.1-88b52992
 INFO Creating `dev` version
 INFO Rapified 6 addon configs
 INFO Built 6 PBOs
 INFO Copied 5 files
 INFO You can now use the dev folder at `.hemttout/dev` to test your mod with file-patching.
 INFO Launching "D:\\SteamLibrary\\steamapps\\common\\Arma 3" with: "-skipIntro -noSplash -showScriptErrors -debug -filePatching -mod=\"P:\\z\\pmcs\\.hemttout/dev;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\450814997;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\823636749;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\2461160363;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\463939057;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\1661066023;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\843577117;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\1875281645;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\894678801;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\2941986336;D:\\SteamLibrary\\steamapps\\workshop\\content\\107410\\1745501605\""
stuck oyster
#

unfortunately I got 0 experience with HEMTT so cant really comment on its behavior

#

the output here doesnt really say much anything

charred bolt
#

same, pboProject user here

turbid pollen
#

I didn't wanna use pboProject because of the way it handles dependencies

#

hemtt is also what ACE and CBA use, and I've used it in the past for purely config-driven mods

#

(namedropping them mainly to show "it's used by big mod teams so it's fairly well-maintained" moreso than "they did it so i did too")

stuck oyster
#

it is

#

it just expects you to feed it right stuff

turbid pollen
#

does arma cache PBOs anywhere?

stuck oyster
#

no

turbid pollen
#

hrm

stuck oyster
#

you are starting the game with filepatching on which could be a problem if you have different files loaded through that

turbid pollen
#

ah, possibly

#

lemme see if i can do it without

stuck oyster
#

HEMTT is good as far as I know, but to me it feels like poweruser tool

turbid pollen
#

im a software dev by job, so using hemtt made it feel more familiar to me

stuck oyster
turbid pollen
#

oh ffs

#

bad test

#

apparently disabling that part of the model in blender didnt remove it, because i forgot to disable the reslod on it

charred bolt
#

I would check the p3d in OB to make doubly sure.

turbid pollen
#

okay, right

#

ive double checked the p3d

#

now the muzzlebreak is gone, but still appears in game

charred bolt
#

Check your RPT and look for the list of PBO's being loaded

turbid pollen
#
21:27:48 P:\z\pmcs_dev\.hemttout\dev\addons\pmcs_ks1.pbo - 0.3.0.1-88b52992
...
21:27:49                                       PMC Sentinel |        .hemttout/dev |      false |      false |             GAME DIR | e80fe8cc57935c217f91e17fe76c131a7db40af9 |  13da49db | P:\z\pmcs_dev\.hemttout\dev
charred bolt
#

and check the date/time stamp on that exact pbo (double checking path)

turbid pollen
#

looks correct to me

charred bolt
#

it's possible to have a pbo in dev\ and also dev\addons\ and be writing to the wrong one

turbid pollen
#

nothing in dev

charred bolt
#

If you go mad and totally delete pmcs_ks1.pbo, does the game load and still show the weapon?

turbid pollen
#

trying now

#

erm... yes @charred bolt

charred bolt
#

It still shows the weapon? And the rpt doesn't show the pbo loaded? So can the weapon be inside another pbo?

turbid pollen
#

though with no texture and correctly oriented

turbid pollen
#

right, retrying

#

found the issue in the launcher, ignore the different pbo thing

#

gave it an old path

#

okay right

#

now ive removed the pbo, it doesn't show up in the arsenal @charred bolt

charred bolt
#

was the muzzle break missing from the one with no texture and correctly oriented?

turbid pollen
#

no, that was from an old pbo

#

ignore it

charred bolt
#

but you were launching the new and the old (now removed) one all this time?

turbid pollen
#

no so

#
  • HEMTT builds my addon to a local dir
  • It uses that dir when it runs arma3_x64.exe with the -mod args
  • The dir I was using when trying to run it manually having deleted the PBO was an old version of the mod. Different directory altogether.
  • HEMTT was launching with the correct dir, it was a personal skill issue on my part
#
  • I am now running it in the dir with the PBO deleted, hence the model disappears
#

Looking at how HEMTT was running Arma, I know it was using the right dir (i.e. not the old one)

charred bolt
#

Yet when you made a large visual change to the model (muzzle break) you didn't see it change in game?

turbid pollen
#

no. but i do in the P3D

charred bolt
#

Try changing the display name. You just need to verify that the pbo being built is actually being loaded and I'm not sure you're there yet.

turbid pollen
#

The display name of the CfgWeapons entry?

charred bolt
#

the name of the weapon

#

displayName =

turbid pollen
#

Okay. Changed, reloading...

#

Okay. It didn't change names

charred bolt
#

Just for an experiment use the Steam A3 launcher?

turbid pollen
#

Will do, 2s

#

Same issue

#

Still no name change

charred bolt
#

If you go to the in-game config viewer (recommend Leopard's Advanced Developer Tools) and find the weapon class name, does the "Addons" match with the expected pbo name?

turbid pollen
#

addons doesn't show up, lemme grab my normal command

#

@charred bolt

#

I checked my file, there are semicolons in all the right places

charred bolt
#

typo in command? sconfig...

turbid pollen
#

ah, you right lol

#

i get ["pmcs_ks1"], which is correct

charred bolt
#

Do you have anything overwriting the rifle config in a later loaded addon?

turbid pollen
#

Not that I'm aware of

charred bolt
#

does pmcs_ks1.pbo have any requiredAddons?

#

If you want to zip up the files and dm them to me, I could have a look in parallel

turbid pollen
#

👍 much appreciated. I'll DM

#

Sent -- check DMs @charred bolt

charred bolt
#

Issue potentially due to p3d errors and faulty set-up of HEMMT, as now working using pboProject to build.

  • added missing Pilot LOD
  • fixed missing textures/rvmats
  • fixed non-convex Geo LOD and added mass
  • fixed bad path to proxy
  • added missing requiredAddons
granite berry
#

What is the point of "Land_" prefix? Does it do something?

#

I remember someone saying something about it being needed or doors and other animations wont work.

foggy finch
#

yes correct

#

any bulding that is animated - doors / ladders / ruins / has proxies will not work, also will fail pbopro's land_xx class check

granite berry
#

Alrighty. That does explain.. things : )

foggy finch
#

any building you have that you require a config entry for - editor placment for example, just use class Building; class myobject:Building {usual stuff goes here]

#

and anything with a class=house in the geolod requires a land_xx class

#

xx = p3d model name

granite berry
#

Yup I've got some working buildings I've made in past, I can use for reference. Just didn't remember to use the land_ prefix this time and anims didn't work.

foggy finch
#

ah well info is up there for anyone else wondering :D

grizzled halo
#

For people who have done nvgs, how have you overcome the problem of mounts?

Would you change the model depending if the unit wears a helmet with mounts like Rhino or any other rails?
Or people just do "universal" styles nvg items?

Perhaps is there a proxy somewhere to use with nvgs?

stuck oyster
#

xD

#

there is a mount reference base in the samples though

#

but yeah its not great

tribal rain
#

so im making a gasmask style face wear is there anyway to have it so when the characters mouth moves it doesnt warp and freak out the mask like this?

aka so his chin stays inside the confines of the mask

tribal rain
stuck oyster
#

the mask should be made so that it can fit that in or move with it

tribal rain
stuck oyster
#

Id do that yeah

tribal rain
#

copy that amigo thanks for the help!

#

also your help the other day with the glass texture really helped it looks much much better now!

stuck oyster
#

👍 seems to be working now 😄

quartz prism
#

Is it possible to use proxys for buildings, which are placed on to the terrain?

stuck oyster
#

but what would you want to proxy in?

quartz prism
#

Thats the Building and the rest should be proxys, but I have the problem that the proxy doesn't load, when it's placed on to the terrain

stuck oyster
#

what is the rest?

quartz prism
stuck oyster
#

why would you proxy that in?

#

there is no benefit from this

quartz prism
stuck oyster
#

then you would just use different materials on the object

#

proxies have less visibility range too so it might pop out of view

#

its not the right way to make buildings

#

you might proxy in furniture

quartz prism
#

ok thx, it would be much easier, but then I have to paste them manually

alpine charm
#

Is there any common cause for the normal map not doing anything on the object? Or why is the texture detail much worse than on the CO image

stuck oyster
#

wrongly set up rvmat maybe

alpine charm
#

But the AS file is loading, i can see the shadows

stuck oyster
#

what texture suffix are your normalmap using?

#

prior converting to paa

#

and what file format you use?

alpine charm
#

Nohq

#

Paa

stuck oyster
#

on the source texture

alpine charm
#

Png

stuck oyster
#

and whats the resolution?

alpine charm
#

2048

stuck oyster
#

what is your texture quality video setting

alpine charm
#

now you got me. what do you mean?

#

ah you mena ingame

stuck oyster
#

yes

alpine charm
#

ultra

#

just for testing

stuck oyster
#

👍

#

rvmat could still have some issue.

#

what are you expecting to see and what do you actually see?

alpine charm
#

i will try to show you

stuck oyster
alpine charm
#

i just realised i am using 4096 textures, could that be too much?

#

this is 1024 for a water tank

#

this in game, looks terrible

stuck oyster
#

well your normalmap looks bit weird. its all just fuzzy

#

how many plies is that object?

#

and yea 4K for object like this is a bitt excessive

alpine charm
#

the 4k is for a bigger one, this is 1024

#

plies?

marsh canyon
#

Typo of poly I assume

alpine charm
#

this is the 4k one

#

is for a mosque minaret

stuck oyster
#

what surface is it supposed to be?

alpine charm
#

looks flat ingame

#

this is supposed to be plaster

#

baked from blender

stuck oyster
#

buildings really should be done using multimaterial

#

and repeating texture surfaces

#

large surfaces like that just cant be done look good with single textures

alpine charm
#

ok, looks great in blender though

stuck oyster
#

doesnt matter

alpine charm
#

but for small objects like the water tank 1024 and super shader should be enough?

stuck oyster
#

perhaps

alpine charm
#

i have the feeling that the rvmat is not loading the textures though

#

thanks anyway. modelling is really hard, I have a lot of respect for the pros

stuck oyster
white jay
#

How do I get player collision working?

stuck oyster
white jay
#

Im slow where/how do i do that

stuck oyster
dim mica
obtuse rain
#

Saigon: If an object class name doesn't start with Land_ then when the .wrp is binarized it doesn't store the class name; it only stores the path to the .p3d and the map position/rotation/skew.

#

Which means anything remotely config related won't work on it.

junior ibex
#

Okay, preference question

#

Is 32 faces on a weapon reciever tube overkill?

#

For example, let's say I was modelling a Sten

#

Would using a 32 sided cylinder be unecessary detailing? Or is that the minimum

west haven
#

you can probably afford to do it given how simple a Sten is

#

I had 16s for my rifle barrels and such but it;s a much more complex model

turbid pollen
#

Started working on some personal reference stuff for working with weapons in A3 seeing as I've had all these issues with it, and realised it might be useful once I've fleshed it out more...
https://kuraudo.notion.site/Arma-3-Weapon-Modding-fc561538cd7c47f38a17b3977605c390
Could someone give me a read-through and point out any bits that are glaringly wrong or that I'm misunderstanding?

Kuraudo.io on Notion

So I’ve been working on Arma 3 weapon mods and they suck. Absolute bitch to work with. This doc will hopefully help me when I (unfortunately but inevitably) end up needing/wanting to tackle them again.

turbid pollen
stuck oyster
turbid pollen
stuck oyster
#

one can use linked duplicates in such case

turbid pollen
#

The thing I was mentioning in there is basically "don't duplicate the model in blender, do it in the P3D so you don't clutter your workspace"

turbid pollen
stuck oyster
#

but also the pilot lod can be optimized for nicer details near the eye

turbid pollen
stuck oyster
#

could add something like this to explain how the proxy triangle works to position/align a proxy

stuck oyster
#

though depending on what direction the model that is proxied is made in the required direction might change

#

as weapons are created "sideways" and vehicles and characters are created facing "back" (-Y being the forward direction in Arma engine)

#

😄

#

fun times

#

so weapon proxies align like this

#

because why make it all too simple right 😄

turbid pollen
#

Yeah, because rotation of the vertex can't be read ;-;

#

Is this better @stuck oyster ?

#

correction: "the Z axis of the proxy object will be negative in game"

#

need to redo that sentence

stuck oyster
#

it just faces different direction

turbid pollen
#

For weapon attachments it is in most cases

stuck oyster
#

sure yea for that

turbid pollen
#

This section is mainly talking about accessory proxies

stuck oyster
#

be sure to write that down too

#

so people dont get confused

turbid pollen
#

👍

#

One more update to the diagram then @stuck oyster

stuck oyster
#

better yeah I think

#

also you could add pics something like these as example

turbid pollen
#

Yeah, I'll sort that, 99% of this doc is just pulled from memory from yesterday tbf lol

#

I'm not at my PC rn

stuck oyster
#

👍

#

these arent bones but memorypoints

turbid pollen
#

memory points, rog

stuck oyster
#

bones are selections that are animated through model.cfg

turbid pollen
#

Ah, like trigger_axis

stuck oyster
#

trigger_axis would be the memorypoint selection that defines the animated parts translation direction

#

but the bone would likely be called "trigger"

#

and the mesh part that the bone/animation moves would also be in selection called "trigger"

marsh canyon
#

Memories are usually to define hey you use this point to do X eg ironsight pos, casing drop place and of course, axes

turbid pollen
#

And the bone would exist in the memory LOD too? Or would it exist in the reslods?

stuck oyster
#

but it does not always need to be

#

memorypoints of child bones follow the parent bone animations if I remember right

turbid pollen
#

Okay, I think bones might just need to be something I revisit then tbh

#

in a few hours once i finish work

#

(i have nothing to do rn hence starting this doc lol)

stuck oyster
#

always nice to see people writing stuff up

turbid pollen
#

Basically, until asking around in here, I've been bashing my head against rocks trying to figure out how shit fits together because of lack of (or just sparse) official or community documentation

#

So this is my attempt at fixing that problem

stuck oyster
#

which reminds me

marsh canyon
#

Writing a 101 document is actually a skill 😅

#

Which I defo lack of

turbid pollen
stuck oyster
#

HorribleTip of the Day:

INSTALLING BLENDER ARMA TOOLBOX ADDON

Tutorial to set up Arma Toolbox for Blender V1.0

#arma3_model message

stuck oyster
#

I made one too just rececntly

turbid pollen
#

I'm probably gonna do something similar, but GitHub is cool and lets you just slap /releases/latest on the end to go straight to the release page instead of the repo page

#

Kills people's ability to do a whoopsie and download the whole repo as a zip

stuck oyster
#

if I end up doing more I might do something like that

turbid pollen
#

yep

#

straight to the most recent release

neat iris
#

how does one assign hiddenselections/correct textures in blender with armatoolbox?

stuck oyster
turbid pollen
#

^

#

hiddenSelections are just named selections that might get retextured and/or re-material'ed

stuck oyster
#

and assign default materials throught he material tab

#

a model should always have some texture and material assigned by default

#

even if variants use hiddeneselections to change it

turbid pollen
#

i was literally just writing "for my KS1 model I'm probably gonna remove the default texture"- lmao

#

nevermind that idea lol

stuck oyster
#

🚫

neat iris
#

so do those vertex groups then get named like "camo" and "camo1" or something along those lines

stuck oyster
#

yes

#

camo camo1 etc are commonly used selection names

#

but it can be whatever you want as long as it matches beween model and configs

turbid pollen
#

im going with camo_body, camo_handguard, camo_stock, and camo_grip for mine because each of those are textured individually on my model

neat iris
#

ah, now its starting to make a bit more sense

stuck oyster
turbid pollen
#

i tried making a 'megatexture' for the normal, metallic and normal, but i fucked up the UVs somehow

turbid pollen
stuck oyster
#

you would need 2 uvsets

turbid pollen
stuck oyster
#

as long as each object has 2 uvsets with matching names those would combine into 2 uvsets

#

when the thing is joined into single thing on export

turbid pollen
#

there's only one uv set currently

neat iris
#

thanks, i managed to maybe make it right for now

stuck oyster
#

if you want to use different uvmappings for different textures then you would need 2 uv sets

#

but typically thats not done

junior ibex
#

Does anyone here use 3DSMax?

stuck oyster
#

there are some who do im sure

junior ibex
#

I need a file converted to something more universal, I got it off Gamebanana, but it only comes in .MAX format, which Blender can't open

#

So I need it converted to .obj or .fbx

turbid pollen
#

@marsh canyon @stuck oyster ❤️

stuck oyster
turbid pollen
#

They won't be 1:1 but they'll get you the majority of the way there

junior ibex
#

I haven't been able to find any, got any recomendations?

turbid pollen
#

Failing that I'm sure there's a converter somewhere out there to convert MAX -> FBX

stuck oyster
#

what model is it?

junior ibex
turbid pollen
#

Believe anyconv.com can do max -> fbx conversions but ive not tested it

stuck oyster
turbid pollen
#

im at my pc now

junior ibex
turbid pollen
#

@stuck oyster what's the memory point for using pip optics?

stuck oyster
#

there arent any. pip is done by different means

turbid pollen
#

well... eye works for ADS with iron sights but puts my camera in the barrel when optics are mounted

stuck oyster
#

vanilla optics?

turbid pollen
#

vanilla and ace, neither work

stuck oyster
#

do you have the sight proxy in the view pilot lod?

turbid pollen
#

oh, do i need to put all the accessories in the view pilot as well as the memory...?

stuck oyster
#

proxies dont belong to memory lod

#

refer to sample weapon

turbid pollen
#

ah yeah im dumb, need to be on the normal lod

#

ok

#

my bad then, think i just messed my lods up a bit

charred bolt
#

View Pilot is what the player sees in first person.

turbid pollen
#

also @stuck oyster you mentioned something about linked duplicate lods?

#

in blender

turbid pollen
#

How do I set those up for duplicating my first reslod to the pilot lod?

#

also, progress pOg

turbid pollen
#

okay, so
my uv map for the metallic and normal maps are wrong currently... is there an easy way of fixing this?

stuck oyster
turbid pollen
stuck oyster
#

arma does not use metallic/roughness

#

so metal rough textures are of very little use

turbid pollen
#

what's the SMDI?

stuck oyster
stuck oyster
#

so if you need to change something it will apply to the other lod too

turbid pollen
#

should i just drop the smdi texture in the rvmat then?

stuck oyster
#

but even if they were not linked it would be simple to re make the duplicate if you change something

turbid pollen
#

because otherwise i dont know how to make this not look crap lol

stuck oyster
#

well it kinda looks like your uvmapping is not right there

stuck oyster
#

use same uvmapping for all textures

#

keep it simple

turbid pollen
#

i am as far as i know

stuck oyster
#

maybe you set wrong material for wrong texture?

turbid pollen
#

that uvSource="tex" line -- what does that mean?

stuck oyster
#

determines which uvset is used

#

you dont need to change that

#

as you dont gain anything from shared normalmap

#

since the parts are split into separate sections anyway

grizzled halo
stuck oyster
stuck oyster
#

do you change materials via hiddenselectionsmaterials in config?

grizzled halo
#

should I be doing it?

stuck oyster
#

no should not be required if the original on the p3d is supposed to be used

grizzled halo
#

yeah, its weird since it only happens on that model

#

i have another hiddenSelections on other p3d that work just fine

stuck oyster
#

off the top of my head cant think of anything specific that would do that

#

Id suppose you could try adding the hiddenSelectionsMaterials list to force the original

#

and see if that makes a change

grizzled halo
#

got it

teal vale
#

I'm trying to port a new character head into the game to no avail, I grabbed an existing mod to use it as a basis, unbinarized all of the files, rename all of them to use the new mod name, changed the model on Blender and it still shows invisible in-game. I also tried just grabbing an exisiting mod head and adding it to the mod and it still just show invisible event thought I went throught every possible file and made sure it's pointing to the correct textures and materials files

stuck oyster
#

and well it is stricktly forbidden thing to do

teal vale
#

even if it is for personal use?

stuck oyster
#

even so

teal vale
#

what

#

lmao

stuck oyster
#

or then you dont talk about it

#

like ask help to do it

teal vale
#

how else I am supposed to figure out how to do it? there isn't any guides

stuck oyster
#

starts from asking.

#

not taking

teal vale
#

I did

#

alright nvm, forget I ask

#

thanks

stuck oyster
#

no, I wont. but you have a chance to redeem yourself by starting properly from 0

#

and never take someones stuff again

grizzled halo
#

what a colorful person

neat iris
#

wouldnt it be easier to use the sample models for that anyway?

stuck oyster
#

the samples dont provide full example on adding a new head.

#

but it follows same rules as adding anything else

#

copying someone elses work however does not really teach the logic on how to understand configs and how they play together with models

visual thicket
#

sup guys, Just wondering if their is a snapping tool for UV map edititing in 3ds max ?

stuck oyster
#

ind addition people do quite a lot of bad practices one should not copy

visual thicket
#

The grid snap helps but vertex snaping could help alot more.

woeful viper
#

yes you can do grid snapping

#

go to preferences in UV editor there should be some snap area setting there

#

also enable snapping and the vertex snapping in model view... iirc

#

dont have it open atm...

hollow fulcrum
#

there are for sure buttons in those places that will allow such functions. ☕

stuck oyster
next ferry
#

Oh shit my bad thanks

stuck oyster
#

Your base class you inherit from does not contain define for this

#

no

#

since you are trying to inherit also pylon2 there below

#

you need to setup your iheritance properly

#

not guess remove stuff

#

same issue

#

youll need to fix inheritances

foggy finch
#

ob has them aswell

#

one thing thats good about that infernal software

visual thicket
#

Thank you X3KJ =)

finite stump
#

Is a spot lights light beam a modeled cone or is it a scripting thing?

marsh canyon
#

Depends on the scripting in this context mean

finite stump
#

like the spotlights in game you can setup or like a light house light

marsh canyon
#

a3\data_f\VolumeLight.p3d and some equivalents in the same folder are used in vanilla lights

neat iris
#

using object builder, how you get for example "named selections" window as a popup? currently it is like this, but a video im watching has it as a separate window?

marsh canyon
#

Just drag and drop to somewhere on your screen

neat iris
#

doesnt work, cant drag it at all

#

huh

#

nevermind, it was buggy

#

onwards to next question; the test_weapon.p3d doesnt have bipod memory point, following a tutorial that uses it? is it named something else in this

marsh canyon
#

a3\data_f_mark\Proxies\Weapon_Slots\UNDERBARREL.p3d

neat iris
#

i cant open that in object builder so i cant copy it for memory(lod?)

marsh canyon
#

?

#

In order to put a proxy you don't need to open that P3D in OB

neat iris
#

proxy? im not trying to place a proxy, im trying to make bipod selection (point?) for the weapons memorylod

marsh canyon
#

Ah?

#

Damn looks like a dyslexic moment

neat iris
#

hah, it happens

marsh canyon
#

It is just a point in a memory

#

By default it is named bipod

neat iris
#

oh, huh, thanks

marsh canyon
#

And note that the weapon defined pivot will be overwritten by bipod's pivot bipod memory if your weapon has one

neat iris
#

it doesnt have one, but thats good to know thanks

neat iris
#

is there a good guide to model.cfg?
keep getting this error and i dont understand at all what i should do to fix it

#

nvm im a dummy

grizzled halo
grizzled halo
grizzled halo
stuck oyster
#

check in game configviewer if there are some inherited hiddenSelectionMaterial parameters

neat iris
#

"eye" is i guess the position of the "eyes "when aiming down sights?

stuck oyster
#

if its named that in the config too, then yes

#

"eye" is likely the default name in vanilla configs

neat iris
#

yeah, it is default name for that

grizzled halo
turbid pollen
#

Okay, I have gotten most things working on my KS1 now
Two things I have left that I can't figure out:

  • The UV mapping issue with my non-colour textures (SMDI, Normal)
  • How to make my iron sights fold
grizzled halo
turbid pollen
grizzled halo
bleak heart
#

When I add the Pylon code, the main rockets are invisible in the game. When I delete the Pylon code, it appears. What should I do? This code; https://hastebin.com/share/azigizowiq.kotlin || "4Rnd_UMTAS_AT" special rockets

#

Rockets connected by proxy

stuck oyster
#

then the pylon payload proxy is inside the pylon

turbid pollen
#

@stuck oyster do you reckon i should just ditch my smdi stage in the shader?

#

im having trouble with figuring out why the UV isn't applying in the correct orientation

stuck oyster
stuck oyster
#

show UVset list in Blender

turbid pollen
#

How do I get to the UV editor in OB?

stuck oyster
#

press the uv button in the top toolbar

turbid pollen
#

Blender:

#

object builder

#

...looks incredibly messy...

#

for context, this is the equivalent in blender

stuck oyster
#

this uvmapping seems rather empty

turbid pollen
#

three for each individually-textured component, that list being:

  • body (incl. sights, charge handle, dust cover, bolt carrier, trigger, fire selector, stock arm)
  • stock
  • handguard
  • muzzle
  • grip
#

the three i have are colour, smdi and normal for each of those

#

so 15 textures all in all

bleak heart
stuck oyster
#

not good at all

#

xD

turbid pollen
#

it shouldnt affect the way the UV unwraps, surely?

stuck oyster
#

no but like its very bad design

turbid pollen
#

im gonna look at optimising textures later on, the uvs not aligning is the bigger issue for me atm

turbid pollen
#

not for most other games anymore

stuck oyster
#

well this is A3

#

its bad for all games

turbid pollen
#

yes, this model wasn't bought for A3

turbid pollen
stuck oyster
#

A3 can handle it

#

but itll eat performance

#

it eats performance in the other games too

turbid pollen
#

regardless, this isn't something i consciously did, im just trying to make it work atm

#

ill optimize later, like i said

stuck oyster
#

how did you build the rvmats?

turbid pollen
#

mostly a copy/paste job from the a3 wiki

#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.7,0.7,0.7,1};
specularPower=180;
PixelShaderID="Super";
VertexShaderID="Super";

class Stage1 {
    texture="z\pmcs\addons\ks1\data\ks1_body_nohq.paa";
    uvSource="tex";
};

class Stage2 {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";
    uvSource="tex";
};

class Stage3 {
    texture="#(argb,8,8,3)color(0,0,0,0)";
    uvSource="tex";
};

class Stage4 {
    texture="#(argb,8,8,3)color(0,1,1,1)";
    uvSource="tex";
};

class Stage5 {
    texture="z\pmcs\addons\ks1\data\ks1_body_fde_smdi.paa";
    uvSource="tex";
};

class Stage6 {
    texture="#(ai,64,64,1)fresnel(1.3,7)";
    uvSource="none";
};

class Stage7 {
    texture="a3\data_f\env_co.paa";
    uvSource="none";
};
stuck oyster
#

what does the smdi texture look like when applied in blender?

turbid pollen
#

how do you want me to show it?

stuck oyster
#

add a texture node with the smdi and preview it

turbid pollen
#

this is how it all applies

#

but i also have like roughness maps and such on the model

stuck oyster
#

I want o see only the SMDI as color

turbid pollen
#

swapped body color to just the metallic map

#

is that helpful?

stuck oyster
#

Well SMDI is not really same as metallness mapping

turbid pollen
#

i mean the problem here isnt that my gun is too shiny or anything

#

it's that the uv seems to apply tilted

stuck oyster
#

oh

#

actually

#

ha

#

your rvmat is borked

#

youre missing uvtransformations

turbid pollen
#

do i need that? Thought there were default values for all of those

stuck oyster
#

get default super shader rvmat from p:\a3\data_f\

#

use that as base

turbid pollen
#

if anything, that seems to have made it worse

stuck oyster
#

maybe you got wrong smdi assigned in the rvmat

turbid pollen
#

i don't

#

if you look at the receiver, you'll spot the UV for the dust cover appears on the receiver itself just next to it

#

so they're the right textures

#

but they're applying wrong

stuck oyster
#

Apply the smdi as the color texture

#

to see how it maps there

#

in game or OB buldozer

turbid pollen
stuck oyster
#

well that is not good

turbid pollen
#

the confusing thing to me now is that the colour texture is fine