#arma3_model

1 messages Β· Page 26 of 1

turbid pollen
#

but this one seems to be rotated everywhere

stuck oyster
#

does the smdi match with the color texture?

#

what resolution are the textures?

turbid pollen
#

oh wtf

#

the smdi texture seems 'squeezed'

#

which isn't the case with the .png of it I made the PAA from

#

in fact, the metallic png isn't also fully red either

#

as soon as i open it in texview2, it's squashed

stuck oyster
#

looks like its pooped then

#

dunno why

#

bought files are really hit and miss if they are good to work with

#

if you got that amount of 4K textures that is indeed crazy

#

you would fit that whole weapon on a single 4K uvmap

turbid pollen
stuck oyster
#

Id try to resave that as tga maybe

#

maybe the png is in wrong bit depth

#

also all textures need to have correct _suffix before converting to paa

hearty root
#

i've created a custom object, but i can't seem to get holdActionAdd to work on it, and i can walk straight through it.

i think i'm missing some sort of prerequisite for collision and general interaction? if so, could anyone lead me in the right direction in implementing it for my p3ds

stuck oyster
hearty root
real crow
#

Hey peeps, i'm stuck in a strange issue: despite my static rocket proxy has camo selection and zbytek correctly configured in model cfg and config, no changes happen to the texture, be it damage or simple camo changes from the garage. Am i missing something?

stuck oyster
#

rocket proxy?

real crow
#

Yes

stuck oyster
#

proxies dont get hiddenselections

#

if you need it to change and its ammo

#

you would need to make it a pylon

#

so different ammo can be loaded in

real crow
#

Damn, and if i set it to pylon, texture changes will be possible? Ammo it's always the same

stuck oyster
real crow
# stuck oyster can you explain a bit more what exactly you want to do here πŸ˜…

Sorry, i will re elaborate again: I made a SAM system mounted on a vehicle which uses 1 rocket at time. In order to achieve this i basically created two different p3ds of the rocket: one static and one in flight,the first is a modelspecial proxy, the latter is a maverick simulation weapon, and the static is a proxy that will disappear when firing. I would like to change the camo on the rockets, so that it matches the vehicle on which they sit, and make the rocket texture subject to visual damage through the zbytek selection.

stuck oyster
#

if you want to change the texture of the missile and make it damageable youll need to make it part of the vehicle instead of proxy

#

if you make it a pylon you could have multiple missile classes for different camos that you can swap as ammo as you like

#

but that wont support damage

#

wreck could incorporate fully burned looking missile husk

#

but that would show up also when its empty

#

so simplest would be empty wreck

real crow
#

Got it, i will make it part of the vehicle then.

stuck oyster
#

dont know if you can setobject texture on the flying rocket live though

#

maybe?

charred bolt
#

doubt it

#

but who's gonna see it anyway lol

grizzled halo
#

oh whoops, found the issue. The path was miss spelt for my generalized rvmat folder LOL

grizzled halo
#

uh, fellas, by any chance, attachments rvmats require any special considerations?
I just noticed none of them have maps beside _co

marsh canyon
#

As in weapon accessories?

#

And no, RVMATs don't have CO

grizzled halo
marsh canyon
#

How do you apply that?

grizzled halo
#

like any other rvmat, I assign it by adding it to object builder material for selections

#

I use a "template" file to inherit from it and just replace the textures for each item by themselves

#

it works on everything besides attachments

marsh canyon
#

So do you mean hiddenSelections?

grizzled halo
#

I wonder if there is some sort of character restriction for names/relative paths

grizzled halo
#

heres a sample of how i do it, nothing special

#include "\KMP_Essentials\Textures\RVMats_Base\metal_blackNitride.hpp"

class Stage1 : Stage1_base
{
    texture="KMP_Essentials\Models\Optics\OKP-7\Textures\scopeBody_nohq.paa";
};

class Stage4 : Stage4_base
{
    texture="KMP_Essentials\Models\Optics\OKP-7\Textures\scopeBody_as.paa";
};

class Stage5 : Stage5_base
{
    texture="KMP_Essentials\Models\Optics\OKP-7\Textures\scopeBody_smdi.paa";
};

class Stage7 : Stage7_base
{
    texture="KMP_Essentials\Models\Optics\OKP-7\Textures\scopeBody_co.paa";
};
marsh canyon
#

Besides accessories don't accept hiddenSelections (I mean I know this is not your case now) but texs/mats don't do anything special for very specific accessory

grizzled halo
#

this is the rvmat i inherit from for this one

#
class StageTI
{
    texture="a3\data_f\default_vehicle_ti_ca.paa";
};

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";

class Stage1_base
{
    texture=""; //Nohq.paa
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

class Stage3
{
    texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

class Stage4_base
{
    texture=""; //as.paa
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};

class Stage5_base
{
    texture=""; //smdi.paa
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

class Stage6
{
    texture="#(ai,64,64,1)fresnel(0.4,0.2)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

class Stage7 
{
    texture = "a3\data_f\env_land_ca.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 0 };
    };
};
marsh canyon
#

Also again, CO shouldn't belong to a RVMAT

grizzled halo
#

yeah, im already removing them from all my mats.
However that is not the reason for this fail, I've had the rest of my maps show correctly on guns for example even while using the co in stage 7

marsh canyon
#

Does your last code represent the hpp you include?

grizzled halo
#

yes

#

here

#

the gun is actually using the same rvmat structure

#

yet the scope nor the can show materials

marsh canyon
#

Not quite sure your RVMAT is actually define things well

grizzled halo
#

hence why* I was wondering if accesories had more requirements

marsh canyon
#

Because if what you say and my understanding is correct, the RVMAT will simply throw an error

grizzled halo
#

the only difference is that most of the rvmats no longer use stage 7

#

hmm

#

I wonder

#

if the materials are failing silently because of that

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since only accesories still have the stage 7 reference

marsh canyon
#

Or wait, sorry I think I misread the config a bit

#

Yeah guess at least an error wouldn't happen. But are you sure in your PBO, your RVMAT config is written as you expect?

grizzled halo
#

yeah, guns work as expected

#

have +20 models using the same format

marsh canyon
#

Do you binarize your files?

grizzled halo
#

yep

marsh canyon
#

Just in case what if you don't use include but just write as a plain text?

grizzled halo
#

Ill try and let you know if something changes

grizzled halo
marsh canyon
#

Which software you use to pack, then?

grizzled halo
#

addon builder

marsh canyon
#

I suspect your RVMATs are not properly binarized by AB

grizzled halo
#

I could check with mikero's later

marsh canyon
#

Or you probably can check your RVMATs by unpack youe PBO

finite stump
#

What value is needed to make a fence fall over if hit by vehicle?

white oak
real crow
neat iris
#

Id guess this is some kind of model.cfg issue, but when using proxy mags and reloading, the mag doesnt move at all?

tribal timber
#

Hi, how can I reduce the detail of the model without using blender decimate?

marsh canyon
#

This makes n-gons that is not supported

tribal timber
marsh canyon
#

Collapse instead

#

Also, you better to use ArmaToolbox for Blender to export P3D

tribal timber
marsh canyon
#

Then why you are trying to import OBJ file into OB?

tribal timber
marsh canyon
tribal timber
stuck oyster
tribal timber
marsh canyon
#

You seem you just don't know what is N-gons?

tribal timber
#

I used to work with models for another game

marsh canyon
neat iris
#

how do i make eye pos for optics? and how does hasoptics actually work? cause i cant get it to work at all

stuck oyster
neat iris
#

ah, i dont mean for optic model, but like so that the dude actually looks through the optic when its on

stuck oyster
neat iris
#

okay, so how i fix that its not aiming through any optics on my gun?

stuck oyster
neat iris
#

attached

stuck oyster
#

Vanilla or custom?

neat iris
#

both

stuck oyster
neat iris
#

i fixed problem, was just my messed up viewpilot

stuck oyster
#

πŸ‘

neat iris
#

only hasoptics and rail visibility remains

stuck oyster
#

first thing to make sure is that the animation works in buldozer

neat iris
stuck oyster
#

well thats a good lead since then it means you got some mistake in your modelc.cfg

neat iris
#

yeah i did! wrong class name for model

neat iris
#

is viewmodelfov based on handanim or just weapon placement in the 3d space?

stuck oyster
#

if you got pin sight irons they dont really work right in arma since the eyes/view is just simple camera

neat iris
#

thought so

finite stump
#

How do you get bullet holes to appear on a building texture like vanilla buildings?

strong plaza
#

anyone have any recommended settings for rendering AO maps on buildings with interiors with xNormal?

charred bolt
pale valley
#

having another small problem, what causes this "white out" when viewing through glass?
glass uses standard arma glass & glass_in .RVMATs

#

it is also a problem viewing items inside, or though the vehicle from the exterior

stuck oyster
#

but also you can try using supershader type rvmat

pale valley
#

i will give supershading a look, is there any other way to change the alpha sorting? it's not something I'm familar with

charred bolt
pale valley
#

ah, thank you both, I will give them both a look

neat iris
#

what will i need to fix, if when using iron sights my bullets just cover targets?

#

ie they dont got straight, so to say

stuck oyster
#

your gunBeg gunEnd points might not be straight

inland pawn
rapid tree
#

does someone have an tutorial on how to set O2 to Arma 3 stratis lighting in Bulldozer viewer ?

quiet citrus
#

can someone teach me how to make custom helmets and such plz .

stuck oyster
#

also the technical requirements are listed in pins

quiet citrus
#

how to i make the file into something i can put in unity

stuck oyster
#

you cant

quiet citrus
#

oh

stuck oyster
#

arma stuff is not free to use

#

and we have zero tolerance for ripping

quiet citrus
#

no i get that

#

i just am a newbie for this stuff

stuck oyster
#

unity is in no way related to Arma either

quiet citrus
#

ahhh i see

cloud zealot
#

What is the maximum bone count i can have in a skeleton in CfgSkeleton ?

stuck oyster
#

but it seems other things add up to that too than just plain bones in skeleton

cloud zealot
vivid valve
#

Hello everyone, does anyone need a 3D designer for a server in Arma 3?

vast nimbus
#

May I suggest advertising in creators offers

valid widget
#

what can i do to fix these shadows?

stuck oyster
valid widget
#

idk if its shadows or if thats something else

stuck oyster
#

could be your shadow lod bleeding through yes

#

It is recommended to copy the hand mesh and shadows for hands from the sample model

#

so they match

valid widget
#

when i redid the model the only thing i changed was the shoes, so if i copy paste the hands you reckon that may work?

stuck oyster
#

redid the model?

valid widget
#

poor wording, but ill see if i can fix from what you said praise_the_sun

neat iris
#

what does this error mean, i dont get it?
google isnt helpful either

marsh canyon
#

You have end parameter there but no begin I guess

neat iris
#

i dont

marsh canyon
#

Then that's the issue

#

...Wait, you don't have end then?

neat iris
#

no

#

i dont have an end

marsh canyon
#

Then how is your model.cfg?

neat iris
#

you do want me to paste the whole thing?

marsh canyon
#

Only related part is necessary of course

neat iris
#
            class ammo_belt
            {
                type="translation";
                source="reload.0";
                selection="ammo_belt";
                sourceAddress="clamp";
                minPhase=0.3;
                maxPhase=1;
                minValue=0.3;
                maxValue=1;
                memory=0;
                offset0=0.184;
                offset1=0;
            };```
this is the relevant part, i guess
marsh canyon
#

You have no axis

neat iris
#

hmm interesting, cause the one i copied this from to use as learning and base doesnt have it neither, but i will try to work it out

charred bolt
real crow
#

https://imgur.com/a/MCIiSJs What would be the reason why the fly model get spawned in this way? If i understood correctly, it is related to the missile move mem points, which i assigned in the mem points of the "static launcher". In addition to that, i can't see why the static rockets won't hide despite testing the assignement of the hide animation of the rocket tying it to revolving, reload and reloadmagazine sources. Ofc i did reported the hide animation in the config "animation sources" class.

neat iris
#

another dumb question, but how do i change which way a part of model rotates? (I.E. down instead of left)

neat iris
#

ah of course, thank you!

stuck oyster
charred bolt
#

It rotates around the axis memory points

stuck oyster
#

rotationX/Y/Z forces it to model space axis

#

it can be used of course if certain axis is desired

neat iris
#

im even more confused now lmao

stuck oyster
#

theres 4 different rotation types

neat iris
#

im just trying to get weapon bipod to rotate down instead of just in its axis

stuck oyster
#

and your memory= parameter needs to be 1

real crow
stuck oyster
charred bolt
#

2 points make an axis

real crow
neat iris
#

nvm

#

im an idiot

stuck oyster
neat iris
#

reading is not one of my strong points, it seems

charred bolt
neat iris
#

im still doing something wrong cause it still rotating wrong direction even with memory=1 in bipod parts

charred bolt
#

Flip the two axis memory points.

neat iris
#

in which way?

charred bolt
real crow
# neat iris in which way?

Try to get a 2 point axis perpendicular to the bipod, then the rotation animation will take place on that axis. If you already did this, i can send you the model cfg i have for my rifle bipod

neat iris
#

yeah cant get it to work

real crow
stuck oyster
#

the order of point selection defines its direciton

#

but you can also just change the angle1 value

#

to negative to what it is now

#

as in 90 to -90 and so on

real crow
charred bolt
#

In the p3d all weapons must point to the left

real crow
#

mmm, in this case is the fly model that should point to the left. Ok, will check it quickly

#

On top view looks like it is pointing south yep

charred bolt
#

In the left view, it should point left

real crow
stuck oyster
real crow
#

yes, it is the main turret class.

#

And the initial elevation is set to 0

stuck oyster
#

even if it does not have gun/cannon type weapon

real crow
#

Mm i think so, let me check

#

Nope

#

absent

#

Gonna slap them in the weapon config then. I can create their selection out of existing mem points, like the spice and konec rakety isn't it?

real crow
#

class MainTurret: MainTurret { minElev = -15;//-10//0 maxElev = 45;//90 initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; maxHorizontalRotSpeed = 0.6; maxVerticalRotSpeed = 0.55; soundServo[] = {"",1.4125376,1,40}; hasGunner = 1; gunnerName = "$STR_A3_Mk21_operator_displayName";//change? primary = 1; primaryGunner = 1; startEngine = 0; enableManualFire = 1; turretinfotype = "RscOptics_APC_Tracked_01_gunner";//change? forceHideGunner = 1; gunnerforceoptics = 1; gunnerOutForceOptics = 1; viewgunnerinExternal = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; castGunnerShadow = 0; showAllTargets = 2; body = "";//MainTurret gun = "";//MainGun animationSourceBody = "";//MainTurret animationSourceGun = "";//MainGun uavCameraGunnerPos = "pos_gunner_view"; uavCameraGunnerDir = "pos_gunner_view_dir"; memoryPointGunnerOptics = "pos_gunner_view"; selectionFireAnim = "zasleh"; missileBeg = "pos_missile"; missileEnd = "pos_missile_end"; gunnerlefthandanimname = ""; gunnerrighthandanimname = ""; weapons[] = {"TNO_Wasserfall_Launcher"}; magazines[] = {"TNO_1Rnd_Wasserfall"}; optics = 1; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_AAA_01_w_F";

stuck oyster
#

so it has no moving parts either

#

Id add the gunBeg gunEnd points into config and model to give the weapon a direction

real crow
#

No it has no moving parts, correct

#

Could be a "thrust" and weight issue?

stuck oyster
#

try the gunBeg/End points first

real crow
#

Oke

#

No changes

wise stone
#

hey guys im trying to import a weapon to arma 3, but when i try to pack it with mikeros tools with pboProject v3.89 im getting the same error, even though the root that im trying to pack is correct,
My folder structure is

DCA
|
L weapons
     |
     L data
     |   |
     |  models
     |   |
     |   L ringo.p3d
     |
   config.cpp

this is the error that im getting

creating joblist...
Processing \DCA\weapons...
verifying model.cfgs(if any)...
testing chain for \DCA\weapons\models\model.cfg
        verifying \DCA\weapons\models\model.cfg
<scanning files to pack (and verifying mlods if any)>
M.M...</end scan>
<using bis\binarize_x64.exe" for wrp, p3d or rtms>
<copying/crunching to temp>

**********missing file(s)***************
\DCA\weapons\config.cpp circa Line 27: data\models\ringo.p3d
**********missing file(s)***************

\DCA\weapons\config.cpp Rapify:**********missing file(s)***************
raperr7
failed
failed
#

my config.cpp

class CfgPatches
{
    class dca_weapons
    {
        units[] = {};
        weapons[] = {"dca_ringo"};
        requiredVersion = 1.00;
        requiredAddons[] = {"A3_Weapons_F_Launchers"};
    };
};

class CfgWeapons
{
    class Launcher;
    class Launcher_Base_F : Launcher
    {
        class WeaponSlotsInfo;
        class Eventhandlers;
    };

    class dca_ringo : Launcher_Base_F
    {
        author = "Liron Kruchinin";
        _generalMacro = "dca_ringo";
        scope = 2; // 2 is for public
        displayName = "Ringo grenade launcher";
        model = "data\models\ringo.p3d";                        
        picture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";  
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        magazineReloadTime = 0;                                 
        reloadMagazineSound[] = {"", 1, 1, 10}; 
        weaponType = "Launcher"; 
        canLock = 0;            
        reloadAction = "GestureReloadKatibaUGL";
        recoil = "recoil_gm6";

        opticsZoomMin = 0.275;
        opticsZoomMax = 1.1;
        opticsZoomInit = 0.75;
        distanceZoomMin = 50;
        distanceZoomMax = 375;
    };
};

class CfgMagazines
{
    class RocketBase; // Base class for launcher ammunition

    class Your_Grenade_Ammo_Type : RocketBase
    {
        author = "Liron Kruchinin";
        _generalMacro = "Your_Grenade_Ammo_Type";
        displayName = "Your Ammo Type Display Name";
        ammo = "Your_Ammo_Class_Name";
        count = 1;      // Number of rounds in one magazine
        initSpeed = 75; // Muzzle velocity
        picture = "";   //\path\to\your\ammo\icon_name.paa
        descriptionShort = "Your Ammo Description";
        model = ""; //\path\to\your\ammo\model_name.p3d
        // Additional magazine parameters here
    };
};
stuck oyster
wise stone
#

im packing the weapons
so the root folder itself should be weapons

when packing with mikeros tools the mod path that im getting is @DCA->addons->weapons(pbo)

wise stone
plucky depot
#

it does not matter which folder you try to pack, the Virtual Filesystem Path is starting from P:/

#

or is overriden by $PBOPREFIX$ if you're using one.

wise stone
#

i dont have $PBOPREFIX$,
and the dev path that im working on is with P:/

#

starting with P:/*

plucky depot
#

then you path is \DCA\weapons\data\models\ringo.p3d

wise stone
#

same error, i tried different paths, and no luck

creating joblist...
Processing \DCA\weapons...
verifying model.cfgs(if any)...
testing chain for \DCA\weapons\models\model.cfg
        verifying \DCA\weapons\models\model.cfg
<scanning files to pack (and verifying mlods if any)>
M.M...</end scan>
<using bis\binarize_x64.exe" for wrp, p3d or rtms>
<copying/crunching to temp>

**********missing file(s)***************
\DCA\weapons\config.cpp circa Line 27: \DCA\weapons\data\models\ringo.p3d
**********missing file(s)***************

\DCA\weapons\config.cpp Rapify:**********missing file(s)***************
raperr7
failed
failed
plucky depot
#

try without leading slash, idk if model path need them

wise stone
#

but with manual packing it works, im just annoyed with the thing with mikeros tools 😦

#

should i abandon working with pbopacker?

stuck oyster
#

you have issues with your setup

#

dont abandon the tool that complaints about your mistakes

#

fix the mistakes

wise stone
#

yeah? can you send a screenshot for your setup?

stuck oyster
#

no

#

it does not help you

plucky depot
#

or switch to HEMTT pepe_laugh

#

can you open terminal in P:/DCA/ and run tree | clip and copy paste the file struture here

wise stone
#

will try

#

P:.
+---weapons
+---data
Βͺ +---textures
+---models

#

this is inside DCA

stuck oyster
#

can you spot the mistake

wise stone
#

yup

#

just dyslexic with the ui of VScode

#

Thx

real crow
real crow
#

Ok, then i'm out of possibilities. I managed to reduce that effect by tweaking a bit of thrust/friction and init speed. But i cannot understand what's going on with it.

#

One last thing, is the source "Reload" the right one to use even in the cases of missile firing? I need to hide the rocket selection on the pod when the launcher fires, but despite using the following code in the model cfg it won't hide

#

class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
skeletonName = "";
};
class TNO_Wasserfall:Default
{
skeletonName="TNO_Wasserfall_SK";
sections[]=
{
"camo_0"
};
class Animations
{

        class magazine_hide
        {
            type="hide";
            source="reload";
            selection="rocket";
            sourceAddress = clamp;
            minValue = 0.0;//rad 0.0
            maxValue = 0.5;//rad 28.64789
            hideValue = 0.56;

// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
};
};

#

(ofc the relevant selection is a bone in the skeleton)

#

Even by using this within the config, it still doesn't hide:

#

class Magazine_hide
{
source = "reload";
weapon = "TNO_Wasserfall_Launcher";
};

bright echo
#

it depends, how many missiles are in the magazine? reload doesn't play on the last shot of a magazine

#

revolving or ammo might work better

inland pawn
#

If you use reload, it'll do it after every shot except on the last one

#

Which, another source is needed, reloadMagazine

#

So, just go with what goat said

real crow
#

Alright guys, i’ll check it out, thanks. It’s a 1 rnd system

final kayak
#

My shiny silver boy #arma3_texture message has a problem with the mesh being distorted.
I've made sure to triangulate the mesh which from memory solved a similar problem I had in the past.
Does a solution for this problem jump to the front of mind for anyone?

#

Ahaha yes. Something is more wrong than I thought. It goes a bit wonky when I add a weapon to the hands.

still trail
#

in OB, is it possible to intersect 2 boxes to create a single box?

marsh canyon
#

Make sure all proxies are there

#

Especially weapon ones

hollow fulcrum
#

haha, i can honestly say i have no clue.

stuck oyster
#

and that the weights are there

last spindle
#

For those Quixel Suite 2.0 Junkies...........

cedar coral
#

@last spindle This is great, thank you.

real crow
stuck oyster
#

no

marsh canyon
#

Technically ui2Tex can do it I guess

stuck oyster
#

set object material can change what TI texture is used on TI stage

#

but cant make tank look like a jeep

#

in TI when they are hot, they are both hot

#

not really difference there

#

there is also this

glass pine
#

I might be exceedingly dense here but I'm having some trouble getting the sample optic working. I'm using the Test_scope3D_01 in the Arma 3 samples, I've binarized it, added the compatibleItems[] = {"Test_scope3D_01"}; to the weapon config, and while the model shows up on the gun and gives no errors, right clicking to aim down the scope doesn't actually do anything. Did I forget to add something?

inland pawn
glass pine
#

I was just about to say

#

I am indeed quite dense, the modelOptics field being empty was the problem.

final kayak
marsh canyon
#

Ah... Sample's Bust somehow has bad weight

final kayak
#

I took that head mesh from the ArmaRig model that was made for blender. Which appears to have been a mistake. The A3_character_example.FBX which comes with the samples is all good.

stuck oyster
#

Well maybe with changing to different material with different TI texture, it would not really look like a car from all angles though. The example images are bit cheesy. It is an advertisement after all.

#

And in game players would expect it

#

Likely it would not be very useful after a while.

celest arch
#

Amazing!

neat iris
#

Well first things first is to learn to 3d model the tank in blender

#

Check the time stamps below :
04:10 Isolating turrets from common hull and reviewing LODs
19:40 Named selections verification and review
35:40 Begin of Fire Geometry creation and track system
41:56 Fire geometry : hull creation
57:09 Fire geometry : why you want as simple components as possible
1:00:58 Fire geometry : tracks cover (explained tim...

β–Ά Play video
stuck oyster
#

Config understanding can be difficult at first but it can be learned. Main thing is to not try to know everything at once. It's a process that is easier to handle in chunks

charred bolt
#

Wheels are animated to rotate around their individual axis.
Translation animations are a thing too, but for the specific case of tank tracks, those are handled differently...the mesh doesn't rotate, but the UV of the track texture is animated to give the impression of movement.

charred bolt
#

It's usual practise to split the tracks into sections with a "join" being underneath each wheel centre, so that when the tank goes over bumps the dampers move the wheels up and down, and the track is then able to follow that translation.
The same can be applied to the top of the tracks to either simulate tight or slack return.

neat iris
#

might be? who knows

#

do it for your own enjoyment

neat iris
#

is there a tutorial for backpacks somewhere?
cant figure out at all how to get it to not to spawn at feet

mossy mulch
#

requires autocenter = 0 in geo lod

#

and to be weighted to proper bone too iirc

neat iris
#

ive tried that, and it should be weighed properly, how do i double check that?

mossy mulch
#

check res vertex group is assigned to like spine2 or something

neat iris
#

it is

mossy mulch
#

have you spelt autocenter properly

#

er not re

neat iris
#

yes

mossy mulch
#

check the vertex group is properly assigned and its properly possitioned on armaman

neat iris
#

it is

neat iris
#

wdym with a huge gotcha

#

not sure about weird origin points

#

but generally things that are in czech need to be in czech

wide tapir
#

for vests and backpacks, I usually make it 50/50 on spine2 and spine2

neat iris
#

ah yeah it was missing spine selections in model.cfg

charred bolt
#

No, very few hard coded czech words, however as you'll be mostly inheriting parameters, it's usually easier to stick with the czech in many cases rather than redefining them.

#

Vehicles need to point to the left in the isometric side view. As do their weapons, regardless of where they might end up pointing afterwards through animations.

quick terrace
#

@still trail - you mean booleans ? most likely no

#

@strong plaza - AO maps for buildings are a bit more complicated. It requires a 2 step process and manual compositing of the 2

#

@last spindle nice!!!

inland pawn
#

What do I need to do to get my vehicles lights being "on" when L is pressed instead of flares?

tacit karma
#

@quick terrace care to explain more? would be interested in knowing how to do that

quick terrace
#

what?

tacit karma
#

how to make AO for buildings

quick terrace
#

i'll eventually make a tut

#

since it simply cannot be explained without images

granite berry
#

What kind of problems can happen with objects larger than 50x50x50?

#

Heard thats some kind of upper limit.

woeful viper
mossy mulch
#

gonna use that for extraterrestrial stuff probably, pretty sweet looking πŸ™‚

quick terrace
#
Bohemia Interactive Forums

multimaterial - posted in ARMA 3 - MODELLING - (O2): Hello modders
Got into terrain building and have the need for new buildings (we dont need another greek island do we?) and have moved into addon making.Ive become proficient enough with blender and OB to be able to make some structures and get them working in game with uv mapped textures but have found that i should be using multi.rvmats for quality texturing.Im a bit lost with this.Ive looked at mondkalbs tut and looked through sample...

granite berry
#

Ok ty X3KJ

pastel heath
real crow
#

What would be the reason behind the fact that my commander can't access its vehicle's position, despite having correctly setup the pos_commander and dir mem points? Only way i can access to the commander seat is by switching seats inside the vehicle. And when exiting the vehicle, or ai accessing the commander seats from the outside, the point where the ejection/entrance takes place is high above the tank, almost like it's something not defined.

real crow
#

They are there. Maybe something is conflicting?

stuck oyster
#

perhaps

woeful viper
#

we need to train a model maker bot that answers the questions that constantly pop up xD

sour bough
#

Is it more performant in Arma to have 2 (or 3) 2k textures than to have one 4k texture?

rapid tree
sour bough
#

(I ask because Arma is old and sometimes the current conventional wisdom doesn't apply)

sour bough
rapid tree
sour bough
#

Since it's fewer draw calls

stuck oyster
#

1 4k would be less drawcalls

#

so better in that regard

#

but 4K would only show best quality at ultra texture settings

#

and might mipmap more aggressively on lower end machines

#

sogpf 4k textures are not made to reduce drawcalls though

#

they aim for texture quality (at ultra settings)

rapid tree
#

So performance wise 2K Textures and Quality Wise 4K

stuck oyster
#

no

#

multiple 2k ones are less performant

sour bough
#

Yay

#

4k textures here I come

stuck oyster
#

but the effect of that is likely marginal in this scale

#

as in overthinking this leads to hairloss

rapid tree
#

Lets say my Mod has a lot of Assets, so its better to use 4K for all ?

stuck oyster
#

no

#

if they are already made into 2k textures having any benefit from 4k would would be complete remake of uvmapping and all the textures

#

which is silly

sour bough
stuck oyster
#

yes that leads to hairloss

sour bough
#

I'm insane, yes

mossy mulch
#

she drives me insane with it

sour bough
#

Omg what if we start using 2048 x 4096

stuck oyster
#

well section count between that and 2x 2048x2048 is less so better in that regard.

#

one thing to keep in mind thouhg is retexturing

#

if parts are separated into different sections like pants and shirt

#

or turret and hull

#

that already splits it

sour bough
#

We do it all in house and separate by rvmat for sheets, so we can set it up for whatever retexturing we want

stuck oyster
#

unless you have 1 big section that covers the whole combined texture

sour bough
#

Yeah that'd be it

mossy mulch
#

we have 3 guns, a scope and a pistol on the same texture sheet πŸ™‚

stuck oyster
#

but those are not in same model?

mossy mulch
#

correct

stuck oyster
#

I dont think that saves you anything πŸ€”

sour bough
#

It saves us texture space kind of

mossy mulch
#

almost certainly not but its cool anyway

sour bough
#

It's also cool

stuck oyster
#

might actually be worse for perfomance

mossy mulch
#

45px/cm^2 texel density too

stuck oyster
#

but effects may be marginal again

#

there arent really any metrics done for that as far as I know

#

in Arma

rapid tree
#

Does it make a difference if a weapon have like multiple textures(reciever, stock, barrel etc) or just one ?

stuck oyster
#

at least not public ones. BI might have run tests

stuck oyster
#

on a single model

sour bough
#

I bet you could do a thing where you spawn 300 of them as simple objects and stare at them while monitoring fps

mossy mulch
#

probably

sour bough
#

Then do one sheet and do the same

stuck oyster
#

one could sure. Personally I dont bother xD

sour bough
#

I should do that

#

It's perfectly jennaCore

stuck oyster
#

πŸ‘†

sour bough
#

(insane)

rapid tree
stuck oyster
#

it stacks

sour bough
#

Omg what if I re-optimized my medical scripts for the second time

stuck oyster
#

remember, third time is the charm

mossy mulch
#

no

#

please

#

no

dense quest
#

i need mod on the normal jet sound RHS!

charred bolt
#

I did those tests a long time ago. Also measured fps v poly count.
Pretty much meaningless results now though many years later with modern computers

mossy mulch
#

did you test hiddenselections perchance

rapid tree
sour bough
charred bolt
stuck oyster
#

πŸ˜…

mossy mulch
#

me trying to do hide anims on a facewear

stuck oyster
#

wont work πŸ˜…

sour bough
#

me doing hide animations on a uniform

mossy mulch
#

jenna made me import so many things i was able to make my first model today with only minor pathing errors as the only problems in it

stuck oyster
#

wont work either

mossy mulch
#

i actually used 5 32 side cylinders for something that was an inch across or so

charred bolt
#

Far more important to fps are particle effects and AI.

sour bough
#

actually could you hide, like, Head, if you added it? Uniforms are vehicles

stuck oyster
#

but the kind of gear model cosmetics is not meant to be done in Arma

stuck oyster
#

at least last time I tried them

mossy mulch
#

bye bye head :/

sour bough
stuck oyster
#

empty head exists

mossy mulch
#

you can do with identity

stuck oyster
#

or have no head proxy in uniform

real crow
lofty comet
#

Helmet is made out of 5 parts. What is best way I can make so later in object editor would be easy to select part by part and add them rvmts and texures?

stuck oyster
charred bolt
lofty comet
stuck oyster
#

and do the uvmapping and just about everything else in there too

#

how many triangles is that?

#

is that a highpoly model?

lofty comet
stuck oyster
#

it is quite high for a helmet

lofty comet
stuck oyster
#

well its not optimal

#

if you do good distance lods for it, it will not be as big issue

#

but basically a unifrom might have that amount of tris

#

or even a small car

lofty comet
charred bolt
#

Helmets would typically be around 3-4k tri's in first resolution LOD iirc. Maybe rising to 8k for complex helmet.

stuck oyster
stuck oyster
lofty comet
stuck oyster
#

like I said this should have single texture

#

are they baked textures?

lofty comet
stuck oyster
#

is there any chance you would fix them to be on single texture instead?

#

if you have the original model they are baked from it should not be a big thing to do

lofty comet
#

yes I have original model

stuck oyster
#

I suppose this is a chance to learn that part too

lofty comet
stuck oyster
lofty comet
stuck oyster
lofty comet
stuck oyster
#

as you dont seem to know much abou this stuff

#

are you being paid to do so?

lofty comet
stuck oyster
#

well what you have there is not suitable for Arma

#

arma does not use that kind of shader so you need to learn to convert the textures in what works in arma

lofty comet
#

I made my textures using Substance painter

stuck oyster
#

that is a bit weird

#

why didnt you get the textures if you bought the model?

lofty comet
lofty comet
stuck oyster
#

sure there should be plenty of blender guides you can check out to learn how to use it

lofty comet
stuck oyster
#

sure

lofty comet
stuck oyster
#

Id remake the uvs, those look weird

#

I dont specically like to spend time figuring you how to fix someone elses models

lofty comet
#

is that bad?

stuck oyster
#

not great

#

looks just automated uv mapping and packing

lofty comet
stuck oyster
#

maybe. depends how good the textures are

lofty comet
stuck oyster
#

something that looks good

charred bolt
lofty comet
stuck oyster
#

I cant really advice on that so indepth

#

takes too much time

charred bolt
#

The tutorial goes over the importance of seams and where they are placed.

stuck oyster
#

yeah that can be good starting point

charred bolt
#

If you don't make a good UV, your textures won't look great either.

stuck oyster
#

hes not the original modeler so basically to get it good youll need to learn modeling basics

lofty comet
#

and second will ask him if he can make it into one part

glass pine
#

Here's a question, so I'm working on a custom gun model with a custom scope to go along with it. The issue is that the scope for my gun sits too high - if I shoot exactly at the center of my optics reticle the bullet goes way too high basically. How do most people adjust for this sort of thing? It's a sci-fi gun model I've been working on, and the optic is supposed to sit high (so I don't want to bring the scope further down on the model itself).

lofty comet
glass pine
grizzled halo
final kayak
#

In case someone searches for this.
bysta is the proxy for the head
https://forums.bohemia.net/forums/topic/177554-invisible-head-for-full-face-helmets/

if you don't want the game to display a head, helmet, glasses, vest or backpack on your character, then simply erase those appropriate proxies in all LODs. Note: a head proxy is called \A3\characters_f\Heads\bysta

glass pine
dim mica
#

Im trying to create house destruction with a3 sample house and every time ill try to start my addon it gives error regarding smoke1 destruction effect. Any idea why?

agile osprey
#

give the exact error

dim mica
#

bin\config.bin/cfgbehicles/house_small_f/destructioneffects/smoke1 cannot find base class smoke1

mossy mulch
#

what is it that usually causes a pistol's muzzle flash to not hide when not firing? cannot remember aside from probably a model.cfg issue meowsweats

stuck oyster
mossy mulch
#

hmmm

#

ill double check my weapon config

#

i copy pasted it all from another one of our pistols including the config etc so i have no idea why its not working

#

ah i had it as class pistol when it was not pistol.p3d

#

next question, is there a reload anim example anywhere in the samples for model.cfg? cant figure it out

charred bolt
mossy mulch
charred bolt
#

In that case, what you need is in the model.cfg of the Samples Test_Weapon.
magazine_hide, reload_ammobelt_hide, ammobelt_hide, no_magazine etc

mossy mulch
#

yeah i have the hide anims etc i just need to sort the magazine moving into the gun during the anim

#

which i cant seem to find

charred bolt
#
{
    type = "translation";
    source = "reloadMagazine";
    selection = "magazine";
    axis = "magazine_axis";
    minValue = 0.145;
    maxValue = 0.170;
    offset0 = 0.0;
    offset1 = 0.5;
};
class magazine_reload_move_2: magazine_reload_move_1
{
    minValue = 0.573;
    maxValue = 0.602;
    offset0 = 0.0;
    offset1 = -0.5;
};
mossy mulch
#

ah i see it now thanks πŸ˜…

charred bolt
#

line 299 of model.cfg

#

That's a simple linear translation for the magazine, sliding it out, hiding it, then unhiding and sliding a new one in.

#

Generally the only weird thing to get your head around is that many of the animSources for reload run from 1 to 0.

mossy mulch
#

where 0.5 would be how far out the magazine goes right?

#

or is that minvalue and maxvalue

#

or heaven forbid is it the length of the axis meowsweats

bright echo
#

it is

#

1 being the entire length etc

mossy mulch
#

i hate that

mossy mulch
#

having some difficulty understanding the magazine_hide... what's the difference between the min/max values and the hide/unhide values?

#

i.e diff between min and hide

stuck oyster
#

You would want mun and max as 0 and 1, that's what the reload source plays between. And then the hide u hide are like percentage between the min and max value

#

If I remember right

tribal rain
#

not sure if this is the righ channel to ask or not but has anyone got a good RVMAT for a uniform mine is a bit fucky wucky

stuck oyster
#

But if you explain what you like and don't maybe guidance can be give to what you could tweak

tribal rain
#

ok what if i specified a bit more basically i dont want him to look like hes covered head to toe in baby oil

#

its too shiny atm

#

which im guessing is an issue with the SMDI? also the weird shadowing is that an AS issue?

stuck oyster
#

Smdi texture/stage modulates the specularity and specular power parameters

#

So yes tweaking that can already help

#

What shader type are you using?

#

The shadows at the back look like shadow lod peeking through

tribal rain
# stuck oyster What shader type are you using?

yes

I have no idea XD

i basically ran an rvmat generator and went huh thatll do, im useless when it comes to textures i have a rough idea if what to adjust values etc etc

Also this has no shadow LOD, deleted it. thought dont need it just takes up performance.

#

ill post up the RVMAT for the one im using now see if that can give any indication of whats going on

#
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 150;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "TestHead\Uniform\Data\RogueUni_NOHQ.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "TestHead\Uniform\Data\RogueUni_AS.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "TestHead\Uniform\Data\RogueUni_SMDI.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(1,0.7)";
    uvSource = "none";
};
class Stage7
{
    texture = "a3\data_f\env_co.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
//};
tribal rain
stuck oyster
#

Your specular power is very high

tribal rain
stuck oyster
stuck oyster
#

At the near top

tribal rain
quaint pawn
#

Hello, I recently wanted to learn how to create my own skeleton for arma 3. After testing different skeletons for a long time I had a lot of problems, sometimes the skeleton didn't apply, sometimes the animations would drop in game and such. I was wondering if there are any instructions on how to import a skeleton with an animation package into arma 3? I'm currently learning how to do all this using the free model and animations from the mixamo website, in the future after learning I plan to use my own model, skeleton and animations.

rapid tree
mossy mulch
#

already sorted

inland pawn
stuck oyster
#

How I learned it was I first learned "basic modding" and normal unit, vehicle and building creation

#

how to write and read/understand configs

#

then I applied that to learning how different parts of animation config connects with other parts

#

and slowly I began to understand how it plays together

#

there is also the non arma component of "how to make animations"

#

in whatever program(s) you want to use

#

I would not try to start learning from mixamo

#

it does things in very different way and with its own rig systems

heady terrace
#

Hi, i was trying to create a fridge mod that gives food with using addaction, first i started modeling and imported to object builder. then i add lods but i can walk through inside object. can anyone help me maybe i can miss anything in object builder

#

and i applied these before exporting from blender

marsh canyon
#

Geomery that controls collision and such requires some weight

heady terrace
#

i already added and check corners

#

gave 100 mass

#

in geometry lod

#

i you want i can send p3d file

marsh canyon
#

How do you spawn ingame?

heady terrace
#

i create temp mission and add this object and one character

marsh canyon
#

Well it was more of a question how/what config defines that fridge

heady terrace
charred bolt
marsh canyon
#

Oh that too

#

That config doesn't seem too bad ASAP as well

heady terrace
#

now i'm gonna duplicate geometry and make it geometry phys and phys old

#

3 of them is same

charred bolt
#

Just the Geometry LOD will be enough for collisions with people for testing purposes.

heady terrace
#

same :(

marsh canyon
#

How do you run/pack PBO/test?

heady terrace
marsh canyon
#

And you restart your game everytime you do?

heady terrace
#

ye

#

i don't know maybe there is short way bu idk

#

i'm doing this every time

marsh canyon
#

One thing I can suggest is you really shouldn't use PBO Manager to pack one

heady terrace
#

purpose of using this time saving

#

easier for me

#

do you have advise for pbo converting

marsh canyon
#

Well sort of... there is a better way but I actually just realized it doesn't make a big difference terms of binarizing/validating

#

You sure your Geometry is Convex, closed as Apollo suggests?

heady terrace
#

i can share my screen if you available for this

#

or i can record my screen and post here

marsh canyon
#

No need to. Screenshot is better for logging purpose

heady terrace
#

while everything is selected (in lod 1)

marsh canyon
#

LOD1?

#

I thought we are talking about Geometry

heady terrace
#

its same

#

i just duplicated it to geometry

marsh canyon
#

So do you mean you duped LOD1, and if you do find non-closed/non-convex, everything turns red?

heady terrace
#

all red edges turned to black

#

oh

#

in lod, if i do find non convex it turns this

marsh canyon
#

This means the game is going to fail to detect a proper collision

heady terrace
#

so these things under convexity can fix that?

marsh canyon
#

Sort of. But try not to expect a perfect solution

#

Easiest and reliable solution is, make your geom LOD by hand

charred bolt
#

Make your Geometry mesh out of ONE rectangular box. 6 faces only.

marsh canyon
#

That

#

There is no reason to have overcomplex collision shape

charred bolt
#

Give it mass 100. Check it is closed and convex (should be if you make one box).
Give it selection name Component01.
Build and test in game = collision works

heady terrace
#

the lod 1 is fridge and geometry lod is rectangle box

#

i'm gonna put them inside

marsh canyon
#

It should work if you configure it

heady terrace
#

testing...

#

ohh that works

#

thanks you so much for your helps

stuck oyster
#

geometry lod descriptions and requirements also in the pinned messages

pallid cape
#

My turret has a sight that has a _ca tga with alpha for the glass component. When I pack and binarize using AddonBuilder, it becomes opaque. Anyone have any guesses?

stuck oyster
#

have you done alpha sorting for it?

pallid cape
#

no rvmat

stuck oyster
#

put on rvmat

#

have you applied alpha sorting on top on the faces?

pallid cape
#

Is it faces > move top or faces > sort alpha?

stuck oyster
#

move top should work

#

if that is the issue you have at least

pallid cape
#

no dice

pallid cape
#

added rvmat, move to next alpha, sort alpha move top, all didn't work

pale valley
#

I'm starting to learn to play with animations, and I want to tie 'Light_L' & 'Light_R' to an 2nd animation (beyond 'hide'), but those hide animations are inherited and therefore not included in all the Arma 3 samples, is it possible to be cheeky and ask for a sample of the light hide animation config for the model.cfg?

I also notice that Light_L, Light_R & 'zadni svetlo' dont seem to be tied by a selection in my model, yet they all work as they should, are all three tied in the config (which I dont have a sample of)?

charred bolt
charred bolt
pale valley
charred bolt
#

So you want an animation to play (such as a headlight cover to raise up) when the player switches on the headlights?

pale valley
#

exactly that

charred bolt
#

Hmm, I can't immediately think of a way. Perhaps there's an eventhandler for lights?

pale valley
#

possibly, selections can be added to animations in the model config, right?
my thinking is, if I tie everything to a new selection in oxygen, then write a bit of config to say, this selection moves when "mysteryselection" is pressed, it should work, i would have thought?

#

or "mystery source" i should say..

charred bolt
#

You can certainly add a user AnimationSource to move or hide selections, triggered by a userAction, but that would be a manual process separate from switching the lights on using the hard-coded "L" or mouse option which come from the class Reflectors in the root config.

pale valley
#

what im thinking is, I can probably make it work, even if it is hard coded..

If there was a :

#

source = DayLights;

I could just use that.. as it's the source, I dont think it would break anything

#

it's just, I don't know if it is
source = DayLights;, or it is source = HeadLights; , or it is source =svetlomety;... or so on

charred bolt
#

class Reflectors {} do not have animationSources to switch them on and off.
If they're in the root of the vehicle the game puts a userAction "lights on", or if they're in a turret it gives a "searchlight on" option. There are no "hide" animations in model.cfg for them.

pale valley
#

oh, damn.
that's a shame... I'm not overly bothered but the option would have been nice πŸ˜…

charred bolt
#

You can still do it manually but possibly not automatically

pale valley
#

I might do that anyway, I do need to get experience with the animations, shame I cant have it "just so"
thanks for the help though!

#

actually.. sorry to relight this, "zadni svetlo" - the rear lights, come on when the headlights are turned on, but there is no mention of that in the reflectors section..

bright echo
#

hard coded engine behaviour

#

think you can change the selection name in config somewhere, maybe

#

there's another for dash backlighting too

#

and yeah I don't think there's an easy way to animate lights, rather annoying. ran into something similar when setting up the P-47 for spearhead, ended up just tieing the animation to the gear (it's a landing light anyway, so it made sense)

#

a model source and/or an eventhandler would be nice

pale valley
#

hmm, so it seems that, "selectionBackLights" is tied to the reflectors, but it is a selection.. so I tried this

#

class popups_rot: rotation
{
source="selectionBackLights";
selection="popups";
axis="popupaxis";
memory=1;
maxValue=38.900002;
angle1="rad -265";
};

#

but it doesnt seem to pick up the animation at all in bulldozer

#

OMG, lads...

#

think I've done it

charred bolt
pale valley
#

So, it is there as an animation in bulldozer, but it seems to not trigger in-game.
Now, selectionBackLights is obviously triggered by pressing L in-game, but in turn does not trigger this animation... is this just another limitation of the game engine or is it more likely I've messed up the syntax somewhere?

bright echo
#

you can define your own but this is for scripted etc

pale valley
charred bolt
# pale valley Understood. The only thing i'm getting hung up on is that in the main config the...

Your experiment with source = "selectionBackLights" worked in buldozer, because it just pulls any animation source it sees in model.cfg and assumes that it's real. It doesn't look at all at config.cpp to check whether it's valid or not (which it isn't). Hence why it didn't work in game.

Backlights are, iirc, switched on with the vehicle engine.
So in other words, the game engine monitors the vehicle engine state, and when it is switched on it looks for the config entry selectionBackLights and unhides that particular selection (which usually consists of emissives).

#

The word "back" I don't think means "rear" in this case, but perhaps more refers to background lighting, such as you might see on the dashboard on instrument dials.

pale valley
#

and "zadni svetlo", in my model, is only connected to the rear lights, not any other lights or the instrument panel (though the instrument panel does indeed work correctly)

#

i started building this model based off of the samples bohemia gave, so in theory everything -should- be correct, otherwise

charred bolt
#

selectionDashboard = "podsvit pristroju";

#

There are several ways to set up vehicles, and a number of hard coded effects based on the selections in the "selection..." parameters

#

As mentioned, selectionBackLights are hard coded, and as you say you have checked and they come on when you turn on the lights, then that's what they do.

pale valley
#

Understood. that's a shame, but thank you for your help

trim isle
#

Hello I have an issue like on screen below. I want to make SPAAG/SPAD vehicle based on vanilla MBT Kuma and the turret of vanilla Cheetah, which would look similar to real Leopard 2 Marksman so it's not possible to do this without breaking the Arma EULA rights, even if I want this only for me and don't have any profit from this?

stuck oyster
#

can be done only when BI releases Arma3 datapacks and if those models are there available for editing

trim isle
# stuck oyster not possible

So in this case I have to find for example Leopard 2A7 model (I think I saw it on workshop) which is most similar to vanilla Kuma looks, get permissions from this mod/model author and make turret by myself?

trim isle
stuck oyster
stuck oyster
stuck oyster
trim isle
white oak
#

Goat, I got some objects with less than 1000 faces
can I be lazy and not make distance lods?

white oak
wide tapir
#

If you don't make distance LoDs please reconsider your life choices

white oak
#

I know they're bad, I make stuff for arma don't I?

stuck oyster
woeful viper
#

incorrect or incomplete inheritance?

#

class dust has no parents and is incomplete

wide tapir
#

Uhhh no?

#

Why

pallid cape
charred bolt
pallid cape
#

Yes

charred bolt
#

You could post some screenshots of the faces in Object Builder and what it looks like in Buldozer and in game?

pallid cape
#

with the a3 glass texture and rvmat or the one I am using?

charred bolt
#

As it didn't work, go back to your original

#

Check what named selections you have on the glass

#

nothing silly like camo, camo1

visual thicket
#

I know nothing too special

#

Just wanted somethign simple.

woeful viper
#

doesnt have cannons... meh .
1 out of 4 dakka

charred bolt
# pallid cape
  1. Copy and paste the glass faces into a brand new LOD, show what named selections are present
  2. Select the glass faces, press E for face properties, screenshot with the texture and material showing
  3. Show your rvmat code for the glass
  4. What transparency level do you have on the glass _ca?
waxen moon
#

Quick question. I am making a concrete pavement piece.If i use class road in properties the piece reflects light correctly when baked into terrain.But i dont want to use class road.Without class road the headlight lights of vehixles passing over it is ugly and distorted.What do i have to do to get the light on surface correct without the class road property? I have had a dig around in A2 samples and did some googling but cant seem to find a solution.thonk

white oak
stuck oyster
#

What rvmat type do you use for it?

#

Which Shaders

waxen moon
#

PixelShaderID="NormalMapDetailSpecularMap";
VertexShaderID="NormalMap";

#

If i bake into terrain with class road the lighting is perfect.But iam not using the class roas anymore preferably.

#

The rvmat is actually the rvmat for the A3 runway piece.

#

ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=50; PixelShaderID="NormalMapDetailSpecularMap"; VertexShaderID="NormalMap"; class Stage1 { texture="a3\roads_f\runway\data\asphalt_runway_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="a3\data_f\detailmaps\asphalt_dt.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1.0,0.03,1.0,1.0,SM)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };

stuck oyster
#

Im not quite following whats the problem?

#

it works? but?

waxen moon
#

Iam not usin class road in the properties and cos of that the vehicle headlights on object is faulty.Was wondering what the object is missing

#

and what i need to add to make the lighting correct

stuck oyster
#

is it still a decal object?

waxen moon
#

no. they are not.

#

ive tried class land_decal but same issue

#

its based from the A2 ep1 runway piece

#

i shine my headlights on all objects and they are good and they are not class road objects.

stuck oyster
#

does the lights bug on editor placed object or on terrain baked object or both?

waxen moon
#

if i remove class road both.

stuck oyster
#

can you place a working thing and broken thing next to each other and show screenshot of light behavior

waxen moon
#

yep. wait 1

stuck oyster
#

if its not a decal then its just a flat plane yes?

#

it does not follow the ground

waxen moon
#

broken

#

good/class road

#

default A2 setup

#

bi use class road to bake the objects and use lighting from terrain i think

#

brb, kettle boiled

stuck oyster
#

bi road like parts in A3 are class land_decal as far as I can remember

waxen moon
#

not sure. didnt know they were unbined

stuck oyster
#

they are not

waxen moon
#

ive used that class but still the issue remains.:(

stuck oyster
#

class land decal is one way to make them follow the ground

waxen moon
#

oh.ok.ill remember that

#

thnx

stuck oyster
#

other way from before is to make the mesh itself have vertex property to follow ground

waxen moon
#

k.thnx:)

stuck oyster
#

I've posted about that somehwere recently

#

class road might do something similar, dont recall using it before on anything

waxen moon
#

i cant remember if i tried class house

stuck oyster
#

when you changed the class in p3d

waxen moon
#

1st LoD

stuck oyster
#

did you re pbo the map when you changed the class?

waxen moon
#

no iam just repboing the roads pbo.iam testing with takistan CUP

#

i might quickly try class land_house

#

no, no good

#

if it was a building and the lights shining on it were buggy like the pic,what would be the issue then.Without class road property it is prolly being treated like a building

stuck oyster
#

that could be a reason too

waxen moon
#

its coded in the map to be class road ,in the wrp?

stuck oyster
#

I believe that info is saved there yes

waxen moon
#

its for this project.This is why its improtant to get the runways visible

stuck oyster
#

you would want to use the old method of vertex property surface draw

#

land_decal is tied to road render distance

#

which is rather limited

waxen moon
#

ok thnx

#

iam tyrn to avoid clas road..:(

#

in the pic above the runways sow at object view distance

#

*show

#

this vertex property surface is lighting related?

stuck oyster
#

this is one of the long distance drawing cliff decals in sogpf

#

geometry lod

#

roadway lod for clutter cutting

#

on all mesh it has the [ on surface ] vertex property

#

and because its "class house" it draws with the object view distance

#

instead of the shorter road view distance

waxen moon
#

Ok, cool Thank you !!

stuck oyster
#

but with the vertex property it hugs the ground like a decal

waxen moon
#

Np, thnx.

#

Havnt had that issue yet.Just the lighting issue.Tought theremight have been some file i was missing that houses have that the road stuff doesnt.

stuck oyster
#
ambient[] = {1,1,1,1.0};
diffuse[] = {1,1,1,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {0.02,0.02,0.02,0.01};
specularPower = 100;
PixelShaderID = "NormalMapDetailSpecularMap";
VertexShaderID = "NormalMap";

renderFlags[] = {"NoZWrite"};

class Stage1
{
    texture = "vn\env_assets_f_vietnam\rocks\decal\data\vn_cliff_decal_01_nohq.tga";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};
class Stage2
{
    texture = "a3\rocks_f\data\decal_rock_dark_dt.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {3.0,0.0,0.0};
        up[] = {0.0,3.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};
class Stage3
{
    //texture = "#(argb,8,8,3)color(1.0,0.0,1.0,1.0,SM)";
    texture = "vn\env_assets_f_vietnam\rocks\decal\data\vn_cliff_decal_01_sm.tga";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};```
#

rvmat looks like this

stuck oyster
waxen moon
#

Hmm, si it might work.I just need to make a test map/edit my old wrp file.Its an old format snakeman did in A1 when it was proted from Ofp.

#

*ported

#

Ok, Thank you again for your time and expertise.:)I'll let that sink in and plan my next move.:)

#

πŸ‘πŸ» πŸ‘πŸ» πŸ‘πŸ» arma3

#

just thinkn, if i put a house on the map in 3den the lights shine on it correct.So why doesnt it work for this object?

stuck oyster
#

try making a decal object like mine

#

see if that works

waxen moon
#

k, will do.:)

waxen moon
#

Ok, i copied the above example.The lighting is still distorted..:( for headlights going over them at night.

#

heres the p3d if ya hve the time to load it up

#

the houses i place in edn work.If this is class house now the lighting should be ok too..?There must be something iam missing...hmmm

stuck oyster
#

by the way if your runway is properly drawn on the satmap it should blend between the object and satmap almost seamlessly

waxen moon
#

its alot of work to get it right and still doesnt look right.It dissovles way too early.

#

Bi just put our graphics options up so much its crazy but the runways still dissovle too early even for Arma 1 standards.hasnt changed.We should be able to improve that a bit more by now. 2024..:(

stuck oyster
#

yes but the game is 10 years old πŸ˜„

waxen moon
#

yup..:)

#

...but...40klm view distance but no improvement at all for runways..:(

#

well.. a lil improvement..if you turn upto 40klm view distnace the runways are visible for another 150m...lol

stuck oyster
#

yes well

#

at 10km the runway is just a small line on yout screen anyway

waxen moon
#

the white lines blur at approx 2klm

stuck oyster
#

Id be fine with that πŸ˜…

waxen moon
#

me too.atm i think the runways dissovle at about 700m?

stuck oyster
#

I tested that object of yours and my cliff decals

#

and it turns out the cliff decals also suffer from that same lighting issue

waxen moon
#

wow

stuck oyster
#

I'll have to look into that

waxen moon
#

np cool.

#

confession - i dont know what iam doing with models and tex.just started learning..:)Was expecting you to say i butchered the hell out of it..:)

stuck oyster
#

it has come up with before, just dont remember exactly what the reason was

waxen moon
#

gonna do some more googleing in the morning

stuck oyster
#

im testing a bit more but using default supershader rvmat from a3\data_f\ worked

stuck oyster
#

with the rvmat pasted above and the shaders in it the lights dont quite work right

#

with super shader they do

#

also the bumps from the normalmap stand out properly

#

but did super shader cause some other issue with these πŸ€”

stuck oyster
#

ah yes

#

the super shader did not like overlapping objects

#

might try some of the other shaders to see if any fit this purpose better

stuck oyster
#

supershader could work for your use @waxen moon since you dont have overlapping decals like my cliffs are

peak isle
#

hello gamers so making a boat i added proxies and in obj builder they are sitting how i want but in game some are sitting right others are sitting wrong i have set the cargo action https://i.imgur.com/LEdltc1.png

#

set transport solider to 8

charred bolt
#

In what way are they not sitting right in game? pic?

peak isle
#

they are a dif sitting position like they are sitting like they are in a car seat

#

ill get pic 1 sec

#

neither are cross legged but i would be fine with second one

charred bolt
#

How many cargo proxies are in the p3d? Are they all the same type of proxy? What are their numbers?
Do you have any class turrets in the vehicle?

peak isle
#

7, yes except 1, cargo.002-007, no im not sure what that is

charred bolt
#

Your cargo proxies are named 002 to 007... so that's 5?

peak isle
#

001.002,003,004,005,006,007

#

001 is a dif proxy

#

by design

#

but 2 -7 are same

charred bolt
#

What kind of proxy? Not cargo?

peak isle
#

a3\data_f\proxies\passenger_flatground_crosslegs

stuck oyster
#

the shape of the proxy does not matter, it needs to be called cargo

peak isle
#

yeah its cargo.001/2/3 etc

charred bolt
#

You can use any proxy you like as long as it is a cargo one.
The actual animation used is set in the config.
So make all your cargo proxies the same, start them numbered at 001 to 007.
Change transportSoldier to 7.
Remove one of the animations from the array (as you have 8)

#
cargoProxyIndexes[] = {1,2,3,4,5,6,7};```
peak isle
#

yeah its doing similar thing

#

could it be a issue with this?

charred bolt
#

Are you just changing the config or did you make and can edit the model too?

peak isle
#

edited the model as well

stuck oyster
#

did you change the proxies in all lods?

charred bolt
#

Might be worth seeing a screenshot of the model LOD 0 in Object Builder, with the proxy names visible.

peak isle
charred bolt
#

That question has already been answered twice

#

The proxy must be called Cargo. Other than that it doesn't matter which one you use, as the animation of the character in the seat is set by the config.

peak isle
#

yeah sorry bit slow

#

im just confused why its not working

charred bolt
#

We're trying to help...what was the last question I asked you?

peak isle
#

i dont have a lod 0 just 1 and 2

charred bolt
#

ok LOD 1...they can start at any number, so just the first resolution LOD which is the one that you see in game in 3rd person

peak isle
#

this what you want?

#

\a3\data_f\proxies\passenger_flatground_crosslegs\cargo this the file path of them

warped raven
stuck oyster
warped raven
#

retexture

#

just tshirt

woeful viper
#

how do you rotate the light in 3DO 2.0 ? I can turn it along the a horizontal axis via strg+left drag , but not a vertical axis

stuck oyster
#

wheres the model from?

#

its not retexture if you change the model

woeful viper
#

in fact the controlls for camera and light seem utterly confusing... when i enable light turn, view panning doesnt seem to work anymore. When i disable it, viewpanning and rotating works ok, modifying light doesnt work at all however

#

when using my pen tablet the interface for the painting stuff doesnt properly work... sigh why did they need to make their own interface for brush and tools -.- Its not like we are using photoshop or anything...

terse elm
#

hold alt

stuck oyster
#

these channels are not for advertising

#

also do remember that you can only offer model creation for money, not mod making

neon harness
#

Let's say I am making a rocket model. How many faces should I aim for? Is 1k before triangulation too much? (I want 3 versions. 1 to be proxied on a launcher model and 2 to be used as the actual ammo, so they will automatically get set to the lowest resolution lod)

marsh canyon
#

Rocket as in?

neon harness
marsh canyon
#

So... is this a pylon-mounted aircraft launched rocket pod?

neon harness
#

So it will be fired from a vehicle.

marsh canyon
#

Well my intention of the question is, who is going to see the mesh, and how? I was about to ask if it was a handheld weapon or vehicles

neon harness
#

Just vehicle based. It will be inside a tube.

#

But it will also be fired you know.

stuck oyster
#

Can it be seen?

#

Cannon shells are rarely visible in tanks

#

Will there be a vehicle where the shells can be seen in

woeful viper
#

i did that

neon harness
#

However, I have 2 use cases here.

#

One being in the launcher and one just being a projectile like for example the 230mm? missiles from the base game.

marsh canyon
#

Thing is, you want to consider how you can see it, in very normal playthrough. In normal game speed, normal FPS, normal perspective. If you can see it very carefully, you want more, if you can't, less

neon harness
#

8 vertex cylinders it is.

charred bolt
#

I'd suggest something like that could be around 300 tri's.
More complex missiles (with rotating fins etc) can be 1500 tri's.
Of course, in flight they're not generally seen in the first res LOD, so will often be in a much lower res LOD with far fewer polys, but it's nice to have a good first res LOD for those freeze-frame close-ups that cinematographers might aim for.

neon harness
uneven ginkgo
#

Hi there

jolly ermine
#

Bro it's wild that there's not a single quality cv90 of any kind in a3

stuck oyster
#

excellent news indeed

#

we eagerly wait for your progress on it

#

πŸ‘ πŸ‘ πŸ‘ πŸ‘

real obsidian
#

hello

#

im new, i've just started learning clothing in arma, does anyone have any tips

stuck oyster
#

do you know anything about 3d modeling?

stuck oyster
#

also dont dual account here

real obsidian
real obsidian
stuck oyster
#

well then clothing for Arma has only few specifics. There is the sample man model you can use as reference, all uniforms must match its size and joint areas always need extra care in desing so they work with animations properly (sample man joints are good reference)

#

weights can be transferred from the sample too

#

beyond that you can use any techniques you like

waxen moon
stuck oyster
#

yeah terrain shaders dont work for objects

wispy orchid
#

Is there a way to merge selections from one model to another? Background is: TheSn4k3 re-textured the Mk29 sea sparrow launcher from the Nimitz mod, and sent me an obj file. I imported it into blender and none of the peripheral lods or original selections are there. Can I somehow merge that stuff from the original p3d file with the new exported from blender?

still hatch
#

hi guys, 11k tris for arma 3 is it ok or too much? its a detailed drone

grizzled halo
#

no, its not too much. Really depends what for and for what lod I guess

charred bolt
stuck oyster
#

?

trim isle
#

Hello, anybody can relate a video tutorial with blender to 3d modelling some military vehicles like tanks etc.?

stuck oyster
#

but in general there is little or no difference in modeling things, the tools are all the same

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so you can benefit from following any tutorial and practicing different techniques that you can then apply to create anything you want

trim isle