#arma3_model
1 messages Β· Page 27 of 1
Is there any information at what distance the specific lods activate ?
They dont swap at specific distances
ahhh select the bits you want and copy/paste?
hmm, can try that, copy'n'paste sounds less work then selecting the bits everywhere again
Hello, how do I define buildingPos in a p3d or in a config of a building I made myself?
the sample houses path lod should show how they are set up in model
thats all it needs
on config side you can also connect AI action points so they open doors and such
What's a good Penetration material for a drone? I've used one and some work on certain parts, but I'm having no luck with the fuselage (bullets go through), and that's holding me up. Any suggestions?
what material do you want it to be?
if bullets go through make sure the geometry is actually valid
and with component naming
That may be the issue, I named the components, but the fuselage isn
't working for some reason, how do I make sure it's valid?
OB has automation tools ot name all components
Yeah I did that
That's not the problem, just need to make sure it's valid, maybe I'm missing something or the geometry needs to be redone.
there is also the convexity checker
Okay I'll run that and see
The Geometry disappears, Make Convex Hull is what I should use?
I think that did the trick, nevermind, and thanks
hmm, doesn't really work, this copies more or less the complete model and I have it twice, once with working anims, and once without :(
convex hull makes a covnex blob out of everything selected
so its likely not the solution you are looking for
component convex hull takes each individual part there is and tries to make those convex
it sometimes can bug though so some parts can require more manual attention
Is there anyone who can convert an fbx model to an arma3 model? I'll give you money
You can't pay for it. #creators_recruiting to look for someone to do
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 CTRL+SHIFT+RMB i think for vertical
That painful moment i realise i need to rework my handgun model
How fast can a car go before it becomes dangerous? It's not really a question with an answer as it depends upon a large number of factors that always vary.
as few as possible
7
whats an acceptable tri count for a doorframe piece? trying to get a bevel right but cant do it below 1k tris 
1k is quite a lot
pics?
how do i make it so my item is actually physical right now the PC just no clips through it
ive put it in object builder and gave it a convex hull
pins for geometry lod
ah
i know what it is
doesnt have mass
how do i give it the mass though its not giving me the option in OBJ builder
just gone out, generic science fiction airlock styled door, kinda want it curved but can't get the edges to bevel "nicely" without going up to 3k tris π
Nvm figured it out i was on the wrong LOD XD
well then its up to you
there isnt really standard for fancy scifi door
preferably it would agressively lod down at distance
yeah im just wondering if its a good idea as the rest of the bits (including the doorway) is sitting below 200 tris
will just high poly bake onto the low poly
hey, im trying to view my animations in model viewer and i cant seem to link up the model.cfg to the weapon
class CfgSkeletons
{
class ringo_skeleton
{
pivotsModel="";
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"Barrel", "",
"Front", "",
"Latch", "",
"Revolver", "",
"Trigger", "",
"Grenade1", "",
"Grenade2", "",
"Grenade3", "",
"Grenade4", "",
"Grenade5", "",
"Grenade6", "",
"Grenade7", "",
"Grenade8", "",
"Grip", "",
"gl_cartridge", ""
};
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class Ringo_Base: Default
{
skeletonName = "ringo_skeleton";
sectionsInherit = "";
sections[] = {};
class Animations
{
class trigger
{
type = "rotation";
source = "reload";
sourceAddress = "clamp";
selection = "Trigger";
axis = "trigger_axis";
minValue = 0;
maxValue = "1";
angle0 = "0";
angle1 = "rad -30";
};
};
};
};```
is your p3d called ringo_base?
does the class in the cfg_models needs to be the exact as the p3d?
i tried using from the samples
class dca_ringo: Ringo_Base{}; (the class has my p3d name)
but the p3d name is just ringo
yes the p3d name must match the class name in cfgmodels
that is the connection
got it ππ»
π
- No rvmat used (same issue reproduced using rvmat though)
- Unsure how to check
is there any reason why object builder would randomly delete named selections when i close and reopen a p3d?
No, I've never seen this happen in many many years of using Object Builder, so I suspect something else is ocurring rather than what you think.
whats the armaman height? 
@last spindle same problem here. I'm suspecting that maybe there is only one axis and if your model is not oriented the right way you end up with this... i used obj with yz "poser" flip option. Maybe thats the culprit?
all hail to the new generation of russian air weaponry
http://abload.de/img/2015-11-3013_36_39-mo6nsmw.jpg (R-74M2)
Worked like a charm!!
a, lights work. b, runways dont fade out with roads, c, works when simply placed in 3den.!!
Thanks for your help m8!
πΊ πΊ πΊ
nice
Might not be the right place. I have a uniform model that was on the workshop that I've been given permission to edit & repost however my edited version freezes the game for about 10 seconds when selecting it while to original does not. Does anyone know why this is? Originally I thought it to be the ShadowLod having a breakdown but removing it didn't fix the issue, any help would be greatly appreciated
Hi, I'm new here and was wondering if it's possible to request a commission for a vehicle. I have the vehicle model; I just need to add a rollbar like in the picture.
See #creators_recruiting . Where did you source the model from?
A group that has mods related to vehicles of armed groups in Mexico gave me permission to modify them. The problem is that I don't have the knowledge for that.
The issue is BI doesn't allow paid work for anything that uses Arma 3 Tools, you'd have to post it as unpaid
I didn't know that, thank you very much for the information
No worries
You could pay for the 3d model to be edited, you just couldnt pay for the import of the model into the game
When I reimport another mesh in Quixel 2.0, the textures won't update. Anyone here ideas? @last spindle @hollow fulcrum
nevermind..
Vehicle is spewing dirt as its hit effect even though it is vanilla arma data_f armor plate. Made sure to validate my geometry (closed, convex, componentxxx). Is there something else that I am missing that would be causing this?
Fire geo?
Sorry yeah, validated my fire geo,
Sounds like you've done it correctly so will be hard for us to troubleshoot without being sent the files to find the mistake.
You can switch to the Dev branch and run the diagnostic exe, with diag_toggle "Shots"; which will trace each bullet and show you the material it hit on impact.
issue was binarization
Is there any object constructor tutorial?
wdym "constructor"? There are plenty of tutorials on how to 3d model things in general, and there are also lots on how to import said models into arma 3
object builder most likey
Grabbed that epic pdf. Anyone know of a good guide for using that blender tool and the other steps for vehicle importation. Really would like to nail it down.
it will take a lot of practice and studying of how it all works together to nail it down
tutorials show some stuff but not everything
and well there arent really much in ways of tutorials for this stuff anyway
What about another missile that would be mounted outside the launcher? Like a katyusha for example. What would be the ideal triangle count? Also should I still follow the face halving method when making the lower quality lods for the versions used by the ammo and submunitions classes? They will essentially always show at their lowest lod, and my lod making skills are not the best so they look atrocious at less than 200 tri's.
less than 200 stuff is really for the far distance
where you might see it from like 100 meters
I know, but I have never seen fired missiles at anything higher than the lowest lod that I made for them.
I think it's a severe skill issue on my part.
Actually I maybe overthinking this.
Maybe I'll just remove the last lod lol. The 382 triangles one should do just fine.
Major improvement over my original 10k triangles one.
yah its likely fine
Vroom, but still needs more work.
Hey, im trying to reuse some of the animations of RHS (using RHS as a dependency and with the approval from one of the developers), and when packing with mikeros tools im getting an error.
is there a way to not rip RHS and still use the animations im using pboProject
and second,
when im trying to pack with pboProject im getting the following errors (shortened version of the .bin file)
21:39:25: No speaker configuration found.
21:39:26: Bad uvSource None in dca\weapons\data\textures\ringo\front.rvmat stage 5 (Super, tex #(ai,32,128,1)fresnel(0.6,0.16))
21:39:26: Warning: dca\weapons\data\models\ringo.p3d:0, vertex: 0, sum of weights is 200, should be 100
the vertex problem goes on for 10548, checked with the weights in Geometry LOD and all of them are up to 100%
i looked up the problem and most of the answers were to ignore the problem
sum of 2 animated selections is 200
you should have that part only in 1 animated selection
what animations do you try to use?
you can easily refer to RHS defined action classes
and even to files inside other pbos as long as the paths are same as in original
and that rvmat likely has messed up formatting
im trying to use the m32 mgl.rtm animation, but im referencing using @rhsusf/..... in my config, same as sound
- added in required addons so that it will become a dependency
you can either unpakc RHS pbo to your P drive to its real folder structure
or create dummy files for pboProject to check paths with
will try that, thanks with that π
Yes, good to halve each LOD down, even for munitions.
But I wouldn't worry over 200 or 400 faces for the final, so dropping the last LOD as you've done is fine.
if they are pathed outside of your packing folder structure then they are just checked that the path is valid. of course with dummy files you are responsible that the path is really right/same as in the pbo that you use as required addon
does it reference the weights in LOD 0?
so that if there are more than 2 elements in the list and each one of them is 100%, thats the problem?
yes
can i attach a web link for the screenshot? or is that against the rules?
you can have multiple selections on parts for various reasons but animation weighted selections should amount to 100 if or have only 1x 100% weighted bone on them
understood π«‘
if you complete verification at #βrole-selection you should be able to embed images directly here
i think my model is bad, because i have 12 of them π¦
only if they are all animated
but also if you dont use them for anything then you dont need to have them
understood, thanks about that
How do I create an SDMI image?
found it in https://forums.bohemia.net/forums/topic/187130-texture-map-help-co-smdi-as-nohq/
CO is your basic texture, created in Photoshop or whatever your preferred texture editing program is.
NOHQ is the normal map - most likely baked in 3DS Max or similar. There are filter (plugins for Photoshop) to do it manually from the texture (NVIDIA do them somewhere on their website, but the results WILL need tweaking).
SMDI is an overall shine/gloss map. The best way I've found to make these is to greyscale the _CO, and adjust the brightness/contrast to make any areas I want to be shiny to become lighter, and any matte areas as dull as possible without losing any texture depth. I then overlay a new layer (filled with R:209 G:24 B:209) with 80% opacity. Within this layer I will also darken areas that are to be matte. Sometimes if fine detail such as scratches need to be highlighted I will then overlay the grey-scaled _CO on top with a lighten blend filter.
AS (otherwise known as Ambient Occlusion or AO) can also be baked in Max or similar 3D Editing software.
hope its useful enough
I have searched and searched and have been unable to find a straight forward answer to this question. Im working on retexturing and need to make new texture map files as im changing the RVMAT values. Some of these files I have, some I need to create, but I do not have proper information on what t...
thats about the gist of it yes
SMDI is harder to do honestly, it's better to do it through substance or another texturing software
We went through this like last week on the texture channel
for sure yes, but to make it in any program one has to understand how it works and what ti does
Oh yeah ofc
It's just that whatever that guy wrote (overlaying a layer or whatever) only works if your diffuse is completely in grayscale, no camo is applied to it, and you actually have made the shiny parts white and the matte ones black
It can still give some correct kind of variation, different paints could shine a bit different maybe or if they camo colors are of same light value, then grayscale will make them equally gray
Irl a different color wont shine differently
Well, not on fabric
And most camos dont have colors with same/similar light value. The whole point of camouflage is having enough contrast between colors to confuse the human brain and still match the environment
anyone knows what is happening? I don't want the face to show up and the character isnt rigging on the human skeleton even tho my model.cfg is doing that
is it proxy\hmd?
no
just Head?
found it thanks big guy
there is no more head but its still in the ground
i have the autocenter on the geometry lod but its not working
maybe a thing in model.cfg? idk
ye most likely you didnt name the cfgmodels class correctly
still cant find what is doing that
Your model in object builder is below the gorund.
You have to raise it above the grid to apear above the ground.
That is how a human model should align
I have modeled this sword from Final Fantasy 7. I am missing a config.cpp and there is no where to get a template from to be able to finish the sword and make it functional for the game. Can someone guide me?
there is no sword mechanics in game
only in mods
so you would have to figure out what mods you need to use as dependencies
further discussion at #arma3_config
does the # of shadow lods and # of res lods have to be the same?
no
typically one might have maybe 2 shadow lods
or 3
max
often 1 is enough
sw10 can be used for far distance shadwo
Okay cool thanks, I had this question as I was sleeping cause I was wondering what shadow would say a 2nd res lod use if there is only 1
cause maybe the 2nd reslod has some small details missing and such
shadow lod should not have those small details to begin with
it should be kept very simple main silhouette only
been impressed so far
still getting my head round the changes
i dont like change too much haha
Stupid question, why isnt it showing background lod? Tried to click on "show at background" but it hasnt done anything
It doesnt show in the 3d view, you have to use one of the snapped views for it to be visible
You meant that one?
i recommend using the 4 split view
and if you need to do any precise alignment of memorypoints I recommend doing that in source model and better modeling tools instead of OB which can be difficult to learn
no, I mean, for some reason OB stopped showing me first lod automatically and thats kinda annoying
Like, that yellow outlines, you know what Im speaking about
check the options if the show background lod is still on?
At least they work π (sometimes)
Is there a way to redo the wight of the Geometry LOD after adding more blocks? I cant seem to select all and redo the weight.
Blender?
in OB
Why not fix it in blender and export back to OB? as OB is kinda jank imo.
Hey guys, any idea what would cause bullet impacts not to show on a model?
You can set Geometry Weight in Blender?
it has vertex weighting tools? which is what I assume your doing?
I think the the weight tool in Blender is more for textures and not the weight of the object in OB so AI see the object and not just walk through it.
But I could be wrong
nar you can, my friend makes stuff for A3 and uses only blender and just use OB for like RVMAT set up and such
is there any easy way to find the source of no entry .model errors?
whats the exact error?
where?
for a vtol, happens when loading in with it spawned
same error box appears when exiting to 3den too (tho i do have filepatching on idk if that matters for models)
try if RPT has anything
try without filepatching then
doesnt even have the error message
it can mess stuff up
it still happens with no filepatching
What did you do last when it came up?
dunno someone else did the majority of the import im just trying to unfuck it
they said they didnt have the problem though
good idea i shall try later
Yeah unfortunately the error doesnt really give any hints about what is happening and if rpt shows nothing exlusion is pretty much only option to start rule out where it might be coming from
I've been running into this issue with my geometry LOD not working even though it met all wiki stated requirements. turns it it was because geo had 2 uv sheets. Is this right? and if so I couldn't find that on the wiki anywhere
UV shouldn't matter
it should not matter but perhaps it messed up something anyway
2nd uv should be removed from anywhere where its not used anyway
and geometry lods dont need uvmapping at all
or uvsets
it will save some diskspace too
let me replicate it with a blender cube rq
worth a test π
I know Mikeros will flag it
2 uv sets no collision
π
I thought it doesn't even matter π€ if is true for sure we might to write in BIKI
How would I make a fountain have water in it or is that not possible?
Define "water" you mean
like a round water fountain being filled with water like the water of a pond or similar
I hate the process of making mods for this game
I want to make a simple helmet and for some reason I have to install 5 different tools and partition my hard drive, reinstall game files into said seperate drive
Can somebody help me?
I am having an issue with exporting my Headgear to the game.
I got model converted to p3d
textures to paa
Tutorial guy said I need a preset and then didn't ellaborate what it is and where to get it
We don't know what tutorial, what preset, which part you stuck, anything you mean
There isn't a good water material to be used on objects unfortunately. Supershader water substitute can work ok
a3\map_altis\data\water\data\calmwater_dirt.rvmat or a3\map_altis\data\water\data\calmwater_blue.rvmat might be good rvmats to check
They can be tried out but imo they don't work too well.
Should binarize print a warning/error if there is UV sets on geometry?
Or remove UVs automatically 
Yes that would be nice
I'm preparing some stuff to do model checks in binarize. After the MLOD was read
Uv sets belong to resolution lods and optionally on shadow lod if texture shadows are used.
Where even do binarize logs go?
I can see AddonBuilder.rpt contains Errors printed by binarize. But not normal warning log messages.
Ah addonBuilder by default passes -noLogs π‘
And even if you enable extended logging, it still passes -silent
My binarize prints errors
11:25:33: Cannot load material file z\wolf\addons\arsenalpoint\foxlight.rvmat
11:25:33: Warning: Unsupported UVSet 2
11:25:33: Warning: special LOD contains 2nd UV set.
11:25:33: Warning: Unsupported UVSet 2
11:25:33: Warnings in o:\dev\testpbo\arsenalpoint\fox_sit.p3d:geometry
already. But I don't know where you could actually get to see these errors if you use addon builder
That "Warning: special LOD contains 2nd UV set." warning.
Already auto-deletes the 2nd UV set after it was loaded. It is already automatically removed and ignored.
I don't get how something that is auto-removed, would break collisions?
APL-SA means I can use what someone did but I must credit the original dev?
I didn't know where to post the question
thanks
Also fun. In binarize all Error log messages are outright completely ignored.
They only get printed to debug output, that only developers see while debugging binarize..
Its not printed to any visible log.
That seems nuts
Indeed π
Due to this fact, some error messages were doubled up, with a duplicate second warning message.
So that binarize would actually show it to the user...
But when I fix it so that errors are displayed, its now shown to the user twice π
Yeah me being smart.. I add validation for property names so they don't have whitespace in them.
Because that validation is not there as it doesn't report my model.
Welp... Now its there twice.. The existing check was just an error that was never shown
Yeah tested π
Load a MLOD with broken material path in Arma, it prints "Cannot load material file" twice 
Before:
13:03:32: <model = "O:\dev\testpbo\arsenalpoint\fox_sit.p3d">
13:03:32: Cannot load material file z\wolf\addons\arsenalpoint\foxlight.rvmat
13:03:32: Warning: Unsupported UVSet 2
13:03:32: Warning: special LOD contains 2nd UV set.
13:03:32: Warning: Unsupported UVSet 2
13:03:32: Warnings in o:\dev\testpbo\arsenalpoint\fox_sit.p3d:geometry
13:03:32: </model>
After:
12:58:10: <model = "O:\dev\testpbo\arsenalpoint\fox_sit.p3d">
12:58:12: Cannot load material file z\wolf\addons\arsenalpoint\foxlight.rvmat
12:58:12: GPΓ Context: ShapeLoad: N:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d' P:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d'
12:58:12: Property name has whitespace at end, this will not be read correctly ' testt '
12:58:12: GPΓ Context: ShapeLoad: N:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d' P:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d'
12:58:12: Warning: Unsupported UVSet 2
12:58:12: Property name has whitespace at end, this will not be read correctly ' testt '
12:58:12: GPΓ Context: ShapeLoad: N:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d' P:'o:\dev\testpbo\arsenalpoint\fox_sit.p3d'
12:58:12: Warning: special LOD contains 2nd UV set.
12:58:12: Warning: Unsupported UVSet 2
12:58:12: Geometry LOD has UVSet, it is useless, consider removing it.
12:58:12: Warnings in o:\dev\testpbo\arsenalpoint\fox_sit.p3d:geometry
12:58:12: </model>
These things from the early 2000s aren't good at handling unicode
Now we just need to get people to look at their logs after packing a mod.
That 2nd UV set warning was already there, so clearly that's not working well.
But what happens with multimaterial shader where 2 UV Sets are used to work?
Or is this only against Geometry LOD
Just Geo LOD, although would be interesting to check other Geo's (phys, VG, FG)
Maybe the auto-remove isn't a very clean removal?
Its so clean that i cannot detect that there ever was a 2nd UVset if I do my validation at the end of the p3d load
But does it yank out anything else, I guess is the question
I dunno I'm π¦ing for u
no, it just loads the UVset, and then clears it again
weird
don't think it does anything else
Guess I need a model with broken collision to actually test and debug it. But probably no time for that
@formal halo repro'd it with blender cube
Can probably toss that your way for De-πͺ²ing
inside a FT ticket then :3
With luck he will awaken and do so
having an issue with a wheeled ground vehicle I am trying to import. When I get it in game and a player gets into the vehicle it will begin to roll and flip wildly as if it was an inflatable vehicle. The vehicle does have mass applied to the geonomety. Does anyone have an idea of why this might happen?
When I get home from work π«‘
Could be one of dozens of things, so you'll probably need to show us a bit more of what you've got.
Screenshot memory LOD with wheel centres and boundary points showing.
Also Geometry LOD with components, mass and centre of gravity.
Geometry Phys LOD
Class Wheels {} code
I am going to be diving into the arma modding rabbit hole, Because I want to make some custom assets for my missions. These include things like hallways/buildings and custom heads
Is this kind of tutorial series up to date? Do I need to look for something more recent? Do any of you have any tutorials you prefer?
https://www.youtube.com/watch?v=qZoI7f0ApSI
P.S. Assume I already know how to model the models in blender
Welcome to my Arma 3 tutorial series where I show you all the basics required to start creating your very own Arma 3 mods, from retexturing existing game assets to importing and implementing new ones.
Project Files Download:
https://drive.google.com/file/d/0B6voDxYIREkgQ2I4VXdubkN6VG8/view?usp=sharing&resourcekey=0--WkZzElEp_FzlbE1Nqqhog
Elite...
I should buy Quixel 2.0
Buildings/Hallways are kind more involved in A3 than you'd think here's a two part video on it, personally I've never tried it
https://www.youtube.com/watch?v=UghoSFCDhL4 Part 1
https://www.youtube.com/watch?v=BTrgd7JeBYw Part 2
Hi, quick question I had to reinstall arma 3 tool, on the viewver I no longer have the wheel click to scroll the animations, do I need to reactivate something?
depends how you reinstalled it might not be reading the previous key config
In which tab do I find the keys
so im trying to make this object have components so its an actual physical object but whenever i use component convex it completely changes the Geometry shape which is not what i need
like i can understand what the machine is trying to do but i need this shape to retain
so this is the Before Image
this is after
Ideally this little "shelf" area here needs to be there so people can throw grenades up there
Arma physics model doesn't recognize or not going to evaluate well to have such holes. you need to make multiple components in order to do that
Ok how do i go about doing that, up until now ive been just putting models in here do the components convex hull and its done it for me how do i do my own?
Better to modify your source
Basically, a shape like M is invalid, but only A where the middle part of M is a hole and non-convex part
i think i get what you mean
youll have to do the splitting yourself
the convex component tool only makes each separate part it finds convex
(or tries at least)
ok next question how?
Im not seeing an option for "mark as component" etc
manual model splitting
best done in your source program
or making new convex shapes that fith the form you want it to be
Don't make one M shape component, but split into two in the middle
just so im clear convex means water tight right?
Ohhhhhh
AH manifold
thats what i was thinking of
when i said watertight
@marsh canyon @stuck oyster It aint perfect but its getting there
You get the point I guess. You need to struggle to get how it could be
you can make it more complex if you need to by using more pieces
Yeah i figured that out now
Grenades sit nicely where they land
What scale should be used for a uniform?
What do you mean by scale?
so that the size of the character when putting it on
Same with character model
arma 3 samples should have a example of a character, use that
Technics can not drive into the building and sees the geometry, the doors are open large and the geometry is also animated and a person calmly passes but not the technique, what could be the problem and how to fix?
https://media.discordapp.net/attachments/1065614738974851092/1210527768542978058/image.png?ex=65eae2d6&is=65d86dd6&hm=2d1b9bc4552fe958fc691d31310c170f2f043563fef6f414c6640b278ec39f87&=&format=webp&quality=lossless&width=1295&height=671
https://media.discordapp.net/attachments/1065614738974851092/1210527768996089857/image.png?ex=65eae2d6&is=65d86dd6&hm=73db6c7abb13bcb889adf339232724ca0cffdc772b41d3040c18b646dcbcd32a&=&format=webp&quality=lossless&width=923&height=671
Geometry must be faulty somehow.
Also geometry does not animate beyond the buildings full bounds
I don't quite understand you, the animation is on the opening in Lod 1 and in Lod Geometry, what can be done to make the technique pass. I made an example of a normal garage with doors from Arma3
If you move geometry outside of the bounding box of the model in its resting state, the part that's outside ceases to function. So that's probably not your problem.
Are you moving the entire geometry components when opening the door?
If not that's probably your problem. Changing the shape of the components only (kinda) works for interaction with people, not with vehicles.
are you moving the geometry and physx geometry?
also I rememebr there being an issue with physx geomtry not updating for house simulation
Oh right didn't see there was a physx geo lod
physX geometry is what cars collide with if it is present yeah
if its not made separately then the normal geometry lod is used also as physX lod
I'm not 100% sure about this. I think I've seen instances with different behaviour when the Geo Phys LOD was missing, even though the supposed fall-back to Geometry LOD should have been sufficient.
I would not be surprised if there are different behaviors
π
While Δ±m importing the model to the blender nothing like nothing loads happens and that text appears on blender
what model you try to load?
Δ±s it matter?
yes
Δ± downoalded cn-235 for make livery
so a mod?
ye
either the model is binarized and its a no go, or you have wrong version of the toolbox
yes then its not possible
you'll have to do retextures in the old fashioned way by painting over the actual textures
Δ±ts okay for me
so there is no way open this model in blender right?
no
then how there is any tutorial video etc?
what video?
how Δ± can open the .pbo file at the blender
you can not
like I said those p3ds can not be opened
is that so hard to understand?
I dont know how else to say NO
looks very authoritarian, would call an eagle on
what is a texture shadow?
tree leaves and such
What does fire geo penetration material default to if the path is invalid or non existent?
"default" material
which is kinda ground like
Yeah, you get a "dirt" effect on bullet strike.
have you installed arma3 tools from steam?
What is the rigging of a model?
If you Google that it will come up with the basic concept
It's not an Arma specific thing
So each model I make has to have a rigging to be able to be animated? Can I take the weapon samples example and just implement it to my model? The idea is to make a medieval armor that would be the model for the vest slot,
you can transfer weights from the sample man as a start, however it's unlikely to look good without you manually fixing the weights
can someone help me ? i cant export a blender model to a p3d for some reason
i did merged into one mesh, triangulated faces, selected the mesh and exported as p3d with only selected option
does the selected mesh have arma properties enabled?
yes
is your o2script.exe path set correctly?
its funny cause i did this several times and works but not with this model
you got ngons?
i didnt changed arma toolbox settings, and it worked with other models so that cant be it
can i send you the error report as dm ?
can't you just put it here or in a pastebin if its too long
no not really
i guess you can dm me then if you really want to
is there any error message?
the couple lines at the end of the error usually indicate what the problem is related to
he got it working
Do missile and rocket models need geometry LODs?
Great, thank you!
im working on an offroad dirt bike helmet, but the model is obstructing the view of the player when in first person. any idea what could be causing this?
Empty View Pilot LOD
thanks i'll try looking into that
Quick question for mass rename of textures in object builder. It said it supports a mask.
I need to rename textures that start like
x\prefix\addons\xy_zv\.... to x\prefix_xy\addons\zv\...
Any pointers at how this might be achieved without needing to do it one by one?
meaning view pilot lod should not have anything in it
*thing\another* *thing\another\more*
star is joker
thank you, will save me tons of time next time. And there will be at leat two like this 
OK, that didn't really have the effect I was hoping for. Mind telling me how exactly it should be done here? (I know what regexes are, but don't think that applies here)
Ah, I see now. Wonderful
Do you have P drive set up?
I need just simple yes or no
π
lol no. Tried that once and my game is called "Model viewer" ever since.
I am just renaming the paths, that's all. The actual modeling and texturing is not done by me
TLDR: No
then it will not be able to tell you if the paths are valid
They are, I am in game and all is working
all the Arma 3 tools are build around P drive development environment
That's why I use none of them unless I decide to change prefix and need to rename paths in p3ds
then I dont understand the problem
Once hemtt can do that, I'll be happy
I fucked up the usage. Second try worked as it should have
right ok so it worked π
Yeah, did. Will save tons of time when I do this for the two other addons we have
Hey, im working on a helmet with multiple camos, but every time i zoom out in teh arsenal the helmet ereverts back to its main texture (multicam), so when selecting a different camo the helmet will revert back to mc when the lods change, any idea why? π₯²
Your further LOD doesn't have proper selection or texture
My model has the weights on and remains static, I don't understand why it doesn't work?
do you have a model.cfg?
You probably don't have model.cfg
if I found it in arma samples
you dont have the character skeleton
you copied only half of the model.cfg
only half? In the tutorials I saw that you only had to create a class with the name of the p3d, do I have to add something else to the model.cfg?
this is the model I have
well the earlier shot did not show you have the cfgSkeletons defined
you dont use P drive though
so you probably have some non standard workflow

Pretty sure that the .p3d model name doesn't match the one in model.cfg
Uh wait nvm I looked at model = "...\armadura1-0.p3d"
rue, that was a mistake but I corrected it and it's still the same, I pass some images of the model in blender and in object builder, maybe something is missing and that's why
does geometry lod have same named properties as the sample vest?
@stuck oyster
how did you get the model from blender to object builder?
I created an fbx, because when I export it in p3d the model in blender doesn't let me open it in object builder, I don't know why
i'd recommend making the p3d with blender, the export probably failed for you because the o2script path isn't configured by default in the blender addon
also (i'm not sure if it has anything to do with the issue at hand) you misspelled the geometry component in OB.
i don't know how it's correctly named tho, the names get automatically made if you make it in blender
compare your geometry lod to the sample vest
they are different
also enable the namedProperties toolbar in the window menu so you can see what you are missing
@warm jackal i think your model.cfg is at fault, i just checked the one in the samples again and yours is slightly different in some places
yours says ManSkeleton in place of OFP2_ManSkeleton for example
Forgive me if it takes me a while to respond between translating, searching and trying the solutions that tell me it takes longer, what differences there are to be able to correct that.
you took the model.cfg from the wrong folder as a base for yours
take the one in the Test_Character_01 folder as a base
Ok, I've taken that model, I'm going to try it and see if it works.
@muted tapir Unfortunately it didn't work, it's still the same, I'll fix the blender thing because I noticed that it exports the p3d without data and I'll take a look at the examples to see what components are missing in the geometry
0KB export means you dont have arma properties on the model you export
worth another mistake I had
so my friend and i are working in tandem and whenever he sends me the binarized version of his PBO i get this message, but he doesn't. the path is exactly the same for the two of us and the file does indeed exist. anyone have any ideas?
his pbo gets packed with different folder structure maybe
we checked and our folder structure is identical
You sure? What about PBOPREFIX?
yeah the $PREFIX$ file contains the name of the directory, which is sof_offroad_helmet
Hm just reread your issue carefully, so what you share is PBO itself?
(except the sources of course)
correct
should i be binarizing on my own machine or something? sorry i'm super new to this
Then it could mean your friend has another PBO that contains some data, and you don't have that PBO
Binarize is a process when you pack a PBO. Not when load
right, i meant binarizing all the source components on my machine
the whole addons folder that it is contained in has the same contents for both of us as i shared a copy of it with him this morning
this particular PBO doesn't depend on any other PBOs either
Make sure both of you run in vanilla + one PBO
Also make sure your Mod folder doesn't have any leftover PBOs
thanks for the help, i'll give that a shot
the issue seems to have resolved itself somehow (i didn't change anything)
π€
very strange
Well... it's good I guess?
Can you have geometry of a vehicles intersecting one another? Or will intersecting geo cause issues?
Depends
Intersections usually cause issues with the view and fire geometries
Other geos should fare better but still a good practice to keep them to a minimum
fml, gotta be the reason why my vehicle is flipping then. Thanks.
Not sure if intersections can cause flipping
My experience with flipping/tipping vics (albeit limited so someone else can chime in) is due to one of these three
-Bad land contact LOD
-Bad Geo Shape (at its ground facing side)
-Bad Geo weighing
Could you explain a little more about the bad geo shape for the ground side if possible?
You'd want it to be flat and level where it touches the ground ie all wheels having flat faces at same height
Sample vehicle would show it much better than I can do written
Ah I see what you're saying.but that should only apply to where the vehicle makes ground contact correct?
Yup, although a vehicle can make contact with the ground on all of its sides
You wouldn't want it to go wonky if it flips on accident or while passing through a narrow space
Gotcha, thank you for that information
Request 1: KAT/KAM has many medical items that need 3D models. These would be small 3D models for medical items, it would be amazing if anyone can help make them.
https://github.com/KAT-Advanced-Medical/KAM
Request 2: also medical/rescue related. In Vietnam the 'PEDRO' helo was heavily used. So for SOG Prarie etc this would amazing helo to have (afaik not in Arma)
https://en.wikipedia.org/wiki/Kaman_HH-43_Huskie
The Kaman HH-43 Huskie is a helicopter developed and produced by the American rotorcraft manufacturer Kaman Aircraft. It is perhaps most distinctive for its use of twin intermeshing rotors, having been largely designed by the German aeronautical engineer Anton Flettner.
First flown on 21 April 1953, the HH-43 went into production and was operate...
wrong place, use #creators_recruiting
does anyone know of a way that i can set an origin point/ spawn point of an object? some of my objects in object builder are spawning at their center of mass and not where i want it. Trying to fix this so i can keep all of the objects in my mod on grid better.
set the autocenter 0 property in the geo lod
When does it flip?
Physx interactions of vehicles are controlled by the code for the wheels and the Geo Phys LOD.
Don't model wheels or animated gun barrels in the Geo Phys LOD.
Keep the Geo Phys simple and avoid inverted wedge shapes where things can get 'stuck'.
The Geometry LOD is primarily used for collisions with people. Wheels should be included but don't cause flipping if they are incorrectly sized or placed below the ground line.
Immediately when a player gets into the vehicles. For example when you spawn it in virtual arsenal and click 'try' - it will just start flipping Immediately.
I know for sure it is something in the geo lod causing it. Good thing though is the wheels aren't the problem and work properly.
compare yours to car or tank sample and if you have any extra parts
also your physX wheels might be set up wrong
or have missing points/too many wheel classes
stuff like that
multiple wheel points in single selection making the wheel size wrong for example
Okay ill go back through all that and triple check it again. The reason this problem boggles my mind is because it is just another variation of another vehicle. It uses the same wheels, config etc, the only thing that is being changed was removing a portion of the main body which required the geo lod to be redone. If I put the geo lod of the orginal vehicle on the new variation then it works just fine, no issues at all. But I'll look at the suggestions you made.
its likely wheel issue imo
dont blindly reuse things from other vehicles
Hi, my friend bought a model of a civic for gta v, he gave it to me to try to put it inside arma 3, it has 414k vertices, I separated it in proxys and I think I have it all ready with the configs but when I put it in pbo project I get this error: O:\Arma3CommunityTools\CfgConvertFileChng\CfgConvertFileChange.exe returned error 22: Invalid argumentis the model too heavy or am I doing something wrong?
That is rather insane amount for Arma
also your friend cant legally give you the model
he bought right to use it
you did not
ok ty
Do you have a Geometry Phys LOD as well?
When modelling stairs the Geo LOD for them is basically just a slope right?
so something like this?
the blue line is what i think the Geo would be
copy thanks bud
also in terms of a prop whats like the upper limit of vert count?
what kind of a prop?
a ship with an interior
sort of thing youd only have one of
in a map
7
yes
should be plenty
I mean there isnt really any guidelines for that kind of things
least you can make it work
Technically there is near to no limitation. Ideally? Less is better
when FPS drops to 5 when looking at it, its too much
does anyone know how i'd be able to manage the LOD ratios of my LODs?
eg my res 2 LOD kicks in waaay to close leading to massive visual jumps between 10 & 15m, when in thirdperson the vehicle LOD changes just purely because of the camera distance to it
No, LOD changing is automatic.
Your res LOD's should halve their polys from one to another.
Does this issue happen with vanilla vehicles, or just the one you are making? If the latter case, it probably needs optimising.
its LODs for rocket pods, quite small objects relative to the vehicle. when approaching the jet all 4 LODs are cycled in under about 20m.
LOD1 < 5m
LOD2 > 5m
LOD3 > 8m etc
Doesn't happen in vanilla, tricount is being roughly halved for every LOD
what I'd do in cryengine is add an invisible cube that increases the bounding box size so the engine considers it bigger & increases LOD distance( in CE they do have a LOD ratio param tho). not sure if this would work in the arma engine with its much more restrictive geometry limitations
It's best to fix your model issues rather than try to kid the game engine
How many tri's in first res LOD? How many sections? What texture res and how many?
LOD1, 14kTri, sections unknown, 1k textures
LOD2, 8kTri, sections unknown, 1k textures.
no texture LODs, are sections just connected vertices?
14k for a rocket?!
IIRC, trying to find the file.
sections are noted at the bottom of Object Builder
its a 36 round pod with the holes modelled so its quite hard to really reduce tricount
ah I skip the OB phase, just blender to game. can take a look
if sections are connected vertices then I'd say around 3-5
skip OB at your peril
the OB UI causes me geat pain π
sections are the number of discrete texture and rvmat combinations
so, 1 rvmat, 3 textures total. co, normal, spec
another for the rockets themselves but thats a seperate model with super low tricount
ok my bad, found the file again lol. 8k tris for LOD1
If LOD 1 is your first res LOD that sounds more reasonable.
I would have estimated 7k without seeing the model.
Section count should be around 3 in LOD 1, not more.
Check in OB that you do not have degenerated faces, no isolated points, single UV sets
You should be able to get LOD 2 (4k) and LOD 3 (2k) modelled without showing much visual difference, even close up.
in OB I've got 2 sections, no DG faces, no isolated points
Is the vehicle model that the rocket pod is attached to also switching it's res LOD's aggessively?
it has NO LODS π. 77k tris. I've been handed it over to work on, its very split up and super hard to optimise. honestly I'd consider it a lost cause. merging by distance removes 55k verts
Ok, that could be the issue, rather than your rockets
the pods I modelled so I feel more responsible for their performance.
its a bit of a topological nightmare near the holes. its getting triangulated and looks fine ingame. next time I'll probably not run a boolian straight through it but just wanted to be quick
the game is trying to reduce the vehicle LOD and your rockets are having to take the hit
try putting them on a good vehicle model if you have another to hand
π first jet I've managed to get working ingame, next up I think will be something I've modelled so LODs n stuff should be easy enough to work on. could do a quick config edit for basegame vehs but honestly theres not much hope of getting good LODs in for the current jet so I think I'll just go full M.A.D. mode and cut the LODs from the pods too lol
As you can imagine, we have plenty of similar such rocket pods in the SOG:PF DLC.
To give you some reference, this one is 2.3k in LOD 1, still has holes through at 1k, but blocks them up at 500 tri's.
just to clarify, I do love optimisation and it is a priority but sanity comes first and this jet model drives me insane
fair yeah, I'm not too condident in my texturing/baking for A3 yet so I'm adding more GEO to compensate. A3 is handling it pretty well but thats no excuse to skip it
It's somewhat true to say that making nice models and textures is the easy bit in Arma. Optimising them so that they run smoothly and still look nice is where the differentiating factors are.
its all just the matter of "how much effort is this project worth to you". personally the mirage I'm working on I didn't model and have just been tasked with finishing up weapons/hud/textures so re-modelling it to allow for better optimisation tech etc wouldn't be worth the time. however when modelling in general I do take into account optimisation and shading etc to save up on tris
I'm not sure they're too difficult, more so its difficult to make people care despite its importance.
looking at older game models it is quite interesting how they get so much out of tiny polycounts
like I think the average modeller would prefer to just get the asset ingame, optimisation is an afterthought at best which for some projects is fine. if you model the right way optimisation can take literally 5 min. if done wrong like this mirage, it may take days π (in my arguable opinion)
having a few more issues with PIP and interior shadows/lighting
following previous advice I made my shadow LOD smaller to avoid shadows "popping through" the body of my vehicle, however, I cannot get this to work on the interior, despite the fact I've made sure that the shadow LOD doesn't protrude.. am I missing something?
also for some reason some elements of the/the dash itself will become dark, as though a shadow is being cast upon it, even though I have made sure that there is no shadow LOD hanging over it, is this an issue with the RVMAT?
Thirdly, I cannot get PIP to work despite seemingly having done everything the samples do, all I can think is that "pip.cfg" has to be implemented somewhere in the model maker?
any help on these issues would be massively appreciated!
you can easily test if shadowlod is causing issues by making it empty
(copy its contents to an edit lod for safekeeping)
but yes could be your rvmat is badly configured or maybe your AS texture is not made right nad has interior in shade
so, in that instance, it is the shadowlod affecting my first point and casting shadows on the sun visors (despite the fact that that shouldn't really happen given how I have set it up), I will look into this a bit further.
it was my AS texture, thank you for that!
any idea on getting pip to work?
there should be a wiki page about pip if I remember right
You have class RenderTargets set-up in config.cpp?
And 2 memory points for the view position and direction?
And optionally 4 memory points setting up the bounding box for the PiP?
Check the PiP faces are not in any other named selections that are used as sections[], such as camo
For verifying if shadows are causing problems, it's simple to temporarily switch them off using the in-game video options.
okay, so I believe the issue was that they were selected as Camo1, Camo2, etc.
however now they appear rotated... how would i fix this, do I simply rotate the PIP0_dir node?
uvmapping is wrong way
what a strange way of doing it! I assume since this will be a overwritten as a mirror it wont matter if I rotate that bit in oxygens UV editor?
sure that works
but if you need to do something with the source model again it wont be fixed there
all sorted, (except the shodowlod but I'm working on it), thanks guys, much appreciated!
Does anyone know why a custom uniform is defaulting to the Underwear model?
I can select the uniform in the arsenal and it shows up on the character with no errors
but doesn't actually show the model i'm just in the underwear model
faulty config, wrong paths etc
I think oxygen was flipping my normals
For a non-mechanicalitem, such as a magazine or first aid kit that is used only by script (ace self-interact or addaction), how many LODs do I need? I'm guessing 1, 2, geometry?
It shouldn't be physx enabled or anything.
shadow too
hmm point
I'm trying to find a good guide to modeling just. super basic "prop" objects
okay second interesting issue. I have some temporary textures as a test:
and the shoulders turn black if I have both the shoulders and vest in the model
but if I only export with the shoulders then they are fine
so it's not the texture and it's not the path
Also, UV unwraps defined in blender work fine in arma, right?
yes
unless you mess up uvsets
remove all hiddenselections
that did not work
still has all objects as black after the first item
maybe you got broken rvmats
probably, just realized some of the objects do have color if I rotate them around
remove all rvmats and see what that does
maybe
ur uvmapping

basically
go back to the source model and check all its parts
when things break bad, go back to beginning
and first simplify
then add things
could it be a model.cfg issue?
because when I have these items on their own
rather than exporting a few together
they work fine
So I colored each UV differently as a test
it's taking colors but... not
okay so I moved everything to a single material and UV unwrapped still having issues so I don't think it's UV's
checked the UV sets in Oxygen and they are all there
so I might just go hop off a bridge lol
Hmm. So do I have to pass the p3d that blender toolbox lets me export back through o2builder to get it to set the texture correctly? Everything seems to be working except the texture
I always go back into Oxygen and recalc normals at least
helps solve a lot of issues with invisible textures
It's fucking with me because it's literally just a box, it's a joke item with 6 faces like an MRE box
this is designed to be the easiest possible thing
tell me bout it bro lol
like, I looked on the github for a3 toolbox and there's no indication as to what these config options actually mean
only a "make sure to read the faq" and the FAQ is 4 questions long and is only about really specific errors
"Face texture". Okay, easy enough. But is that supposed to be the path to it on disk, or the path to it in the addon?
How in the hell am I meant to use "searchprefix" in a place that isn't the P drive?
You think you're safe because there's a wiki, but the wiki only contains the FAQ and then some very specific change notes for 4.0
Okay, I just trial and errored it the whole time
Does anyone know : if you select the entire object when marking it as a hiddenselection, will it use the same UVmap for the hidden selection texture as it does the base texture?
HiddenSelectionsTextures need to have one texture sheet each
Right, but let's say it's camo for banana. I do the UV unwrap for the banana's normal yellow skin. Does that same unwrap get used by the "camo" of the blue or red bananas?
Yes
It just changes the main _co texture from one to another, while using the same rvmat (unless you also use hiddenSelectionsMaterial) and UV.
Why can I watch throug these wall. There is a collision which should also not allow to see through.
How many uv sets you have in object builder?
Because you don't have faces that would block view in the actual model
On the outside
So outside faces are required to block the view
Ah okay thanks going to include it in another building so there will be walls. Just starting modeling so thx again
this still doent work right
Seems to be non see through. What is wrong with it?
I dont want to clip the third person view outside the room
The camera is outside the room and shouldnt be possible
Okay I will test it
4
1 for chest
1 for shoulders
2 for arms (1 for each)
Arma uses only 0 uvset for texture
oh cute
And model can have overlapping uvs on same set just fine
ah
Since each texture/material is assigned only x amount of mesh
what's the best way to combine those sets? (sorry not at my computer right now)
Separate mesh by uv set, rename uvsets all for same name, join object
will try when I get home, thanks!
hmmm
so my hiddenselection isn't working.
I selected the whole object (because it's snack packets, it's a whole new packet image)
and made a "camo" selection
this selection appears just fine in o2
and the normal under-texture works fine
Yeah, I read the pins, I just had a typo actually
thanks tho :O
My question at this point is more: how do I 'bake' the model.cfg into the p3d? or is it just supposed to live next to the p3d in my addon
oh, binarization
hm
okay...
should do i think
uniforms work and backpacks as well but not helmets or vests from my memory
this is because you can call to a uniform or backpack as on Object rather than a String. Since there is no way to reference a vest as an object there is no way to change its color (similar to helmets)
this is why mods like OPTRE swap your helmet out with a different helmet when you turn your helmets visor off to change the visor color, because they can't influence the helmets texture directly via code
(but perhaps I am misunderstanding your use case)
Kinda lost here. Got a uniform asset made and imported into the game. Now, everything is working except for the arms not changing to the appropriate texture when the identity is changed, ie: using an Asian or African head still gives me European/American arms.
I've compared sample assets in both Object Builder and Blender against my own, and it's a 1:1 match, but I can't help but think I've missed a step somewhere...
you must have removed or broken the HL selection
best to copy the hands from the sample man
Will give that a try then.
Has not fixed that bug, used the sample/example arms instead of what I had and no change... crosschecked the vertex grouping and everything matched up.
Could it be a texture assignment/materials assignment bug in the config or model.cfg or from object builder itself?
have you used the default character model.cfg from the samples as base?
Pretty sure I did, though the model.cfg is shared between a few other models in the same folder, and those are working flawlessly.
I'll overwrite it with the sample one to be sure.
Okay, so used the model.cfg from the samples, reconnected everything, still no dice...
cant think of anything else
copying the mesh from sample should keep all its weights and necessary selections
Having further issues with both PIP and shadow, shadow is still cast in through the roof on the interior despite the face that it really should not.
Though PIP is now working mostly as it should, however the FOV is borked. naturally, I've played with the FOV settings in render targets, but it never seems to change? anyone know a solution?
You'll need to adjust the UV mapping.
for the PIP?
Yes
in which way do I adjust the uv map to change the FOV?
If your current UV map for the mirror is a square (full UV island), then reduce it to a rectangle, full width, but perhaps 50% of height, and centred on a UV island.
Example
my current mirror UV is the shape of a mirror.. I feel like I've missed an entire process here, can mirrors not be implemented properly onto complex shapes?
my current uv for the mirror
You can have curved mirror/PiP, that's fine. My example is a simple periscope viewport.
The key though is that it stretches to the width of the UV and is also not square.
The relative width and height of the UV change the appearance in game.
ah, i see! I'll give it a go, thanks!
How does your class RenderTargets {} code look?
`` class RenderTargets
{
class LeftMirror
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "PIP0_pos";
pointDirection = "PIP0_dir";
renderQuality = 2;
renderVisionMode = 4;
fov = 0.5;
};
};
class RearCam
{
renderTarget = "rendertarget1";
class CameraView1
{
pointPosition = "PIP1_pos";
pointDirection = "PIP1_dir";
renderQuality = 2;
renderVisionMode = 4;
fov = 0.5;
};
};
class FrontCam
{
renderTarget = "rendertarget2";
BBoxes[] = {"PIP_2_TL","PIP_2_TR","PIP_2_BL","PIP_2_BR"};
class CameraView1
{
pointPosition = "PIP2_pos";
pointDirection = "PIP2_dir";
renderQuality = 2;
renderVisionMode = 4;
fov = 0.5;
};
};`
all good as im aware.. it does work, just not as I intended π
Try renderVisionMode = 0;
and also consider adding 4 memory points in the corners to make it more performant with
bboxes[] = {"pip0_topLeft", "pip0_topRight", "pip0_bottomLeft", "pip0_bottomRight"};
Edit: I see you have done so for the FrontCam but not the first two
yeah, I was giving it a go to see if that was the issue.
changing the UV worked a treat! thank you so much!
now, not to push my luck, any idea about interior shadows?
Let me check what your issue was on shadows...
What kind of vehicle is it?
Are you looking at the shadow in first or 3rd person?
How many interior LOD's do you have?
Do you have interior shadow LODs?
the shadowlod is clear above the interiorlod, yet it's acting as though it is sticking through.
it is a car
1st person
only one interiorlod (I didnt know multiple was a thing?)
no interior shadowlod (same as above)
So you have a View Cargo and an SV0 (also an SV 10?)
correct, though I hadn't build the sv10 yet as I assumed that was a distance based one?
Let's first check your LOD properties...
res LOD's: ONLY lodnoshadow (1)
Geometry LOD: prefershadowvolume (1) and sbsource (shadowvolume)
Other LOD's: absolutely nothing
Then can you check that your SV0 is closed, triangulated and sharp.
How many polys?
Remove all textures/rvmats and UV maps.
no 'prefersshadowvolume' in any, 'reversed' & 'boyancy' in geometry
reversed and buoyancy (spelling) you can keep in Geo. Add prefershadowvolume in Geo
cool, I've done all that (I'd never even opened the properties tab before)
whole new world this#
Obviously check if that fixed the issue. Otherwise see next set of questions if additional help needed ^
SVO is closed, triangulated, I made it sharp before trying last.
all textures, UV and rvmats removed
~18,000 triangles on the model, ~6k triangles on the shadow
still no dice, I'm afraid
Can you screenshot the Shadow LOD in orthographic view with faces showing, and highlight where the shadow is being ignored?
6k tri's for the SV0 is high, but ok imo
the problem is here in particular, most of the interior is fine, but the sun visor in the model acts as though this bit is 'poking through' it
If you copy the SV0 and paste it over your View Cargo, with textures switched off (but faces showing), does any of the selected SV0 "show through" in red?
Also, to confirm that it's definitely a shadow issue, try disabling shadows in the Game Video options
Definately a shadow issue, disabling shadows in-game removes the issue.
Interestingly, the shadowlod cuts into the sides in viewcargo - however this bit doesn't show in-game
So it's not sticking through...hmmm...
what rvmat is on the mesh of the bit that looks wrong?
just a generic one, I still havent quite got to grips with RVMATs, so the issue may very well be in here
Is that a different rvmat to one that is on the ceiling and doesn't have the shadow issue?
no, the entirety of the interior uses the same RVMAT, at the moment..
That kind of rules out the rvmat being the issue then.. although the specular power is rather low at 1. Maybe change it to 20 as an experiment - make sure to do a full build to ensure the rvmat gets updated
done, what is meant by "full build"?
If you are using Mikero's pboProject (probably the most commonly used replacement for the BI Addon Builder), then it ignores any cached rvmats and rebuilds them from scratch.
hmm, should be fine then, unfortunately, no change
If you want to dm the files I can take a more in-depth look.
What is typically the cause of lets say you make a vest or belt and in game it is on the ground at your feet and not on your waist where it is supposed to be. What step did I miss?
And with the Arma sample model it is on that characters waist in blender
And its the correct size/scale
basically same rules apply as the head gear info in pinned messages
but weighting is more complex to various body bones
I'll have a look at that thanks
Intercityboy's shadow issue fixed - was caused by a faulty _nohq texture in the rvmat.
extreme 'nerd' talk: https://www.youtube.com/watch?v=hf27qsQPRLQ found that really interesting - many small triangles, esp. really long and thin = bad on LOD, at distance where it is sub-pixel grid (2x2 grid) width. That means to me, that low level LOD still are useful, and there is no "free LOD vertex count", when it comes to rasterization. It's a different metric compared to vertex count per draw call (which is where that message "free vertex count" comes from)
Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work.
Gamedev Courses: https://simondev.teachable.com/
Support me on Patreon: https://www.patreon.com/simondevyt
Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Tw...
My Headlights and taillights are invisible in game; any wise words?
Is there a way to define a new "center of model" for Eden that isn't actually the center of the model, but is logically the center placement point?
For example, say you have a set of hallways. One of them has a side cutout, like an alcove - you'd want the "center" to be off-center so it lines up with the other hallways.
autocenter namedProperty?
Where are these pinned messages that I can refer to so I can figure out why my belt is stuck floating on the ground
Either:
A- broken weights
B- model not defined in model.cfg
C- "autocenter = 0" property not in P3D
Maybe D- "apply all transforms" not pressed when exported from Blender (if used)
That's the bitch! Thanks
how do i find out if its broken weigts?
As long as your belt is set to the right body part selection, it should be ok
Hmmm I have it and all 3 LODs set to "Pelvis", an empty Geometry LOD with autocenter in property set to 0. I was really wishing I could fix it tonight.hmmmm
Thanks for the tips though
config
and the relevant part of model.cfg
your model name in the model cfg isnt the same as the p3d name
model cfg calls it jcd_sbbelt but your p3d is called 'sambrowngunbelt.p3d'
Oh.....ill try that. Thsnk you
Thank you that was it 100% I had made the assumption that if I defined the exact name of the p3d model that it didnt matter if the class did not have the same name....
Thanks
How do I make all the weights for my geometry in object builder equally the same.
If I do one tire; then it does all the other tired a different number; can't make them weigh all the same.
you need to untick this
otherwise it auto adjusts all weigts to keep the total mass same
preferably you would do such edits in source model so they dont get lost
I tried that but it still didn't work, so I set them all to zeros individually then applied the weight to the body and it distributed equally.
thats how it should work
other one still 20
it does distribute a set weight on all of what you have selected though
Oh I might have still had some stuff clicked then; giving the illusion it didn't work.
How do I move all layers/lods at once, or move to a specific coordinate; my vehicle keeps laying on its side; I've done the weights, and geometry lods.
I can only think it's because I moved it off the center of the plane by a few clicks.
I made a center pin then did center all. Took a few ctrl z's to figure that out
does anyone know if the sample assets should just export out into the game & work correctly?
I'm exporting the sample tank as a base for a new vehicle but getting binarize errors and it wont export.
I've exported a few vehicles before and had no such issue so now I'm a bit confused. minimal error logging. result code 2
try with just clean sample tank without your additions
I am currently, tried to work it backwards but the root is literally at the sample asset
I've got some filepath changes however but that shouldn't matter as it doesn't binarize with just the model.cfg and p3d in the folder
had to remove the obsolete class rotation from its model.cfg
hmm, maybe it does matter. changed the filepaths and now its building. figured that wasn't a factor as the P3D & CFG have no paths to worry about
but other than that test tank packed up
pff, realising I'm just a moron sorry.
model CFG still had the test_tank naming definitions. so that explains the bin failing. however I'm still not sure why the untouched sample asset didn't export before. eitherway, all good now cheers
β (im back around, yell at me if still having issues)
Binarize does check paths in p3ds
Modelcfg only fails in binarize on duplicates and missing semicolon/bracket
The posun_wheels are the suspension right?
Trying to fix a vehicle that's not sitting level. Sits off to the left towards the front tire by 90 degrees
Been fighting this since yesterday morning. I lost the file I made changes to and had to redo all the of things I refined. I got the steering wheel axis perfectly centered this time
You can define and check all the selections in your config
the memorypoint creation is far easier in the program you do the initial modeling
highly recommended to do all that at the source level
so you lose less
I made a extra memory lod p3d that just contains that since my memory lod kept getting corrupted after being loaded in blender
weird
Loaded and exported in blender*
I just found out santa isn't real, help me D:
you Sir, i believe, to be beyond help.
Haha
haha :P
if you have questions on how to do stuff we can answer here. but if you are looking for somoene to do the work for you you can post the details at #creators_recruiting
I need help how to do
what kind of help?
I dont quite understand your question
for starters do you know anything about 3d modeling?
is it to retexture some existing model?
Yeah
have you checked any retexturing guides?
I did
I watch video too and it guide me to where you add addon builder and put it in the game it work for them but not for me
Idk if I put some information wrong
well yes that is highly probably if it does not work
so you have config and texture file you try to pack into pbo?
So, 1.54 is out with overhauled hitpoints characters. Did anyone take a peek yet?
rvmat
π€£
i dont know how to do rvmats
there are some defualt examples in P:\A3\Data_F\
the default_super is good to use for most things
(most things use the super shader)
beyond that rvmat is a text file you plug in the paths to technical textures the defined shader type uses
right, ill have a look thankyou
like normalmap, ambient occlusion texture etc
there are also couple of wiki pages that explain what the different properties do
Yeah im currently looking at one on the community forum
and whats the difference with smdi
smdi and what?
Like what does it do does it act like a normal map?
basically it controls the shinyness
oh
also this #arma3_texture message
you are still trying to figure out how that works?
sadly yes.
Thing is that everything is working normally, but when I run it together with ACE3 it gets broken :/
cant figure out what they overwrite
i would blame ace then... their custom damage/medic stuff surely needs adjustement for that before it works
time to step up the size...
http://abload.de/img/2015-12-01_00003n9umf.jpg
http://abload.de/img/2015-12-01_00002quugl.jpg
dont mind the missing pieces. And dont mind the size reference next to it which i also managed to break somehow...
i also need to choose another default base color -.-" grey model on grey map makes it look extra janky
Have you been informed about our lord and savior the baneblade? :D http://vignette2.wikia.nocookie.net/d__/images/a/ab/Dow2r_ig_baneblade_01.jpg/revision/latest?cb=20111020090720&path-prefix=dow
Whats the name of the one you just did, it slips my mind
i have not only heard of it, i have bought the actual kit just so i could model it to the exact measures...
So you sold you liver?
How much did it cost you really though, im thinking a large ammount
i think currently it costs 100β¬ ... but i got it for a fraction of that during a sale of a small shop (cause it was taking too much of their tiny space^^)
this one is a macharius
Damn i was expecting it to be like Β£500 or something like that bloody lego super star destroyer
lol... nah. For 500pounds you propably would get a warhound titan
~300 for a warhound and ~550-600 for a reaver titan
Damn
does anyone have any advice for aligning the turret optics to the actual barrel direction of a tank/apc? currently it seems the barrel is only moving a fraction of the amount the camera moves so its never aligned
make sure you dont have multiple animations that conflict
have the weapon optic memorypoint be part of the guns selection and it should move with it
so ideally I'd be parenting the optic to the barrel instead of vice versa
hmm, running the sample tank, tried to match up the vertex groups as close I can
looking at it now, I have the gunnerview attached to the cannon origin so it should work correct
what is cannon origin?
the memory point(s) for the cannon
if you right click your gunner view selection you can open the weights panel for it to see what selections it belongs to
it should be like this (names may be different if you defined them different in your conifg)
the actual memory point for mine is offset quite alot higher than the sample if that makes much difference
hmm, am I just gonna have to math it out here?
do you have addional animated parts for the optics?
right now its just, Turret > Gun > Optics
Im not sure if thats yes or no π
at some point I'll maybe animate the actual optic movement but just wanna get a working example
so no π
right
so try moving the gunner optic point right on top of the turret
and see if that moves right
the offset views can be difficult to do
that would indicate you have setup something else that affects the optic memorypoint
could also be the cannon pulling influence from somewhere
is the cannon model.cfg animation set to be in 360 degrees range?
yeah, guessing that'll be the conflict between limited view of the optics & the free range of the cannon?
ah yeh if you made the view also turn that will add to the turn it gets from the cannon
thats what I was trying to ask earlier
both
but I'd only want it to influence one, then have the other follow the selection
if you remove the gunnerview memory point from the gun selection what happens?
if I understand correctly how you got it set up, the gun shoud move and the view should turn independently from that
but if you want the view to turn with the gun you would make the view angle min and max 0
so it does not have its own movement
and just takes the animated movement from the gun
yeah sounds good I'll try that
so the mouse is bound to the turret & its the camera that should follow. feels like it should be the other way around but if it works π
allright, took longer than it should've to figure out the combo but its aligned now & accurate.
there is the new problem of the gunnerview rotating around the cannon origin. which makes sense from the setup but renders the view useless when looking too high or low.
Pictured above, the issue. when rotating the cannon 5degrees up, the gunner view rotates down into the mesh. managing multiple influences fries my brain so I could be missing an obvious solution
the end goal would be:
Gunner View direction aligns with the cannon but the view itself rotates on its own axis, not the axis of the cannon
to make it realistic will be quite a math challenge
(why you typically dont see things like this in arma)
hmm, could I make a script that rotates the camera based on the turret rotation?
eg: unparent gunnerview from the cannon, when the cannon moves adjust the gunnerview direction accordingly
unsure if theres any way to hook into these sources via script
you can do it through model.cfg
Just put the gunnerview mem point on the top of the gun barrel and don't worry about it π
another option π
When I've done similar set-up's, the commander has his spotting/ranging optics which are controlled separately from the turret rotation (but rotate with it of course), and then the gunner has coaxial sights along the barrel for aiming and firing.
yeah fair point lol, I do like the immersion bonus of seeing the model of the vehicle you're firing from when at 1x zoom. the question arises yet again of "is it worth the effort"
I'm gonna go with probably not, stick the memory point on the cannon & start working on the interior
ah shit, forgot about tracks π
hello does someone know what the no config bin hit points hitfuel name error is ?
paste screenshot of the exact error. and config stuff is at #arma3_config
When my vehicle collides with a object like a bridge, lamppost, rock or tree; the game crashes crashes and says status_access_violation
sounds bad
but also not much to go on with
maybe broken collision geometry

I just made a square cube and a little triangle at the top for geometry.
Looks like a cyber truck
Edit so I don't add a another message:
IT WAS THE GAME! I AM SO MAD I COULD FIGHT THE AIR!
I changed the game parameters from 64 bit(default) to 32 bit.
I feel like a noob

Howdy people so im making an interior for a ship ive managed to get a couple of the things working like i wanted but the damn collision on the Geometry is really beginning to annoy me/
Everytime i think ive solved it it throws me another issue so what are some tips to making a successful interior geometry?
Heres what ive tried so far For each of these i made them in blender and then used Convexity component/convex Hull in object builder to apply weight and create components:
PBO packing
Errors in game with collisions, colliding in places you wouldnt expect
Seperating a Geo LOD for the Stairs
Trial 6 Error
Got it working with great success
Combining that info i learned from the succesful Stairs GEO LOD to
the rest of the Geometry
PBO PACK
Errors in game with collisions, colliding in places you wouldnt expect new error now of some collisions being disabled and being allowed to "noclip" through walls
Seperating the GEO LOD into 5 distinct areas (Lower Floor, Upper Floor, Interior Walls, Exteriour Walls, Stairs)
PBO pack
Errors in game with collisions, colliding in places you wouldnt expect new error now of some collisions being disabled and being allowed to "noclip" through walls
At this point i have no idea what im doing incorrect i will post some pictures of what it looks like in game and the GEO LOD in both Blender and Object Builder
In game screenshot of the main "Hull"
View from Object Builder
Each Component has a Weight of "1000"
View in blender (Pink is the Roadway LOD)
