#arma3_model

1 messages Β· Page 27 of 1

stuck oyster
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sure thats fine, most people who frequent here are asleep by now though so you can look up any other tutorials in the meantime

rapid tree
#

Is there any information at what distance the specific lods activate ?

stuck oyster
last spindle
#

ahhh select the bits you want and copy/paste?

wispy orchid
#

hmm, can try that, copy'n'paste sounds less work then selecting the bits everywhere again

vital hare
stuck oyster
#

thats all it needs

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on config side you can also connect AI action points so they open doors and such

short marsh
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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?

stuck oyster
#

if bullets go through make sure the geometry is actually valid

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and with component naming

short marsh
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't working for some reason, how do I make sure it's valid?

stuck oyster
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OB has automation tools ot name all components

short marsh
#

Yeah I did that

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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.

stuck oyster
#

there is also the convexity checker

short marsh
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Okay I'll run that and see

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The Geometry disappears, Make Convex Hull is what I should use?

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I think that did the trick, nevermind, and thanks

wispy orchid
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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 :(

stuck oyster
#

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

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it sometimes can bug though so some parts can require more manual attention

iron tundra
#

Is there anyone who can convert an fbx model to an arma3 model? I'll give you money

marsh canyon
last spindle
#

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

west haven
#

That painful moment i realise i need to rework my handgun model

charred bolt
#

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.

mossy mulch
#

as few as possible

stuck oyster
#

7

mossy mulch
#

whats an acceptable tri count for a doorframe piece? trying to get a bevel right but cant do it below 1k tris meowsweats

tribal rain
#

how do i make it so my item is actually physical right now the PC just no clips through it

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ive put it in object builder and gave it a convex hull

stuck oyster
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pins for geometry lod

tribal rain
#

ah

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i know what it is

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doesnt have mass

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how do i give it the mass though its not giving me the option in OBJ builder

mossy mulch
# stuck oyster 1k is quite a lot

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 πŸ˜…

tribal rain
#

Nvm figured it out i was on the wrong LOD XD

stuck oyster
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there isnt really standard for fancy scifi door

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preferably it would agressively lod down at distance

mossy mulch
#

yeah im just wondering if its a good idea as the rest of the bits (including the doorway) is sitting below 200 tris

stuck oyster
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well sure if the look is what you need

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then you need the tris

mossy mulch
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will just high poly bake onto the low poly

wide tapir
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was gonna say

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Just do HP > LP bake

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And LODs ofc

wise stone
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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";
            };
        };
    };
};```
stuck oyster
wise stone
#

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)

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but the p3d name is just ringo

stuck oyster
#

that is the connection

wise stone
#

got it πŸ™πŸ»

stuck oyster
#

πŸ‘

pallid cape
#
  1. No rvmat used (same issue reproduced using rvmat though)
  2. Unsure how to check
severe sinew
#

is there any reason why object builder would randomly delete named selections when i close and reopen a p3d?

charred bolt
mossy mulch
#

whats the armaman height? meowsweats

stuck oyster
#

1,82 was it?

#

visually at least

#

meters

woeful viper
#

@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?

tacit karma
waxen moon
#

Worked like a charm!!

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a, lights work. b, runways dont fade out with roads, c, works when simply placed in 3den.!!

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Thanks for your help m8!

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🍺 🍺 🍺

still trail
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nice

exotic quail
#

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

split ether
#

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.

pallid cape
split ether
exotic quail
split ether
#

I didn't know that, thank you very much for the information

exotic quail
#

No worries

fluid copper
#

You could pay for the 3d model to be edited, you just couldnt pay for the import of the model into the game

tacit karma
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When I reimport another mesh in Quixel 2.0, the textures won't update. Anyone here ideas? @last spindle @hollow fulcrum

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nevermind..

pallid cape
#

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?

pallid cape
#

Sorry yeah, validated my fire geo,

charred bolt
# pallid cape 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.

pallid cape
#

issue was binarization

warm jackal
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Is there any object constructor tutorial?

fluid copper
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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

stuck oyster
#

object builder most likey

twin oyster
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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.

celest arch
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first quixel 2.0 texture done

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also NDO2 is much smoother now

stuck oyster
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it will take a lot of practice and studying of how it all works together to nail it down

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tutorials show some stuff but not everything

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and well there arent really much in ways of tutorials for this stuff anyway

neon harness
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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.

stuck oyster
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less than 200 stuff is really for the far distance

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where you might see it from like 100 meters

neon harness
celest arch
neon harness
#

I think it's a severe skill issue on my part.

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Actually I maybe overthinking this.

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Maybe I'll just remove the last lod lol. The 382 triangles one should do just fine.

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Major improvement over my original 10k triangles one.

neon harness
#

Vroom, but still needs more work.

wise stone
#

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

stuck oyster
#

you should have that part only in 1 animated selection

stuck oyster
#

you can easily refer to RHS defined action classes

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and even to files inside other pbos as long as the paths are same as in original

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and that rvmat likely has messed up formatting

wise stone
stuck oyster
#

you can either unpakc RHS pbo to your P drive to its real folder structure

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or create dummy files for pboProject to check paths with

wise stone
charred bolt
stuck oyster
# wise stone will try that, thanks with that πŸ™‚

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

wise stone
stuck oyster
#

yes

wise stone
#

can i attach a web link for the screenshot? or is that against the rules?

stuck oyster
#

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

wise stone
#

understood 🫑

stuck oyster
wise stone
#

i think my model is bad, because i have 12 of them 😦

stuck oyster
#

but also if you dont use them for anything then you dont need to have them

wise stone
#

understood, thanks about that

warm jackal
#

How do I create an SDMI image?

wise stone
# warm jackal 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

stuck oyster
#

thats about the gist of it yes

wide tapir
#

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

stuck oyster
#

for sure yes, but to make it in any program one has to understand how it works and what ti does

wide tapir
#

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

stuck oyster
#

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

wide tapir
#

Irl a different color wont shine differently

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Well, not on fabric

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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

median sparrow
#

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

stuck oyster
#

model cfg likely not set up

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and the head is loaded on head proxy

median sparrow
#

is it proxy\hmd?

stuck oyster
#

no

median sparrow
#

just Head?

stuck oyster
#

or bysta

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dont remember if they changed it

median sparrow
#

found it thanks big guy

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there is no more head but its still in the ground

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i have the autocenter on the geometry lod but its not working

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maybe a thing in model.cfg? idk

stuck oyster
#

ye most likely you didnt name the cfgmodels class correctly

median sparrow
#

still cant find what is doing that

pastel heath
#

Your model in object builder is below the gorund.
You have to raise it above the grid to apear above the ground.

median sparrow
#

im very dumb then?

#

what about it not rigging in the skeleton?

marsh canyon
#

That is how a human model should align

warm jackal
#

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?

stuck oyster
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only in mods

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so you would have to figure out what mods you need to use as dependencies

umbral shuttle
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does the # of shadow lods and # of res lods have to be the same?

stuck oyster
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typically one might have maybe 2 shadow lods

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or 3

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max

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often 1 is enough

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sw10 can be used for far distance shadwo

umbral shuttle
# stuck oyster no

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

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cause maybe the 2nd reslod has some small details missing and such

stuck oyster
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shadow lod should not have those small details to begin with

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it should be kept very simple main silhouette only

umbral shuttle
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oh right fair enough

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I was over thinking it

terse elm
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been impressed so far

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still getting my head round the changes

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i dont like change too much haha

shell sierra
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Stupid question, why isnt it showing background lod? Tried to click on "show at background" but it hasnt done anything

fluid copper
shell sierra
#

You meant that one?

stuck oyster
shell sierra
#

same issue btw

stuck oyster
#

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

shell sierra
#

no, I mean, for some reason OB stopped showing me first lod automatically and thats kinda annoying

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Like, that yellow outlines, you know what Im speaking about

stuck oyster
shell sierra
#

Thanks

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That was the case

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πŸ’š

stuck oyster
#

πŸ‘

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always fun times with arma tools!

shell sierra
#

At least they work 😎 (sometimes)

finite stump
#

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.

finite stump
jade flare
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Why not fix it in blender and export back to OB? as OB is kinda jank imo.

cedar garden
#

Hey guys, any idea what would cause bullet impacts not to show on a model?

finite stump
jade flare
#

it has vertex weighting tools? which is what I assume your doing?

finite stump
#

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.

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But I could be wrong

jade flare
mossy mulch
#

is there any easy way to find the source of no entry .model errors?

stuck oyster
mossy mulch
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literally just says no entry .model

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super unhelpful

stuck oyster
#

where?

mossy mulch
#

for a vtol, happens when loading in with it spawned

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same error box appears when exiting to 3den too (tho i do have filepatching on idk if that matters for models)

stuck oyster
#

try if RPT has anything

mossy mulch
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nope

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already looked

stuck oyster
#

try without filepatching then

mossy mulch
#

doesnt even have the error message

stuck oyster
#

it can mess stuff up

mossy mulch
#

it still happens with no filepatching

stuck oyster
#

What did you do last when it came up?

mossy mulch
#

dunno someone else did the majority of the import im just trying to unfuck it

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they said they didnt have the problem though

stuck oyster
#

probably could try commenting out classes from the config to see where it happens

mossy mulch
#

good idea i shall try later

stuck oyster
# mossy mulch 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

formal halo
#

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

marsh canyon
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UV shouldn't matter

formal halo
#

I figured

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but collision was nonexistent, I remove the 2nd uv set and it was fixed.

stuck oyster
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it should not matter but perhaps it messed up something anyway

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2nd uv should be removed from anywhere where its not used anyway

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and geometry lods dont need uvmapping at all

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or uvsets

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it will save some diskspace too

formal halo
#

let me replicate it with a blender cube rq

stuck oyster
#

worth a test πŸ‘

formal halo
#

I know Mikeros will flag it

formal halo
stuck oyster
#

πŸ‘

marsh canyon
#

I thought it doesn't even matter πŸ€” if is true for sure we might to write in BIKI

formal halo
finite stump
#

How would I make a fountain have water in it or is that not possible?

marsh canyon
#

Define "water" you mean

finite stump
#

like a round water fountain being filled with water like the water of a pond or similar

small fern
#

I hate the process of making mods for this game

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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

small fern
#

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

marsh canyon
#

We don't know what tutorial, what preset, which part you stuck, anything you mean

stuck oyster
marsh canyon
#

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

stuck oyster
#

They can be tried out but imo they don't work too well.

bold flare
marsh canyon
#

Or remove UVs automatically troll

stuck oyster
bold flare
#

I'm preparing some stuff to do model checks in binarize. After the MLOD was read

stuck oyster
#

Uv sets belong to resolution lods and optionally on shadow lod if texture shadows are used.

bold flare
#

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 πŸ’‘
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

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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?

plush trail
#

APL-SA means I can use what someone did but I must credit the original dev?

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I didn't know where to post the question

inland pawn
plush trail
#

thanks

bold flare
#

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

bold flare
#

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 πŸ˜„

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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

bold flare
#

Yeah tested πŸ˜„
Load a MLOD with broken material path in Arma, it prints "Cannot load material file" twice notlikemeow

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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.

runic plover
#

Or is this only against Geometry LOD

charred bolt
#

Just Geo LOD, although would be interesting to check other Geo's (phys, VG, FG)

sour bough
bold flare
#

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

sour bough
#

But does it yank out anything else, I guess is the question

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I dunno I'm πŸ¦†ing for u

bold flare
#

no, it just loads the UVset, and then clears it again

sour bough
#

weird

bold flare
#

don't think it does anything else

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Guess I need a model with broken collision to actually test and debug it. But probably no time for that

sour bough
#

@formal halo repro'd it with blender cube

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Can probably toss that your way for De-πŸͺ²ing

bold flare
#

inside a FT ticket then :3

sour bough
#

With luck he will awaken and do so

limpid obsidian
#

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?

formal halo
charred bolt
kindred dagger
#

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...

β–Ά Play video
cursive sleet
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I should buy Quixel 2.0

jade flare
marsh steeple
#

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?

stuck oyster
marsh steeple
tribal rain
#

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

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this is after

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Ideally this little "shelf" area here needs to be there so people can throw grenades up there

marsh canyon
#

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

tribal rain
#

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?

marsh canyon
#

Better to modify your source

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Basically, a shape like M is invalid, but only A where the middle part of M is a hole and non-convex part

tribal rain
#

i think i get what you mean

stuck oyster
#

the convex component tool only makes each separate part it finds convex

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(or tries at least)

tribal rain
stuck oyster
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manual model splitting

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best done in your source program

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or making new convex shapes that fith the form you want it to be

marsh canyon
#

Don't make one M shape component, but split into two in the middle

tribal rain
tribal rain
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Ohhhhhh

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AH manifold

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thats what i was thinking of

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when i said watertight

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@marsh canyon @stuck oyster It aint perfect but its getting there

marsh canyon
#

You get the point I guess. You need to struggle to get how it could be

tribal rain
#

gonna have to tweak that now though

stuck oyster
tribal rain
warm jackal
#

What scale should be used for a uniform?

marsh canyon
#

What do you mean by scale?

warm jackal
#

so that the size of the character when putting it on

marsh canyon
#

Same with character model

neat iris
stuck oyster
#

Also geometry does not animate beyond the buildings full bounds

shy hamlet
muted tapir
#

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.

bright echo
#

are you moving the geometry and physx geometry?

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also I rememebr there being an issue with physx geomtry not updating for house simulation

muted tapir
#

Oh right didn't see there was a physx geo lod

stuck oyster
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physX geometry is what cars collide with if it is present yeah

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if its not made separately then the normal geometry lod is used also as physX lod

charred bolt
stuck oyster
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πŸ˜…

autumn olive
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While Δ±m importing the model to the blender nothing like nothing loads happens and that text appears on blender

autumn olive
stuck oyster
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yes

autumn olive
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Δ± downoalded cn-235 for make livery

stuck oyster
#

so a mod?

autumn olive
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ye

stuck oyster
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those cant be openend

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you can only open original p3ds, not ones in pbos

autumn olive
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Δ± downoalded mod as a file

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this is how the model name looks

stuck oyster
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either the model is binarized and its a no go, or you have wrong version of the toolbox

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yes then its not possible

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you'll have to do retextures in the old fashioned way by painting over the actual textures

autumn olive
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so there is no way open this model in blender right?

autumn olive
stuck oyster
#

what video?

autumn olive
stuck oyster
autumn olive
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btw Δ± make the model p3d

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with using pbo manager

stuck oyster
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like I said those p3ds can not be opened

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is that so hard to understand?

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I dont know how else to say NO

autumn olive
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oky

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thanks

kind nacelle
stuck oyster
pallid cape
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What does fire geo penetration material default to if the path is invalid or non existent?

stuck oyster
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which is kinda ground like

charred bolt
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Yeah, you get a "dirt" effect on bullet strike.

limpid swallow
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hello yall

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i get this error when i open a p3d

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pls help

stuck oyster
warm jackal
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What is the rigging of a model?

stuck oyster
marsh canyon
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It's not an Arma specific thing

warm jackal
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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,

muted tapir
rapid tree
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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

muted tapir
rapid tree
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yes

muted tapir
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is your o2script.exe path set correctly?

rapid tree
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its funny cause i did this several times and works but not with this model

muted tapir
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you got ngons?

rapid tree
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no

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as i said i triangulated it

rapid tree
rapid tree
muted tapir
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can't you just put it here or in a pastebin if its too long

rapid tree
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no not really

muted tapir
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i guess you can dm me then if you really want to

stuck oyster
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is there any error message?

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the couple lines at the end of the error usually indicate what the problem is related to

muted tapir
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he got it working

obtuse rain
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Do missile and rocket models need geometry LODs?

stuck oyster
#

yes

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simple ones

obtuse rain
#

Great, thank you!

left crane
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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?

marsh canyon
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Empty View Pilot LOD

left crane
cerulean shore
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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?

stuck oyster
stuck oyster
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star is joker

cerulean shore
cerulean shore
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Ah, I see now. Wonderful

stuck oyster
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I need just simple yes or no

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πŸ˜…

cerulean shore
# stuck oyster Do you have P drive set up?

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

stuck oyster
#

then it will not be able to tell you if the paths are valid

cerulean shore
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They are, I am in game and all is working

stuck oyster
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all the Arma 3 tools are build around P drive development environment

cerulean shore
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That's why I use none of them unless I decide to change prefix and need to rename paths in p3ds

stuck oyster
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then I dont understand the problem

cerulean shore
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Once hemtt can do that, I'll be happy

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I fucked up the usage. Second try worked as it should have

stuck oyster
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right ok so it worked πŸ‘

cerulean shore
#

Yeah, did. Will save tons of time when I do this for the two other addons we have

paper latch
#

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? πŸ₯²

marsh canyon
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Your further LOD doesn't have proper selection or texture

warm jackal
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My model has the weights on and remains static, I don't understand why it doesn't work?

muted tapir
#

do you have a model.cfg?

marsh canyon
#

You probably don't have model.cfg

warm jackal
warm jackal
stuck oyster
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you copied only half of the model.cfg

warm jackal
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this is the model I have

stuck oyster
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you dont use P drive though

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so you probably have some non standard workflow

pine acorn
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Pretty sure that the .p3d model name doesn't match the one in model.cfg

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Uh wait nvm I looked at model = "...\armadura1-0.p3d"

warm jackal
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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

stuck oyster
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does geometry lod have same named properties as the sample vest?

warm jackal
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@stuck oyster

muted tapir
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how did you get the model from blender to object builder?

warm jackal
muted tapir
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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

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also (i'm not sure if it has anything to do with the issue at hand) you misspelled the geometry component in OB.

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i don't know how it's correctly named tho, the names get automatically made if you make it in blender

stuck oyster
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they are different

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also enable the namedProperties toolbar in the window menu so you can see what you are missing

muted tapir
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@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

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yours says ManSkeleton in place of OFP2_ManSkeleton for example

warm jackal
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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.

muted tapir
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you took the model.cfg from the wrong folder as a base for yours

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take the one in the Test_Character_01 folder as a base

warm jackal
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Ok, I've taken that model, I'm going to try it and see if it works.

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@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

muted tapir
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i'm too invested in this now lol

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can you send me your current model.cfg?

stuck oyster
warm jackal
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worth another mistake I had

left crane
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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?

stuck oyster
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his pbo gets packed with different folder structure maybe

left crane
marsh canyon
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You sure? What about PBOPREFIX?

left crane
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yeah the $PREFIX$ file contains the name of the directory, which is sof_offroad_helmet

marsh canyon
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Hm just reread your issue carefully, so what you share is PBO itself?

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(except the sources of course)

left crane
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correct

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should i be binarizing on my own machine or something? sorry i'm super new to this

marsh canyon
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Then it could mean your friend has another PBO that contains some data, and you don't have that PBO

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Binarize is a process when you pack a PBO. Not when load

left crane
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right, i meant binarizing all the source components on my machine

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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

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this particular PBO doesn't depend on any other PBOs either

marsh canyon
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Make sure both of you run in vanilla + one PBO

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Also make sure your Mod folder doesn't have any leftover PBOs

left crane
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the issue seems to have resolved itself somehow (i didn't change anything)

marsh canyon
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πŸ€”

left crane
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very strange

marsh canyon
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Well... it's good I guess?

left crane
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lol yeah much appreciated again

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super helpful

limpid obsidian
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Can you have geometry of a vehicles intersecting one another? Or will intersecting geo cause issues?

white oak
limpid obsidian
white oak
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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

limpid obsidian
white oak
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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

limpid obsidian
white oak
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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

limpid obsidian
left sentinel
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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...

crimson moat
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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.

muted tapir
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set the autocenter 0 property in the geo lod

crimson moat
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awesome ill check that out

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preciate you

charred bolt
# white oak Not sure if intersections can cause flipping My experience with flipping/tipping...

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.

limpid obsidian
# stuck oyster When does it flip?

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.

stuck oyster
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compare yours to car or tank sample and if you have any extra parts

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also your physX wheels might be set up wrong

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or have missing points/too many wheel classes

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stuff like that

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multiple wheel points in single selection making the wheel size wrong for example

limpid obsidian
# stuck oyster multiple wheel points in single selection making the wheel size wrong for examp...

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.

stuck oyster
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dont blindly reuse things from other vehicles

edgy jewel
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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?

stuck oyster
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also your friend cant legally give you the model

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he bought right to use it

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you did not

edgy jewel
charred bolt
tribal rain
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When modelling stairs the Geo LOD for them is basically just a slope right?

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so something like this?

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the blue line is what i think the Geo would be

stuck oyster
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I like to do it here myself

tribal rain
tribal rain
stuck oyster
tribal rain
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sort of thing youd only have one of

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in a map

stuck oyster
#

7

tribal rain
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7 Verts

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done

stuck oyster
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yes

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should be plenty

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I mean there isnt really any guidelines for that kind of things

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least you can make it work

marsh canyon
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Technically there is near to no limitation. Ideally? Less is better

stuck oyster
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when FPS drops to 5 when looking at it, its too much

tribal finch
#

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

charred bolt
tribal finch
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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

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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

charred bolt
#

It's best to fix your model issues rather than try to kid the game engine

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How many tri's in first res LOD? How many sections? What texture res and how many?

tribal finch
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LOD1, 14kTri, sections unknown, 1k textures
LOD2, 8kTri, sections unknown, 1k textures.

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no texture LODs, are sections just connected vertices?

charred bolt
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14k for a rocket?!

tribal finch
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IIRC, trying to find the file.

charred bolt
#

sections are noted at the bottom of Object Builder

tribal finch
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its a 36 round pod with the holes modelled so its quite hard to really reduce tricount

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ah I skip the OB phase, just blender to game. can take a look

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if sections are connected vertices then I'd say around 3-5

charred bolt
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skip OB at your peril

tribal finch
#

the OB UI causes me geat pain πŸ˜„

charred bolt
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sections are the number of discrete texture and rvmat combinations

tribal finch
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so, 1 rvmat, 3 textures total. co, normal, spec

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another for the rockets themselves but thats a seperate model with super low tricount

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ok my bad, found the file again lol. 8k tris for LOD1

charred bolt
#

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

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You should be able to get LOD 2 (4k) and LOD 3 (2k) modelled without showing much visual difference, even close up.

tribal finch
#

in OB I've got 2 sections, no DG faces, no isolated points

charred bolt
#

Is the vehicle model that the rocket pod is attached to also switching it's res LOD's aggessively?

tribal finch
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it has NO LODS πŸ˜„. 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

charred bolt
#

Ok, that could be the issue, rather than your rockets

tribal finch
#

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

charred bolt
#

the game is trying to reduce the vehicle LOD and your rockets are having to take the hit

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try putting them on a good vehicle model if you have another to hand

tribal finch
#

πŸ‘ 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

charred bolt
#

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.

tribal finch
#

just to clarify, I do love optimisation and it is a priority but sanity comes first and this jet model drives me insane

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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

charred bolt
#

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.

tribal finch
#

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

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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

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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 πŸ˜„ (in my arguable opinion)

pale valley
#

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!

stuck oyster
#

you can easily test if shadowlod is causing issues by making it empty

#

(copy its contents to an edit lod for safekeeping)

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but yes could be your rvmat is badly configured or maybe your AS texture is not made right nad has interior in shade

pale valley
#

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?

stuck oyster
charred bolt
#

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.

pale valley
#

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?

pale valley
#

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?

stuck oyster
#

sure that works

#

but if you need to do something with the source model again it wont be fixed there

pale valley
#

all sorted, (except the shodowlod but I'm working on it), thanks guys, much appreciated!

somber stag
#

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

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but doesn't actually show the model i'm just in the underwear model

stuck oyster
somber stag
#

I think oxygen was flipping my normals

candid mason
#

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.

stuck oyster
#

shadow too

candid mason
#

hmm point

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I'm trying to find a good guide to modeling just. super basic "prop" objects

somber stag
#

okay second interesting issue. I have some temporary textures as a test:

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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

candid mason
#

Also, UV unwraps defined in blender work fine in arma, right?

stuck oyster
#

unless you mess up uvsets

stuck oyster
somber stag
#

still has all objects as black after the first item

stuck oyster
#

maybe you got broken rvmats

somber stag
#

probably, just realized some of the objects do have color if I rotate them around

stuck oyster
#

remove all rvmats and see what that does

somber stag
#

huh this is no rvmats...

#

so maybe a texture issue?

stuck oyster
#

maybe

#

ur uvmapping

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basically

#

go back to the source model and check all its parts

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when things break bad, go back to beginning

#

and first simplify

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then add things

somber stag
#

could it be a model.cfg issue?

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because when I have these items on their own

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rather than exporting a few together

#

they work fine

#

So I colored each UV differently as a test

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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

candid mason
#

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

somber stag
#

helps solve a lot of issues with invisible textures

candid mason
#

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

somber stag
#

tell me bout it bro lol

candid mason
#

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

candid mason
#

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?

inland pawn
candid mason
#

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?

charred bolt
#

It just changes the main _co texture from one to another, while using the same rvmat (unless you also use hiddenSelectionsMaterial) and UV.

daring thunder
#

Why can I watch throug these wall. There is a collision which should also not allow to see through.

stuck oyster
stuck oyster
daring thunder
stuck oyster
#

On the outside

daring thunder
#

So outside faces are required to block the view

stuck oyster
#

Yes

#

Modeling 101

daring thunder
#

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

stuck oyster
daring thunder
#

I dont want to clip the third person view outside the room

#

The camera is outside the room and shouldnt be possible

stuck oyster
#

You need thick enough wall geometry for that

#

And tall enough room.

daring thunder
#

Okay I will test it

somber stag
stuck oyster
somber stag
#

oh cute

stuck oyster
#

And model can have overlapping uvs on same set just fine

somber stag
#

ah

stuck oyster
#

Since each texture/material is assigned only x amount of mesh

somber stag
#

what's the best way to combine those sets? (sorry not at my computer right now)

stuck oyster
somber stag
#

will try when I get home, thanks!

candid mason
#

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

candid mason
#

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...

cedar garden
#

Do procedural textures (ui2t) work on player vests?

#

like when they are on a player

mossy mulch
#

should do i think

somber stag
#

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)

polar hound
#

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...

stuck oyster
#

best to copy the hands from the sample man

polar hound
#

Will give that a try then.

polar hound
#

Could it be a texture assignment/materials assignment bug in the config or model.cfg or from object builder itself?

stuck oyster
polar hound
#

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.

polar hound
stuck oyster
#

blobdoggoshruggoogly cant think of anything else

#

copying the mesh from sample should keep all its weights and necessary selections

pale valley
# pale valley

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?

charred bolt
pale valley
#

for the PIP?

charred bolt
#

Yes

pale valley
#

in which way do I adjust the uv map to change the FOV?

charred bolt
#

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

pale valley
#

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

charred bolt
#

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.

pale valley
#

ah, i see! I'll give it a go, thanks!

charred bolt
#

How does your class RenderTargets {} code look?

pale valley
#

`` 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 πŸ˜…

charred bolt
#

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

pale valley
#

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?

charred bolt
#

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?

pale valley
#

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)

charred bolt
#

So you have a View Cargo and an SV0 (also an SV 10?)

pale valley
charred bolt
#

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.

pale valley
#

no 'prefersshadowvolume' in any, 'reversed' & 'boyancy' in geometry

charred bolt
pale valley
#

cool, I've done all that (I'd never even opened the properties tab before)

#

whole new world this#

charred bolt
#

Obviously check if that fixed the issue. Otherwise see next set of questions if additional help needed ^

pale valley
#

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

charred bolt
#

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

pale valley
#

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

charred bolt
#

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

pale valley
#

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

charred bolt
#

So it's not sticking through...hmmm...

#

what rvmat is on the mesh of the bit that looks wrong?

pale valley
#

just a generic one, I still havent quite got to grips with RVMATs, so the issue may very well be in here

charred bolt
#

Is that a different rvmat to one that is on the ceiling and doesn't have the shadow issue?

pale valley
#

no, the entirety of the interior uses the same RVMAT, at the moment..

charred bolt
#

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

pale valley
#

done, what is meant by "full build"?

charred bolt
#

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.

pale valley
#

hmm, should be fine then, unfortunately, no change

charred bolt
#

If you want to dm the files I can take a more in-depth look.

modern nacelle
#

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

stuck oyster
#

but weighting is more complex to various body bones

modern nacelle
#

I'll have a look at that thanks

charred bolt
#

Intercityboy's shadow issue fixed - was caused by a faulty _nohq texture in the rvmat.

woeful viper
#

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/
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β–Ά Play video
woven sluice
#

My Headlights and taillights are invisible in game; any wise words?

candid mason
#

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.

marsh canyon
#

autocenter namedProperty?

modern nacelle
#

Where are these pinned messages that I can refer to so I can figure out why my belt is stuck floating on the ground

wide tapir
#

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)

candid mason
modern nacelle
inland pawn
modern nacelle
#

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

bright echo
#

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'

modern nacelle
#

Oh.....ill try that. Thsnk you

modern nacelle
#

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....

modern nacelle
#

Thanks

woven sluice
#

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.

stuck oyster
#

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

woven sluice
#

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.

stuck oyster
#

blobdoggoshruggoogly thats how it should work

#

other one still 20

#

it does distribute a set weight on all of what you have selected though

woven sluice
#

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.

woven sluice
#

I made a center pin then did center all. Took a few ctrl z's to figure that out

tribal finch
#

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

stuck oyster
tribal finch
#

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

stuck oyster
#

had to remove the obsolete class rotation from its model.cfg

tribal finch
#

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

stuck oyster
#

but other than that test tank packed up

tribal finch
#

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

hollow fulcrum
#

β˜• (im back around, yell at me if still having issues)

white oak
woven sluice
#

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

stuck oyster
stuck oyster
#

highly recommended to do all that at the source level

#

so you lose less

woven sluice
#

I made a extra memory lod p3d that just contains that since my memory lod kept getting corrupted after being loaded in blender

stuck oyster
#

weird

woven sluice
#

Loaded and exported in blender*

north sundial
#

I just found out santa isn't real, help me D:

hollow fulcrum
#

you Sir, i believe, to be beyond help.

north sundial
#

Haha

hollow fulcrum
#

haha :P

rancid vector
#

Hello

#

Anyone can help me make custom uniforms

#

I need help

stuck oyster
rancid vector
#

I need help how to do

stuck oyster
#

what kind of help?

rancid vector
#

How to make custom Unform and unload it

#

With the custom file I make

stuck oyster
#

I dont quite understand your question

#

for starters do you know anything about 3d modeling?

rancid vector
#

So this is my png and I turn it to paa idk how to bring into game

stuck oyster
rancid vector
#

Yeah

stuck oyster
#

have you checked any retexturing guides?

rancid vector
#

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

stuck oyster
#

well yes that is highly probably if it does not work

#

so you have config and texture file you try to pack into pbo?

rancid vector
#

Yes I have

#

But idk if it wrong

errant pumice
#

So, 1.54 is out with overhauled hitpoints characters. Did anyone take a peek yet?

limpid flint
#

rvmat

stuck oyster
#

what are random arma modding words

limpid flint
#

lol i didnt relise i typed something i was searching topics of rvmats

#

lol

stuck oyster
#

🀣

limpid flint
#

i dont know how to do rvmats

stuck oyster
#

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

limpid flint
#

right, ill have a look thankyou

stuck oyster
#

like normalmap, ambient occlusion texture etc

#

there are also couple of wiki pages that explain what the different properties do

limpid flint
#

Yeah im currently looking at one on the community forum

#

and whats the difference with smdi

stuck oyster
#

smdi and what?

limpid flint
#

Like what does it do does it act like a normal map?

stuck oyster
#

basically it controls the shinyness

limpid flint
#

oh

stuck oyster
#

This might give some insight

stuck oyster
woeful viper
#

you are still trying to figure out how that works?

errant pumice
#

sadly yes.

limpid flint
#

Alright thank you

#

ill have allok at it and let you know

errant pumice
#

Thing is that everything is working normally, but when I run it together with ACE3 it gets broken :/

#

cant figure out what they overwrite

woeful viper
#

i would blame ace then... their custom damage/medic stuff surely needs adjustement for that before it works

#

i also need to choose another default base color -.-" grey model on grey map makes it look extra janky

north sundial
#

Whats the name of the one you just did, it slips my mind

woeful viper
#

i have not only heard of it, i have bought the actual kit just so i could model it to the exact measures...

north sundial
#

So you sold you liver?

#

How much did it cost you really though, im thinking a large ammount

woeful viper
#

i think currently it costs 100€ ... 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

north sundial
#

Damn i was expecting it to be like Β£500 or something like that bloody lego super star destroyer

woeful viper
#

lol... nah. For 500pounds you propably would get a warhound titan

#

~300 for a warhound and ~550-600 for a reaver titan

north sundial
#

Damn

tribal finch
#

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

stuck oyster
#

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

tribal finch
#

so ideally I'd be parenting the optic to the barrel instead of vice versa

stuck oyster
#

yes

#

sample tank should show that kind of setup

tribal finch
#

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

stuck oyster
#

what is cannon origin?

tribal finch
#

the memory point(s) for the cannon

stuck oyster
tribal finch
stuck oyster
#

it should be like this (names may be different if you defined them different in your conifg)

tribal finch
#

the actual memory point for mine is offset quite alot higher than the sample if that makes much difference

stuck oyster
#

well yeah it does

#

it will cause offset to the view

tribal finch
#

hmm, am I just gonna have to math it out here?

stuck oyster
#

do you have addional animated parts for the optics?

tribal finch
#

right now its just, Turret > Gun > Optics

stuck oyster
#

Im not sure if thats yes or no πŸ˜…

tribal finch
#

at some point I'll maybe animate the actual optic movement but just wanna get a working example

#

so no πŸ™‚

stuck oyster
#

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

tribal finch
#

wilco, testing now

#

no joy, still moving the cannon less than the optic

stuck oyster
#

that would indicate you have setup something else that affects the optic memorypoint

tribal finch
#

could also be the cannon pulling influence from somewhere

stuck oyster
#

is the cannon model.cfg animation set to be in 360 degrees range?

tribal finch
#

yeah, guessing that'll be the conflict between limited view of the optics & the free range of the cannon?

stuck oyster
#

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

tribal finch
#

ah my bad

#

so when applying moust input am I influencing the turret or the optics?

stuck oyster
#

both

tribal finch
#

but I'd only want it to influence one, then have the other follow the selection

stuck oyster
#

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

tribal finch
#

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 πŸ™‚

tribal finch
#

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

stuck oyster
#

to make it realistic will be quite a math challenge

#

(why you typically dont see things like this in arma)

tribal finch
#

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

stuck oyster
#

you can do it through model.cfg

charred bolt
#

Just put the gunnerview mem point on the top of the gun barrel and don't worry about it πŸ˜‰

stuck oyster
#

another option πŸ˜…

charred bolt
#

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.

tribal finch
#

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 πŸ’€

rapid tree
#

hello does someone know what the no config bin hit points hitfuel name error is ?

stuck oyster
#

paste screenshot of the exact error. and config stuff is at #arma3_config

woven sluice
#

When my vehicle collides with a object like a bridge, lamppost, rock or tree; the game crashes crashes and says status_access_violation

stuck oyster
#

but also not much to go on with

#

maybe broken collision geometry

woven sluice
#

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

stuck oyster
tribal rain
#

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

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In game screenshot of the main "Hull"

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View from Object Builder

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Each Component has a Weight of "1000"

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View in blender (Pink is the Roadway LOD)