#arma3_model

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stuck oyster
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mass, component names and convex parts are the requirements

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for walking, roadway surface (slightly above geometry surface)

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thats it

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@tribal rain there arent any other requirements

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it does look to be fairly big though

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maximum number of selection in a lod is 2048

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total

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so thats maximum number of components

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less if there are named selections for animations etc

past mesa
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Is there a way I can specify the LOD that is used at a specific distance?

woeful viper
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no you cant

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its all automatic

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you can only tell in which order the lods are

past mesa
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i thought as much

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thanks X3KJ

woeful viper
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well not even that actually...

past mesa
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you can set how many lods there are but not when they will be used?

woeful viper
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yes

tribal rain
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Ill look at the component number

stuck oyster
stuck oyster
tribal rain
# stuck oyster this is fine as long as they are all valid in other ways

im looking over the Geo now to see if theres any areas which would cause issue like you said parts which arent truly seperate etc

i did notice something odd though when i was doing convex component hull in OBJ builder it would "Warp" some of the selections? I.e. A Flat Floor piece would suddenly have a slope curve trying to join the ceiling etc

These Parts are seperate and are made of two seperate objects

ive just finished tweaking it now and have made the components in blender instead and then applied mass to them in OBJ build

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Going to see if that does anything different

stuck oyster
wary radish
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Good morning ,
I have had this problem since this morning
It's been 6 years since my mods have been unchanged
An idea ?

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I just repackaged my mods this morning

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Sorry for my English I'm French

stuck oyster
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both mods require each other

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which cant work

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so 1 must require the other

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and the other must require something else

wary radish
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Yet the first requires the second

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and vice versa for the second

stuck oyster
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the requiredAddons define the load order of the config

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cant load one

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then two

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then one

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then two

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then one

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you see the problem?

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and for some reason you have some same things in both configs it seems

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this seems pretty messy

wary radish
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There is no solution therefore

stuck oyster
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solution is to remove one of the problem required addons

wary radish
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I'm testing this right now

stuck oyster
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I dont know why you have split them like this, but maybe it is time to clean up duplicated stuff from them

hollow fulcrum
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the engine will determine (by vertex count) in which order the resLODs should be. the distance between LOD switching is dependant upon how many LODs there are, and a number of various graphical settings.

so while having the ability to specify which LOD is shown at a particular distance isn't really there, you do have some control via the number of LODs you provide the engine.

sour bough
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Having an odd thing where I can't seem to move where exhaust and wing vortices come from with animations - are those not able to be animated?

(ie, I have wings that move and I want the vortices to move with them)

stuck oyster
sour bough
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Truly sadge

stuck oyster
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at least thats my recollection off the top of my head

sour bough
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They should animate if they can, since I've so far tried just outright assigning them to the wings vert group and (separately) childing them to the wings in the skeleton

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But it may just be my memory lod being strange, since I can't seem to get the usti and konecs to animate either

tribal finch
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check out firewills F-14 with variable wing geo, IIRC the vortices moved on that

sour bough
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this gives me hope!

tribal finch
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can load them up and check in a sec, guess I don't have it downloaded lol might be a min

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it could also be possible to script them in, depending on if we can detect the right parameters for them to show

stuck oyster
sour bough
sour bough
tribal finch
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well, there goes the hope lol

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then again it is a mod soo. . . could be an oversight

sour bough
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nooooooooo

tribal finch
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not too many other aircraft with variable geo, can't help but be interested.

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as far as scripting goes, not sure how you'd even detect this. combo of airspeed + AOA?

marsh canyon
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You can't move vanilla wingtip vapor for whatever reason

stuck oyster
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I think engine smokes are same

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but effects can be added scripted too via eventhandlers

tribal finch
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theres EHs for those things?

stuck oyster
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no

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but with some creative eventhandler use scripts can be added on a vehicle

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and removed when no longer in use

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Id recommend checking out the startup of AC119 in SOGPF NickelSteel

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its pretty cool

tribal finch
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yeah fair play, gotta get back into SOG again. some good looking assets over there

sour bough
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Detect aoa via vector difference between velocity model space and model facing

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Then set particle params on particle sources attached with bone rotation to the wing tips

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It's not that hard, just not a performance hit I think is worth the detail

tribal finch
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yeah, guess anythings possible with checks every frame lol

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might not be too bad if its run on the client, send updates to all clients to turn the FX on/off

plucky depot
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It'd be pretty cheap to do it, locally

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The Network updates would be annoying

sour bough
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Particles are local so you'd have to do it locally

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I'd honestly just do it on init and exit if the thing is dead

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Not like you're gonna have two hundred of the things

plucky depot
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I know, but if you want to show it for every client you need to tell them to enable disable it over the network or have pfh on every client which adds up the more vehicles of the type are present.

tribal finch
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sending over an object + bool wouldn't be too bad, could even just be the obj with an extra check clientside.
its not like they're toggling on/off every frame

sour bough
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Could probably spam the network if you got on the border of it showing and wiggled for long enough

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Or you could just cope with it not showing on the network

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I can't remember the last time I actually noticed someone else's vortices

tribal finch
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the script complicates. . . extra check to see if you've sent a message in under a second, if so. wait 1

tribal finch
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the only time you'd really actually notice would be in tight formation, which is not advisable in arma.

sour bough
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The only time I've ever seen someone fly in formation in Arma was when a ground vehicle was sent airborne and flew tight form with a fixed wing for all of a few seconds

tribal finch
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yeah lol, the controls are too touchy to risk that sortof stuff. not to mention if someone rubber bands

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windows update & now P3Ds are harmful ๐Ÿ’€

sour bough
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They're harmful to your mental health, yes

tribal finch
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windows sanity update trying its best to save me

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its gonna take more than a warning popup to do that

warm jackal
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Hello guys, I have a question regarding displaying weapon in holster for backpack. I'm working on some battle belt model and it's added as backpack in config. I use \a3\characters_f\proxies\pistol_holstered proxy to display the gun, but it's not working. When I'm changing this belt to a vest configuration it works fine. Is this something that arma does not support?

mossy mulch
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correct

fluid copper
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I have some questions about geometric occluders. The wiki is barebones so I've been searching past conversations here, it seems some say it only works when its baked into the map in a .wrp file, but others say its present in vehicles which are obviously not part of the map. I'm happy to do some investigating on my own, but I'd rather not waste time if someone here already knows the answer.
Ref:

stuck oyster
fluid copper
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I'm testing it now so I guess ill find out

stuck oyster
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i dont think that will work

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I believe it works on object level

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not pieces of mesh

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its not meant to hide parts of the model they are in

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they hide other object stuff behind them

fluid copper
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Do they hide the entirety of the model behind them, or just the portion of the model thats behind it

stuck oyster
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entire model

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there is no magic way to hide pieces of uniform

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variants should be made separate models

fluid copper
stuck oyster
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too many variants syndrome is also a thing

fluid copper
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I don't want to make variants, I want to be able to impact existing uniforms, not have to create a ton froms scratch with different variants. Thats why I search for these methods

stuck oyster
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there is no way

fluid copper
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no way yet ;)

stuck oyster
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no way.

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you are not the first one to try it out

fluid copper
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I assumed that, I enjoy finding the technical limitations in this game and ways around them, I enjoy the search, even if it doesn't work in the end

stuck oyster
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I can understand that for sure.

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unfortunately characters are bit of a dead end with that

charred bolt
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HorribleGoat has already been to the edge of the map and confronted the monsters of the deep so you don't have too.

fluid copper
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That is a phenomenal analogy

charred bolt
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That is tremendous use of vocabulary.

candid mason
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When making new structures (more like walls than houses) should the model centerpoint be the center of the wall vertically? I don't have landContact defined yet, but in general is it good practice to offset?

woeful viper
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only case where it matters is when its used as proxies, and when some scripting guy tries to do something with it based on model information. And your own sanity in 3D app... I would always choose "ground height" as zero coordinate

candid mason
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Okay, good to know.

fervent hornet
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The prevailing rules regarding shadow LODs dictate that all edges must be sharp. I just loaded in a complex shadow LOD with no sharp edges (by accident) and it seems to function fine. Is there a performance issue? Do we know why they need to be sharp?

pallid cape
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I believe that is the case for stencil shadow not shadow volume but could be wrong

stuck oyster
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stencil shadow needs to be sharp yes, afaik you get artifacts otherwise

fervent hornet
stuck oyster
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its the sharp edged shadow

candid mason
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Does anyone have a model.cfg for a working structure of any kind? I don't need the model, I just want to look at the contents to have another example to let my brain try to wrap itself around.

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It's for bunkers, which don't even have doors, but like - I don't know, you feel me? It's hard to learn from just one example and the wiki.

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Aside from that - is there a way to set the texture on an object to tile

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is that a blender-side thing or an o2-side thing

stuck oyster
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nothing special about any model.cfg

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they are all made out of same components

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texturing things to match is done via uvmapping

candid mason
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Yeah, but - how would you say "just tile this, I don't care"?

stuck oyster
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you dont

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got to know what you do

candid mason
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You have to have a big enough texture and it can't tile

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ok

stuck oyster
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no

candid mason
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or rather, you'd have to have subdivisions and UV map those out?

stuck oyster
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for uv map to tile it has to match at the edges

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and have tiling texture

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buildings should be made to use multimaterials and tiling textures

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for performance efficiency mostly

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but also that way you can make them tile

candid mason
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Ok, so the part where you tell the model how to tile is done in blender, not in the model.cfg or something bizzare, right?

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if so that'll be fine

stuck oyster
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what do you mean by "tell model to tile"

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@candid mason ?

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Im not sure I understood what you meant earlier

candid mason
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Don't worry about it

stuck oyster
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:C

woven sluice
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Fixed my leaning issue; I didn't have my weight PERFECTLY ALIGNED. Took me an hour of moving weights around. I found out the less verticles there is; the easier it is to distribute weight
Came down to one verticle was too far on one side so I had to remake the top of the lod into a cube so I it would be all one shape

slow dagger
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what anyone happen to know if I wanted to add custom tattoos to a uniform , how would i go about it

real crow
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Hey peeps, i got a strange shadow issue with my first tent ported: Shadow gets hidden a distance, while it create artefacts when the viewer/player is close. I tried to scale the shadows down, but no changes happen. Also, it looks like that the first shadow lod is getting ignored, not showing at all, instead it seems that the projected shadow is the one from the 10.000 lod. I even thought about AS issues, but after changing as maps, nothing changed too. Shadows are closed, triangulated and sharpened

charred bolt
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Shadow LOD 0, not 1

pallid cape
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Make sure there are no back faces? Verify that the shadow lods are a small percentage smaller than the res ones and there is no overlap between the meshes?

charred bolt
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Also check your Geometry LOD for properties
prefershadowvolume (1)
sbsource (shadowvolume)

real crow
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Alright, thanks guys

real crow
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No success, still same issue ๐Ÿ˜‚

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Checking in blender again, looks like it is definitely the geometry lod

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lodnoshadow 1 in geo lod right?

pallid cape
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yes

real crow
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Fixed

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thanks guys

modern nacelle
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Is there an accurate way to gauge where the holstered pistol proxy is indexed on? It seems kind of random to me? In object builder

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Is there an easier way then just moving the proxy around in object builder and launching arma to see where it ends up?

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Also should I make the holster itself it's own vertex selection and make the pistol holster proxy that instead of "pelvis", seems that the gun is glued to the hip instead of where the proxy is and i placed it in the holster physically in object builder

sour bough
sour bough
tribal finch
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solved the multiple munitions issue with turrets, BIS use a fired EH to move the missile to the correct spot after launch ๐Ÿ’€ (here as a conclusion incase others have this in the future)

modern nacelle
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thanks

gleaming wagon
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Hello, i need help. I am new in creating models. Do somebody have experiences with this error in Blender.

tribal finch
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add a triangulate modifier to your mesh

muted tapir
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you have faces with more than 4 sides

gleaming wagon
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Ok, I will try solve this, thanks.

modern nacelle
modern nacelle
# sour bough However you do your weights

Now do I need the proxy as part of the same vertex group that my vest/belt is part of? The belt is in the "Pelvis" vertex group otherwise it just spawns on the ground.

stuck oyster
modern nacelle
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ok cool

modern nacelle
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hmm, wonder if I weight painted it wrong

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proxy is visible in game

stuck oyster
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you have applied material on it

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cant do that

modern nacelle
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hmm, must have been by accident, ill check it out

stuck oyster
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for mesh that you dont want to export Arma material you need to assign a blender material that does not have arma material set

modern nacelle
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So a material that has no .rvmat, etc? or do I need to uncheck Arma object properties?

candid mason
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For some reason enemy AI can see through my viewGeometry LOD....

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What sort of mass should an immovable building object have

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in geometry lod

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also, can someone explain how to correctly implement shadow LODs? The wiki has a big "todo, todo, todo" list about them all

stuck oyster
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material that has empty arma matetrial properties

modern nacelle
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gotcha

candid mason
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Also ghhh the blender toolbox is giving me a "no FHQweights" error even though I have this named property in the LOD

candid mason
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I beg of you, tell me how

stuck oyster
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I believe I showed picture of where the correct menu is not long ago

candid mason
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I don't see it scrolling up: was it in blender or in o2

stuck oyster
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blender

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editmode in geometry lod object

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it pops up among other arma menus

tribal finch
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mass tools. I did the exact same thing with object properties earlier lol

candid mason
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oh thanks

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How much should a building, which is immovable, have?

tribal finch
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each component of the sample house seems to have a mass of around 215.00

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mass is set per vertex afaik. so a component of 8 verts, setting the mass of that selection to 5 would result in a mass of 40.00
mass*verts = final component mass.
theres over 70 components so 70x215 = 15,000. ๐Ÿคท

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I could be wrong, quite new to geo LODs. best just to look around the samples & see whats going on there. total weights for vertex groups can be viewed just below

candid mason
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hm ok

candid mason
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Okay, that's working now, but for some reason this CSAT dickhead can still see me right through this wall.

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I must be doing something wrong with viewGeometry.

modern nacelle
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I have the arma toolbox materials left blank, including hidden selections

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And in Object buiilder still shows as unmapped

stuck oyster
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you want default mateirals and textures on the parts you want to be textured

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just proxies need that non material

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unmapped should be fine

modern nacelle
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Yes that material that is selected is the proxy

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however still shows up as gray material

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Im just perplexed

stuck oyster
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did you actually pack the pbo?

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this looks like same picture you had before

modern nacelle
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using pbo manager

stuck oyster
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well thats not proper packer

modern nacelle
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what is correct one?

stuck oyster
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addon builder from arma tools can work

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pboProject is my go-to

modern nacelle
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cool

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im sorry this is the last screenshot

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from when i packed it

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they all look the same lol

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it looks like the same gray in blender

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though I might take a break and have a crack at it tommorow

stuck oyster
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could be you have second non proxy triangle there too blobdoggoshruggoogly

modern nacelle
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ill take a look

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yeah, selecting the one face and pressing hide shows theres no others behind it

stuck oyster
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then perhaps it does not save as proxy properly

modern nacelle
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could that be a problem with the pbo packer that im using

stuck oyster
modern nacelle
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word

slow dagger
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what anyone happen to know if I wanted to add custom tattoos to a uniform , how would i go about it

stuck oyster
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those are part of character identity textures

slow dagger
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that meaning what exactly?

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i know i can add custom tattoos via a custom face, do you recommend i just do that

candid mason
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So I have this exceedingly simple model. It is truly very simple, it is the correct size, it is fully textured.... but despite having a presumably good geometry LOD, enemy AI can see right through it.

stuck oyster
slow dagger
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hm sounds quite confusing

candid mason
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Yeah, they can see through the edges.

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obviously I'm not complaining about the hole.

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In fact, I can put a dozen of them in the way and they'll still see through it

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if one were to take a normal blender cube and just say "yeah that's my object"

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what would you do to make the fireGeometry

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you have to set weights on normal geometry

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but for viewgeometry / firegeometry

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you would just duplicate the object and then... then what

stuck oyster
candid mason
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Okay, yes, I have done all that

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my only thought is maybe triangularizing it is making it no longer be closed/convex etc

stuck oyster
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OB can be very picky about them

candid mason
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If an object has no viewgeometry, does the game try to just use the main LOD for it?

stuck oyster
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yes

candid mason
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....when I click "find non-convex" and it selects every single vert but doesn't do any other mark except select them

stuck oyster
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its very broken then

candid mason
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I'm so confused as to how

candid mason
stuck oyster
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well you got only one component

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so this is not valid convex shape

candid mason
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......convex is per component rather than per face or w/e

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ok

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ok

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that explains so much

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so I need to break this up into.... uh, some amount of components

stuck oyster
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yes

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like all geometries

candid mason
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I'll just keep telling myself I'm not doing so bad for someone who started learning just this week

stuck oyster
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for sure

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its a lot to take in

candid mason
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so I suspect that the arch shape is hurting me a lot here

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I have no idea how to divide this up to make it not be concave

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maybe I'll just simplify the geometry to be shorter than it actually is?

candid mason
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Is it ok to have that many sections? I thought they cost resources

stuck oyster
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these are not sections

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and yes

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if you look at sample house model it has plenty of components

candid mason
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That little key thing - convexity per vertex group instead of convexity per polygon - has been fucking me all day

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I used to make maps for old games (marathon infinity) so per-polygon was just what I naturally thought

modern nacelle
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is it possible to weight paint in object builder so a material doesnt automatically get assigned to the proxy?

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and i tried packing in addon builder and sadly it did not fix the problem

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dont suppose this could be the problem

stuck oyster
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the weighting has nothing to do with the material

modern nacelle
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hmm

stuck oyster
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likely the proxy selection name is broken

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you could try remaking the proxy

candid mason
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I feel like I'm losing my mind because even once I've made the components01-06 like you suggested the "find non-convex" in 02 still does the same thing. however. they now can't see me through the object so my ability to really care is pretty low

modern nacelle
stuck oyster
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dont build bad habits

candid mason
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So, I check for "are these open" and it selects none of them

stuck oyster
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you can run the component convex tool on the lod in OB

candid mason
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that replaces the entire thing with a solid brick wall

stuck oyster
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then they are not separated mesh parts

candid mason
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you said components can share verts, right?

stuck oyster
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no

candid mason
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....Ok that's a problem then

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that's why

stuck oyster
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study the samples

candid mason
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I have no idea how I'd duplicate verts for this without ruining my UV unwrap and everything

stuck oyster
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it does nothing with it

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it can in fact break things too

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uvmapping is related to visible texturing

candid mason
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Yeah, okay, I'm just. Fuck. Yeah, I'll get on it.

stuck oyster
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and splitting mesh does not do anything to uvmapping either

candid mason
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It's so much to take in

stuck oyster
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the vertices will retain the uv information

stuck oyster
modern nacelle
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somehow the proxy name goy butchered to "proxy::...\pistol_holstered" along the way. I'll delete the proxy, copy and paste it from the arma 3 samples vest example, re do the weight painting in blender, reimport it into object builder and see if that fixes it

candid mason
stuck oyster
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Like if you import the sample house or sample weapon (smaller, easier to navigate around) you can see examples of that

candid mason
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the real problem I have is that there's ~0 documentation for the blender->p3d toolbox

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that's my blind spot

stuck oyster
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There are some questions answered in the BI forum thread for the toolbox, and tutorials like El tyranos series use it too if I recall right

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Sure the old tutorials have older blender ui but they show the principles that are still valid

tribal finch
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also reminder, you can "create geometry components" automatically if you aren't already, saves quite alot of time

candid mason
tribal finch
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it should split all your geo up into component vertex groups

wheat shoal
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hi guys I'm trying to simply change the default head model to my new bust.p3d, across all character models (this will work since I've just culled some faces around the neck)

this is what I've done http://pastebin.com/WM8sj3Ju to no avail

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just realised there's multiple head models, probably going to just create a few new faces + heads

stuck oyster
stuck oyster
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they can be side by side too

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and be separated blocks

eager hamlet
stuck oyster
eager hamlet
modern nacelle
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So i was doing some experimenting and it seems that the holster proxy gets corrupted or whatever when I weight paint it. If I don't weight paint any of the mesh that i want to weight paint it to or paint the proxy to have "0" weight itself then the pistol spawns but there is still the problem of the gun being almost magnetized to the pelvis and almost ignoring the holster even though I have the proxy point centered in the middle of the holster.

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Really wish I can get this holster to work properly, I was really proud of myself for modelling and texturing the belt and importing it in game and this holster is whats preventing me from being 100% complete with the project.

fervent hornet
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What, specifically, determines where a player can interact or get in to a vehicle? Pilot proxy, a memory point, geometry, named selection, etc. I have a model that I can only interact with if it's approached from behind/right, and only if getInRadius is set to 2.5 or greater. Even then, a step closer to the vehicle and the interaction options disappear.

tribal finch
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memory points for pos gunner & pos gunner dir. same for driver, commander etc afaik

stuck oyster
stuck oyster
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due to silly reasons how its all setup

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so just move your proxy a bit to align it better

fervent hornet
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Thanks, I added the memory points and now get the options if I use the scroll wheel, but the locations are still wonky. The enter icon only appears if I approach from 5:00. What else do I need to know?

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Also, what determines how many crew members the vehicle has? Is it based on which proxy is used? I'm using \a3\Data_f\proxies\Heli_Light_01\Pilot . This is obviously a single-seat craft but id loads in with a pilot and copilot occupying the same location.

stuck oyster
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Config also defines the name pairs of entry points/direction for different crew

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Copilot would be a turret position

limpid obsidian
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which memory point do the bullets come from when you shoot a gun?

grizzled halo
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the starting point of a barrel, usti hlavne iirc?

limpid obsidian
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Hmm I have that, but I am curretly having an issue where the bullets are coming down at an angle, like 20 degrees

sweet turret
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Hey everybody, I've been trying to binarize a single weapon model but I keep running into this with pboProject:

doesn't have axis trigger properly defined
doesn't have axis bipodl properly defined
doesn't have axis bipodr properly defined
doesn't have axis bipodr properly defined
doesn't have axis bipodl properly defined
doesn't have axis bipodl properly defined
doesn't have axis bipodr properly defined
doesn't have axis bipodr properly defined
doesn't have axis bipodl properly defined
doesn't have axis bullet004 properly defined
doesn't have axis bullet005 properly defined
doesn't have axis bullet006 properly defined
doesn't have axis bullet007 properly defined
doesn't have axis bullet008 properly defined
doesn't have axis bullet001 properly defined
doesn't have axis bullet003 properly defined
doesn't have axis bullet002 properly defined
doesn't have axis feedtray_cover properly defined
doesn't have axis feedtray_cover properly defined

In my memory LOD I do have vertex groups / named selections of the above with _axis suffixes on them, so I'm not really sure what else I'm supposed to do. I'm referencing a config file from one of the RHS weapons to try and get the animations working in a similar way for mine, and from what I can gather from their non-binarized P3D file all of my vertex groups / named selections match what they have in their LODs. I would not be surprised if I'm missing a key step here that just looking at an unbinarized P3D won't show me

charred bolt
inland pawn
calm cedar
#

Hello there !
Does anyone have documents or a template to add all accessoiries for a weapon ?

I saw somewhere that it was about CBA Joint Rails but i can't find any documents about it :/

sweet turret
stuck oyster
#

or missing view pilot lod

sweet turret
stuck oyster
#

animation stuff Id recommend testing in OB buldozer

#

but again missing, axis points in memory lod so it defaults to model center

#

or missing axis definitions in model.cfg

#

trying too much at once is not good

#

got to split the process into chunks

sweet turret
#

Yeah, the ViewPilot LOD fixed the ADS issues, but animations are still weird. They look fine in OB Buldozer, though

stuck oyster
#

is skeleton defined with isdiscrete 0 or isdiscrete 1?

#

does the geometry lod have autocenter 0 named property?

sweet turret
#

I have isDiscrete set to 1, not sure about named properties; Where can I check those in OB or Blender?

stuck oyster
#

the panel is not open in OB by default

#

you can open it from the window menu

sweet turret
#

Found it, from what I can see there's no named properties on the geometry LOD ๐Ÿค”

stuck oyster
#

then you need to add those

#

you can check the sample weapon for reference

sweet turret
#

That did the trick! Thanks

#

Next thing I have to figure out is how to get attached optics to move with the rail on top of the feedtray cover. I'm hoping that's not too difficult, but I'll consult some RHS weapons where I know this is possible to see if I can figure it out (unless someone knows, I'll take any help I can get)

stuck oyster
sweet turret
paper latch
#

hey there, im trying to implement a custom Uniform with a custom model, it seems to work somewhat fine but i cant get rid of some weird glitches (see screenshots) im guessing it got something to do with the weight texturing maybe? but i redid everything multiple times. im using the weights of the template character aswell as the whole template lods

inland pawn
paper latch
#

well i double checked all the vertex groups and they are all weighted accordingly at least as far as i can tell

stuck oyster
#

you got few verts that get messed up

grizzled halo
limpid obsidian
pale valley
#

small thing; I know hands are positioned according to the bone "drivewheel", but is there any way to tune the length of this bone (Heh) so the hands match the wheel? Pic related.

Also is there a way to adjust where the fire effect appears once a vehicle is destroyed? I would have thought it was a memory point, but I cant seem to find anything related to this?

stuck oyster
grizzled halo
#

Hello fellas, I was wondering since I couldn't really find an answer online, what defines the beam direction of a flashlight accesory?
Is it memory points?

I see they have pos and dir in config but idk if the stuff assigned to that are supposed to be memory points.

grizzled halo
# stuck oyster memorypoints yes

Ah, perfect.

In another question, are memory points in attachments/weapons/apparel being worn by a unit reach-able through selectionPositions?

stuck oyster
#

if I recall right, no

slow dagger
#

if i wanted to add fabric wrap to a gun what are the steps i would go through to get that

stuck oyster
slow dagger
ancient bobcat
#

Hi, i made F1 grenade mod and everything is working but when i apply shadow lod and i want to add grenade to my inventory game is loading it more than 30 minutes even without shadow lod it takes around 10 seconds after clicking plus to add. What can i do to fix this?

stuck oyster
stuck oyster
#

Then check if rpt has any clues.

#

And possibly try it out with the diagnostic exe from dev branch as that has some more error output

#

Symptoms you have are not really common

ancient bobcat
#

With vanilla everything works fine but i think it's model fault becasue all of my models even if they are not complexed for example this grenade has 8k faces and model with 40k is loading faster than this

#

Even when i was learining and imporing just cube it took a few seconds to load but it was just cube

slow dagger
median basin
ancient bobcat
#

addon builder

stuck oyster
ancient bobcat
#

no

stuck oyster
#

most likely

ancient bobcat
#

It worked

#

Thank you soo much

quick terrace
ember heart
#

<3

north sundial
#

Love the welding effect <3

sour bough
#

Confirming:

It's not possible for a Source in a model.cfg to be a simple expression, is it? It's just a string and the grabbing of the anim source value happens elsewhere?

sour bough
#

I want to multiply a pair of sources

stuck oyster
#

but like you can make custom animation sources and controil them as you wish

stuck oyster
sour bough
#

I find they tend to desync in MP if you use User for stuff

#

Or rather, use it too much

stuck oyster
#

even engine sources desync

#

it is pain in the ass

sour bough
#

yes

sour bough
#

gear * source

Since I want the source to only play when gear is up

#

Since gear is 0 when it's down

stuck oyster
#

ah yeah no thats not possible

sour bough
#

I should ask in the feedback tracker for that

#

It'd enable a Ton of animations

pale valley
#

Having a weird problem with my (I presume) my hit-points LOD, when I shoot my side windows, they don't break/break in odd ways.
for example, when I shoot my right front side window, the rear right side window is the one that "breaks" but by doing this?
Left hand side is also similar, except the rear window actually dissapears (when I shoot the front)
all over windows break perfectly fine, just the side ones giving me issues.
as far as I can tell everything is set up correctly, so I'm assuming I've missed something obvious?

charred bolt
# pale valley Having a weird problem with my (I presume) my hit-points LOD, when I shoot my si...

One or two hitpoints needed per window. Hitpoints placed on the outer-edge of the fire geometry.
Fire Geometry mesh named so it can be hidden.
glass names in the model.cfg sections[] to allow for damage material swapping.
class AnimationSources {} set up for each window that you want to disappear on destruction
class Damage {} glass material triplet entry
class Hitpoints {} for each window
model.cfg animations to hide glass on destruction

#

Ensure each window only has the one named selection in the model and they're not included in any hiddenSelections like camo.

pale valley
#

followed all these steps and somewhere along the line, one more panel of glass started disappearing, as intended.
however, the body and the glass itself does not change to a "damaged" RVMAT once damaged, perhaps there is an issue with my class Damage?

pale valley
#

So as a follow-up, all windows now disappear, for some reason the one pictured above still does that weird distort thing.. if you have any further ideas?
also any idea on the absence of damaged RVMAT's would be appreciated!

charred bolt
pale valley
#

it was that, sorry I didn't clear that up, I've only just tested it..
to clarify, the issue was the RVMATS in my class Damage did not match the model.
thank you for the help!

charred bolt
real crow
#

Hey peeps, i got two slight issues with my truck: windows glasses are black and weird, and the tyres doesn't seems to leave traces on the soil when moving. I might get that one issue is rvmat related (glass), but the other one what's the source of the problem?

#

I also noticed that the start and shut engine user actions produce always the same results: engine starts running, with annexed sounds too

outer salmon
#

Heyo, how do I go about setting the Object Builder to show more than just the LOD I have selected? (need the model visible while i do memory points)

real crow
outer salmon
#

Awesome thank you:)

charred bolt
# real crow Hey peeps, i got two slight issues with my truck: windows glasses are black and ...
memoryPointTrackFLL = "stopa PLL";
memoryPointTrackFLR = "stopa PLP";
memoryPointTrackBLL = "stopa ZLL";
memoryPointTrackBLR = "stopa ZLP";
memoryPointTrackFRL = "stopa PPL";
memoryPointTrackFRR = "stopa PPP";
memoryPointTrackBRL = "stopa ZPL";
memoryPointTrackBRR = "stopa ZPP";

// Dust
dustFrontLeftPos = "dustFrontLeft";
dustFrontRightPos = "dustFrontRight";
dustBackLeftPos = "dustBackLeft";
dustBackRightPos = "dustBackRight";```
real crow
#

Thatโ€™s what kerc meant when he was talking about the track mem points when i raised the question on the size of their traces on the ground

#

+100 neurons unlocked

real crow
# real crow I also noticed that the start and shut engine user actions produce always the sa...

Fixed by adjusting the core class of inheritance, while for the glass instead: after changing the relevant texture suffix from co to ca in the hiddenselections (forgot to do that before) now the small black triangles became white. Rvmat assigned is the same i use for other vehicle glass (namely helicopters) so i do not understand what's the matter with this glass. Alpha channel is present in the ca image

severe sinew
#

is it possible to define where the center point of an object is? as in game my objects position isnt the same as 0,0 in object builder

marsh canyon
#

autocenter 0 in named property

hollow fulcrum
#

@quick terrace haha, very nice.

left crane
#

i have a face wear item that i created that includes gloves, a watch, and sunglasses. would it be possible to hide the sunglasses in pilot view, but not the watch and gloves? as of right now, the gloves and watch are not visible.

marsh canyon
#

Dupe LOD and select pilot, remove them in the LOD

left crane
tropic kite
#

Anybody here has an idea where new Binerize pust the log file?
Its not is STD output its not in a directory its not in Binerize directory

modest quarry
#

Whats better for arma models? Weight painting rigging or rigid rigging?

stuck oyster
modest quarry
#

Rigid rigging

#

Oh i see now.

#

shhhh

#

didnt see that

stuck oyster
modest quarry
#

One uses weight painting to see what bones are attached to what objects, one is just attaching the object itself to the bone, making it staticly move with the bone, No pulling or deformation

stuck oyster
#

You need a vertex group with a weight always in arma

#

The method you produce it doesn't matter

modest quarry
#

I see, the rigid method does not result in a form of weight

stuck oyster
#

Then that does not sound compatible

modest quarry
#

Atleast then not to my knowledge

stuck oyster
#

Groups can be assigned just in edit mode too

#

Weight painting is more for the kind of smooth transition weights character s might have

modest quarry
#

I see

wide tapir
#

Whats the best way of making a shadow lod for a model?

#

Specifically a helmet. It's quite low poly, so I wanted to use it as a base

stuck oyster
#

there isnt really any best way. it depends on each model. Main thing is that the shadow surface needs to be under the visual mesh

wide tapir
#

Yeah

celest arch
#

Question: is it possible to config a weapon so it goes into the launcher slot but character behaves as it's unarmed when equipped?

mossy mulch
#

i usually use decimate modifier then tidy it up

#

or tidy it up beforehand

woeful viper
#

doubt it...

kind lion
kind lion
#

thanks ill take a look

grizzled halo
#

i know ive seen that kind of effect on other mods too, maybe try 3dma/age as its a kind of thing that they would actually do

kind lion
#

USP does that but it's caused by bloom settings

kind lion
#

after some investigating it seems there's no good solution that doesn't involve scripted hacks, bummer

mossy mulch
kind lion
#

yes that's for the emissive surface

marsh canyon
#

Woah that's... impressive hack

mossy mulch
#

works surprisingly well

kind lion
#

but that only works through the bloom effect from the engine, i tinkered a bit with it but wasn't very happy

#

but i dont think it can be done without scripting

mossy mulch
#

thats... how it looks

quick terrace
kind lion
#

no, i told you it doesn't look like that

#

its just a flat surface that appears bright but doesnt cast any light

#

unless you know something i dont, just CBA+USP+base game looks like that

#

if you can show me how to get the effect like in the screenshot from reddit im all ears

grizzled halo
#

something is weird then, usp does cast a ligth cone, or atleast it used to last time I tried it

grizzled halo
#

yeah, the aio

kind lion
#

last updated 21st january

grizzled halo
#

isnt kj a dev on that?

#

oh yeah, he is

kind lion
#

๐Ÿคจ

#

sus

#

that was on a3 dev branch

#

unless its some addon option that has to be toggled manually

mossy mulch
#

uhhhhhhhh

#

31s should defo have them

#

check the gpnvgs

#

oh bruh

#

kk going to sort that

#

gpnvgs does have it tho

bold flare
#

I don't understand how it would be able to cast light cone. Models/items don't support that, so you'd have to have a script that spawns a light in the players face?

grizzled halo
#

different transparency for each part of the lightcone mesh probably, and control it procedurally I assume.

kind lion
#

yea ok that spawns the light cone but the character's skin would not be illuminated like, say, a flashlight

grizzled halo
#

correct, light created by non-dynamic light sources go through objects anyway right?

mossy mulch
#

with gpnvgs

#

just missing on the 31s

kind lion
#

i tried with the decals used to create the light cones in cars, it looks workable but still no light being cast

#

huh i did try the gpnvgs earlier but they werent working either :\

mossy mulch
#

one mo ill double check workshop build but we've not touched the gpnvgs aside from texture tweaks

kind lion
#

๐Ÿ˜

#

these are the black ones

#

black gpnvgs

mossy mulch
#

wtf

#

they are indeed missing from workshop build

#

thats super weird given i remember them having them in workshop build

grizzled halo
#

yeah they were, I remember having green goo being casted into my unit eyes

mossy mulch
#

very strange

#

theres not much left to do for nvg update anyway so expect that soon

#

but the model hack is how we do it on that either way

bold flare
#

There must be engine support for items on character to have light sources.
Which is only there for the weapon flashlight/laser

grizzled halo
#

new feature when?

#

jk aside, there is a ton of mods that could beneffit from that

kind lion
#

could be used for strobe lights on helmets too ๐Ÿค”

grizzled halo
#

yeah

bold flare
#

We'd have to configure it per item.
And the simulation/position updating code isn't very nice.
Not a problem if a unit can only have one, but if we add more :/

kind lion
#

nvg+strobe is already 2 so there's that ๐Ÿซ 

mossy mulch
#

making people glow in the dark as part of radiate

bold flare
#

Just script it, create a scripted light reflector and attachTo player head.
And don't do it with AI because performance :3

grizzled halo
grizzled halo
bold flare
plucky depot
#

You will see the head moving smoothly but attached light will lag behind/be choppy

twilit seal
#

Do they lag? I thought there simulation rate was just slow enough to notice shifts between updates.

plucky depot
#

But they're smooth in SP

#

And lights are local

grizzled halo
#

isnt it because of the frequency in were they update across the network?
Something something using game logics something something

stuck oyster
#

reflectors work on characters too

#

but the required memorypoints need to be added into p3d on very early baseman level

#

as in replace the naked man

#

they can be turned on and off via the SwitchLight script command if I recall right

woeful viper
#

prettey

limpid obsidian
inland pawn
mossy mulch
#

i recall having something similar when i tried to export in edit mode

limpid obsidian
#

something to do with the vertex groups. Once I deleted them all off of the res lod then it exported fine.

stuck oyster
#

the export does not like those

limpid obsidian
#

All the selections are assigned to something. I wonder if it has to do with the index range at teh end of the error. When I delete things it reduces both numbers, but I don't know where to change the index range.

stuck oyster
#

dont remember exactly what that error is about blobdoggoshruggoogly

limpid obsidian
#

I have 10 selections on this model, but it saying it has 20 i guess.

stuck oyster
#

cant say for sure

limpid obsidian
#

Time to just take a bat to the computer then

stuck oyster
#

ah the final solution

limpid obsidian
#

Just duplicated the model, deleted all vertex groups on new model, transferred sections from old model to new model and now it works.

Guess I don't have to break out the bat haha.

umbral shuttle
#

does anyone know wat the reversed property name does, wiki says TODO lol

inland pawn
umbral shuttle
ebon yew
#

that looks delicious, what weapon is it?

magic oxide
#

the muzzle accessories doesnt show up on my custom made weapon when i select it from menu, but i can see them with other weapons. what am i missing?

kindred dagger
#

I want to import a very simple object with textures into arma 3 as a mod that I could potentially upload to the workshop. I have it all in blender, I have the blender arma 3 tools installed, I have arma 3 tools and mikero's tools, I have a p drive extracted and set up.

This is just a test so I can grasp the whole process before I start doing some somewhat decent custom shit.
I however do not know where to go. When I look for tutorials on the internet they are all 1-2 hours long and they do not really make it clear if they are trying to do what I want to do, if this makes sense at all.
I am simply overwhelmed, hence why I'm asking for help.

Do you have some wiki page/youtube tutorial/google doc that can help me through this process? I do not care if it is 5 hours long I just want to know that I am on the right track.

To summarize what I want to do again: Get object and texture out of blender, put it in some config and .pbo, and be able to launch it as a local mod so that I can place it as a building in the editor.

Any help at all is appreciated ๐Ÿ™‚

#

(the simple file I made, was just fucking about in blender)

stuck oyster
#

there are Arma3 Samples on steam for config examples too

kindred dagger
#

already got the samples, will have a more detailed look in there then
the blender to arma series looks great, thanks for that!

stuck oyster
kindred dagger
#

yeah I think I'll be able to figure it out

#

if the keybinds changed you can always google the action nowadays

karmic blade
#

I have a question. I want to upload a simple object into arma. No collisions or anything. I want AI to not even register it exists. All I want for it to have a texture (be displayed).
Do I need geometry for that?

#

I am trying to put a 3d model of a spaceship on a basegame aircraft. Aircraft will make it look like the model is you know, actual vehicle. However when I attach a model to AI controlled aircraft, it just starts flying up like its trying to avoid collision. Someone suggested me that because I have geometry it might be the case, but I dont think so?
https://i.ibb.co/3CSgy6c/arma-3-bs.png

jaunty rune
#

as-val, I believe

cedar coral
#

@quick terrace - great work as always!

stuck oyster
#

so that there is no collision etc at all

#

it tries to generate stuff if no lod exist

inland pawn
#

I think you donโ€™t even need a geo lod tbh

karmic blade
karmic blade
finite stump
#

If there is the 50m bug when making models, how does the USS Freedom work?

marsh canyon
#

Freedom and other big structures are made of multiple objects

finite stump
#

but it places as one object. How do you make it with multiple objects?

marsh canyon
#

Scripts

finite stump
#

anyone got a HowTo somewhere for that?

#

I got a building I had to split into 12 pieces and would rather it be one.

marsh canyon
#

One way is reuse/mimic how Freedom does

finite stump
#

do you know what folder that might be in?

marsh canyon
#

Probably better to use Destroyer instead. Freedom script actually does more than just a structurecpp class CfgVehicles { class StaticShip; class Land_Destroyer_01_base_F: StaticShip { featureType = 2; multiStructureParts[] = {{"Land_Destroyer_01_hull_01_F","pos_hull_1"},{"Land_Destroyer_01_hull_02_F","pos_hull_2"},{"Land_Destroyer_01_hull_03_F","pos_hull_3"},{"Land_Destroyer_01_hull_04_F","pos_hull_4"},{"Land_Destroyer_01_hull_05_F","pos_hull_5"},{"Land_Destroyer_01_interior_02_F","pos_hull_2"},{"Land_Destroyer_01_interior_03_F","pos_hull_3"},{"Land_Destroyer_01_interior_04_F","pos_hull_4"},{"Land_HelipadEmpty_F","pos_heliPad"},{"ShipFlag_US_F","pos_Flag"}}; class Eventhandlers { init = "_this call BIS_fnc_Destroyer01Init;"; attributesChanged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate;"; dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate;"; registeredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit;"; unregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete;"; }; }; };

finite stump
#

Thanks. I'll dig into this crazy code.

finite stump
marsh canyon
#

multiStructureParts are {{"partClass","memoryPos"}}

finite stump
#

Nevermind, I think I just found the sqf file

runic plover
#

Done with memory points

hollow fulcrum
#

@quick terrace ooo, thats f'n sexy. ๐Ÿ‘

edgy jewel
#

Hello, my truck doesn't stop jumping, I tried to remove the physx to see if it was the config and it's still the same, what could it be?

fluid copper
#

I've seen the wheels be bouncy before when adding certain geo to the wheels

inland pawn
#

Improper suspension settings

edgy jewel
karmic blade
karmic blade
#

nvm, fixed it. Any object with

simulation = "house";

will make ai increase in altitude while attached (or placed under). Even if I had no such like game auto asigned it to the object for some reason. If you have access to object config, place a line like:

simulation = "thing";

under it and it will work

real crow
#

Hey peeps, i got the model of a goliath ugv and i was wondering if would be possible to make it work in arma: of course i can check the livonian ugv to do that, but how can i make it explode remotely? Is it something that can be done?

#

The Goliath tracked mine (German: Leichter Ladungstrรคger Goliath, "Goliath Light Charge Carrier") was a series of two unmanned ground vehicles used by the German Army as disposable demolition vehicles during World War II. These were the electrically powered Sd.Kfz. 302 and the petrol-engine powered Sd.Kfz. 303a and 303b. They were known as "beet...

white oak
frigid roost
stuck oyster
frigid roost
stuck oyster
#

Along with all the other "private mod" derivates of it

#

Absolute disgrace that one

kind lion
mossy mulch
#

yeah its pretty easy

paper latch
#

whats up everyone, ive been working on a custom boat (bass boat), im using the boat sample included in the arma 3 samples and i got it to work mostly just how i want it, but everytime i place it in eden i get this error message....idk why or what it is, also it doesnt show up in zeus only in eden evne though that should be set up right in the config

ripe flax
#

ยฟCan someone provide me with the code to add cars to Arma 3? I'm just starting with modeling, I already have the models but I still don't know how to add them to Arma 3 and convert them to P3D format?

stuck oyster
#

there are Arma 3 samples on steam that can be useful study material

#

there are pages about how config works on the wiki

#

and you might find useful tips on the "blender to Arma" tutorial series

obtuse rain
#

Does anyone get error-free normal imports into OB from FBX?

#

(I'm trying to get hand-tweaked ones importing instead of doing #SharpEdges#/recalculate)

hollow fulcrum
#

meh, it's usually fine for me. so long as everythings xform is reset and whatnot.

cloud zealot
#

How do we determine the driver and the passenger positions in a vehicle ?

marsh canyon
#

Proxy

cloud zealot
# marsh canyon Proxy

That's what i saw in the samples but how do i know which proxy to use ? The proxies used by the samples contains a character with a predefined pose. Do i have to make my own proxy too ?

marsh canyon
#

No. Use the same P3D as proxy

cloud zealot
marsh canyon
#

Excuse me, override in the config? What do you mean?

cloud zealot
marsh canyon
#

So the poses you mean is pose-s not pos-es?

#

If yes it is how it is. No need to overthink

cloud zealot
marsh canyon
#

No

cloud zealot
marsh canyon
#

There is only one driver in a vehicle

#

And that should do

cloud zealot
marsh canyon
#

Copilot is a turret seat

#

Pretty much Test_Heli_01 in Samples can tell you how they are

cloud zealot
#

So if i understand correctly, the game will automatically detect the driver proxy and set this one as the driver seat ?

#

I mean if i use a driver proxy, the game will know by its own, this is the driver proxy ?

marsh canyon
#

Basically

stuck oyster
#

DRIVER, GUNNER, CARGO

#

the shape of the proxy is only a reference for positioning and only useful if that shape corresponding action is used in the config

#

for driverAction/ GunnerAction/ CargoAction

cloud zealot
#

Ok i see, thank you very much for your help guys ๐Ÿ™‚

obtuse rain
#

Yeah, no item level transforms on mine and I still silly normals (90 degrees off in some cases).

magic oxide
#

i couldnt find any differences between my model and arma's example rifle

empty vigil
#

Hi, i'm trying to make Rifle grenades for a weapon model i made
for the config side, everything work as expected, the gun can switch to grenade launcher and fire a grenade
problem is on the model.cfg side, the grenade won't show on the muzzle no matter what, in Bulldozer i tried different stuff and it work as expected but not ingame.
is there a tutorial available somewhere to show how it work ? here's basically what i'm trying to achieve :

  • Grenade do not show up until the weapon switch to "rifle grenade"
  • Grenade disappear when fired
  • Grenade disappear when there's not rifle grenade loaded
  • Grenade appear when reloaded
    Thanks again to anyone willing to help.
wise stone
#

im trying to make a custom hiddenSelectionsTextures for my cube model, i have a selection thats called Camo1
and i've created a model.cfg for the cube (no interactions needed for the cube)
but when i load into the game the cube is just without textures, did i miss some of the steps?

    class DCA_StaticBase : Static
    {
        editorCategory = "DCA";   // Category in editor
        vehicleClass = "Objects"; // Class of the vehicle
        destrType = "DestructNo"; // Type of destruction
        cost = 100;               // Cost in the game
        weight = 600;             // Weight of the object
        simulation = "house";     // Simulation type for static objects
        // Do not define model, displayName, icon, or editorSubcategory here
    };

    class dca_concrete_cube : DCA_StaticBase
    {
        scope = 2;        // Scope 2 means it's available in the editor
        scopeCurator = 2; // Also available in Zeus
        displayName = "Concrete Block";
        model = "\DCA\structures\data\barriers\concrete_cube.p3d";
        icon = "iconObject_1x1";
        editorSubcategory = "DCA_Barriers";                                                           // Specific subcategory for this object
        hiddenSelections[] = {"Camo1"};                                                               // Array of your named selections
        hiddenSelectionsTextures[] = {"\DCA\structures\data\barriers\textures\concrete_cube_co.paa"}; // Default textures
    };
#
class CfgModels
{
    class skeleton_cube
    {
        skeletonInherit = "";
        isDiscrete = 0;
        SkeletonBones[]=
        {
            ""
        };
    };
};
class CfgSkeletons
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
    class concrete_cube
    {
        skeletonName="skeleton_cube";
        sections[]=
        {
            "Camo1",
        };
    };
};
#

I havent applied the texture to the face propreties, can that affect the hiddenSelections?

stuck oyster
#

model should always have a default texture and material applied

wise stone
#

got it ๐Ÿ™‚

stuck oyster
#

there are properties written in to p3d on binarization according to texture type it uses

#

also your skeleton bones list is faulty

#

so it might break at that stage already

#

leave the bones array empty if you dont want any

wise stone
#

is there a way to put the texture\material for all of the lods instead of going each lod manualy?

stuck oyster
#

other programs can do such things

#

OB

#

no

wise stone
#

damn

#

thanks for the help with the hidden selections

stuck oyster
wise stone
#

well hiddenSelections didnt work, but atleast the concrete block works ๐Ÿ™‚

stuck oyster
#

looks nice though

#

how do you pack the pbo?

wise stone
#

pboProject

stuck oyster
#

try different simulation type maybe

#

HBarriers etc seem to inherit from class nonStrategic

#

instead of class Static

wise stone
#

i disabled some of the warnings atleast i got
2nd UV set needed, but not defined

stuck oyster
#

๐Ÿ˜…

wise stone
#

why do i need a second UV set if it just overrides the UV texture

wise stone
stuck oyster
#

worth a shot at least. in case class static stuff is not meant to have hiddenselections

wise stone
#

got it ๐Ÿ™๐Ÿป

stuck oyster
#

oo wait

#

look at your model.cfg

#

look at your class cfgModels and classCfgSkeletons

#

can you spot whats wrong

wise stone
#

skeleton bones dosent have Camo1, thats the problem
right? ๐Ÿ˜„

stuck oyster
#

you have mixed them the wrong way around

#

cfgSkeleton is the one that defines the skeleton

#

you have named it cfgModels

#

so play the reverse card on them

wise stone
#

so wait, in the skeleton_cube i need to place the Camo1
instead of the concrete_cube

stuck oyster
#

no

wise stone
#

ah jeez

stuck oyster
wise stone
#

and the camo1 is still irrelavent

#

right?

stuck oyster
grizzled halo
#

for an model used in the throw muzzle, is there anything special needed for it to not just float around?

the model has geo and mass set

grizzled halo
steep lantern
#

I'm fairly new to modelling, and I found a way to make "soft" shadows by using the sbsource = visualex property in the model. Since this generates the shadow based off the res lod, it is less than ideal for what I want. Is there a way to achieve this soft shadow edge effect, but base it off the shadow lod?

charred bolt
stuck oyster
#

but also not compatible with vehicles for the reason Apollo mention

#

it would be quite ideal if it worked for interior lods too

hollow fulcrum
#

hrmm.. that does seem sub optimal. not sure if it helps but i can check the .fbx in max and see if anything is off. one thing to be sure not to do is let it optimize anything. same with .obj exporters in most cases.

chilly steeple
#

@obtuse rain maybe your vertices aren't welded?

obtuse rain
#

Yeah, they are; but many of them are on UV splits.

last spindle
#

are you trying to set the normal direction to something that is between 'soft' and 'hard' ??

obtuse rain
#

Not yet, but that's the dream. I'm mainly just trying to sync things so that differences in normal calculations don't mess with bakes.

#

OB doesn't deal with long-thin tri's as well as the Modo tool for game objects.

hollow fulcrum
steep lantern
#

I appreciate the tip on interiors, but what about what I asked about soft shadow edges?

inland pawn
steep lantern
#

That still does not answer my question.

charred bolt
bright echo
#

I personally have nenever tried it but in theory if you set
prefershadowvolume to 0
and sbsource to shadowvolume it should generated it from the shadowvolume lods rather than the resolution lods

sour bough
#

Huh, today I learned about shadow buffer. Is it a significant performance different between that and a shadow lod? Are weapons a good use case to save work and get more accurate shadows?

stuck oyster
#

weapons and vehicles (also characters and gear) typically use the stencil shadow since it is sharper

charred bolt
#

They don't work with Pilot View, so you won't see any in first person.

stuck oyster
#

and that

sour bough
#

What are the standard places for it to be used?

charred bolt
#

Sadly true. It's good for objects which you can't "get in"

sour bough
#

Like buildings and props

charred bolt
#

yep

stuck oyster
#

especially buildings with interiors since those have large shadows with lot of openings

sour bough
#

yes

steep lantern
#

Which makes this such a tragedy. It was this close to having better shadows.

steep lantern
#

better looking/ more realistic shadow imo

stuck oyster
#

shadows are pretty sharp irl, the soft edged one is ok and is good for some things but I dont think its more realistic

steep lantern
#

Yes, only if you're in direct intense sunlight at noon on a cloudless mid summer day do you get the super sharp shadow like arma does, otherwise not so much.

sweet turret
#

Wasn't sure if there was a support channel, but I couldn't find one: Trying to spawn an instance of A3 with the Buldozer flag from OB seems to have stopped working randomly. I had been opening files in it just fine and then it just stopped. The last instance that OB did open did not crash or anything weird that I can recall, so I have no idea why it's just stopped working. I've got RPT files and dump files if someone could help me take a look since the exception in the RPT files is generic and I can't find anything meaningful online

stuck oyster
sweet turret
# stuck oyster this channel is ok for it. Does it give any error message at all?

OB does, I can see the viewer window open but it never gets past a black screen, OB then spawns additional windows about searching for an instance to attach to and then it will close with "External Viewer: Attach failed. No viewer found"

Just to make sure my A3 install wasn't messed up somehow, I launched A3 normally through Steam and everything appears okay there. I also tried deleting my buldozer.cfg and letting it regenerate a new one, but no luck there either

EDIT: Just to also make sure it wasn't something with the .p3d file I was trying to open, I tried to open an earlier project that I definitely know worked and got the exact same thing

stuck oyster
#

have you set up P drive with Mikeros Arma3P?

sweet turret
quick terrace
#

@obtuse rain - make sure you have the mesh triangulated, and using a single UV set

stuck oyster
#

you could try running arma3p again to refresh the A3 data on P

#

incase there is version mismatch

quick terrace
#

the FBX importer in O2 is a bit fucked up, @rich blade is already aware

charred bolt
steep lantern
stuck oyster
charred bolt
steep lantern
#

I'm a bit of the middle man here since I'm talking to the guy doing shadows, but yes. He said he got it to work this way.

stuck oyster
charred bolt
#

We do.

steep lantern
#

trade secrets ๐Ÿ˜†

charred bolt
#

"No one expects the Inquisition"

stuck oyster
sweet turret
sweet turret
#

For some reason, bullets seem to be coming out of my weapon's model origin and not following my "usti hlavne" / "konec hlavne" memory points. I've got "lodnoshadow 1" and "autocenter 0" named properties set on my memory LOD, and I verified that the transforms were applied before I exported from Blender. Everything else in the memory LOD seems to work like axises and eye / eye_look etc

runic plover
sweet turret
stuck oyster
#

Have you configured the tose memorypoints to be used in the weapons config

Make sure the names in p3d and in config actually match

limpid obsidian
#

When it comes to fire geo and adding armor platting, does the size of the component impact the armor value? or is it just the RVMAT that is applied that changes the value of armor on a component?

stuck oyster
sweet turret
# stuck oyster Was it added to geometry lod

It is on the geometry LOD. I'm looking through the sample weapon's config.cpp and model.cfg but I don't see any spots where "usti hlavne" / "konec hlavne" are mentioned other than for things like heat effects. I just assumed the engine is going to always look for those memory points and you don't have to define them anywhere in a config or anything

limpid obsidian
#

So for type 1 it just applies the the predefined "thickness" to the component, no matter the size or thickness of the actual component.

Type 2 actually calculates the penetration value based on the size/thickness of the actual component, which can make it more realistic with slanted geometry being thicker.

This correct?

stuck oyster
#

So you'll need to check what names you config actually is using in game config viewer or define them beforehand

limpid obsidian
#

Bless up for the knowledge.

bright echo
#

do note the 1st one takes whatevers smallest

#

the bisurf defined thickness or the component

#

so if you have a component thats only 5mm thick and add 100mm plate rvmat/bisurf on it - it will still be 5mm

stuck oyster
#

Good point

bright echo
#

and I think angle is still taken into account for increasing thickness

#

at least in spearhead we mostly use the actual plate thickness rvmats and angled armour definitely works

stuck oyster
bright echo
#

most likely the calculation for 'angle' is done separately from the component thickness detection so it just takes the bisurf value when increasing based on angle

sweet turret
stuck oyster
#

You might have a typo

soft kernel
stuck oyster
stuck oyster
#

That's how we tell you what to look for

sweet turret
# stuck oyster Does the default match with your memorypoints?

Yeah, I double double-checked just to be 100% sure. No typos or anything. Does it somehow matter that I made the memory LOD in Blender rather than OB? I figured they're just vertices, it shouldn't matter, especially cause the other memory points are all working

stuck oyster
#

Something like that not working usually means a typo

soft kernel
#

@stuck oyster Ok but my rpt is full of this for every single building: 19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.scope'.
19:51:36 Warning Message: '/' is not a value
19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.model'.
19:51:36 Warning Message: '/' is not a value
19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.simulation'.
19:51:36 Warning Message: '/' is not a value
19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.accuracy'.
19:51:36 Warning Message: '/' is not a value
19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.camouflage'.
19:51:36 Warning Message: '/' is not a value
19:51:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/land_airport_building_1.audible'.

stuck oyster
#

That's what it tells you. So something you have done recently broke it

#

If it worked before

sweet turret
soft kernel
#

but my class in config.cpp is called Land_wlk_airport_1

stuck oyster
soft kernel
#

pbo Project. updated P workdrive and mikero tools today

sweet turret
stuck oyster
#

good

#

at least its not issue related to say not binarizing the pbo with pboManager or something like that

sweet turret
#

Okay, luckily (I guess), the capitalization did not matter

#

Yeah pboProject doesn't show any warnings or anything that I noticed

soft kernel
#

ok the issue was caused by my map and i fixed the issue by changing house class names to the name in *land.log. how can the names in the *land.log when crunching a map, be changed? i tried to resolve missing in the terrain Builder templates and readded directory

stuck oyster
#

you must have had some naming mistake if your templates did not correspond to p3d name or the config classes did not actually connect right

#

if fix was to change names on things, then the mistake is wrong naming in some stage of the process

#

also dont pack map and objects into samep pbo

magic oxide
#

hey yall, i am trying to edit a peq-15 laser box but when i open model in blender it comes flipped horizontally and idk how to align it with my weapond model any solutions?

flat moss
#

Quick question regarding ladders as proxies: Do I need to add the ladder start- and endpoints in the encompassing building's memory LOD? The actions do not seem to show up with them only in the proxy's memory LOD.

stuck oyster
humble crow
#

hi guys, so here the thing, i am currently trying to make a turret from the magino line in 1940

#

i have been using the tank config from arma sample

#

the chassis works fine ๐Ÿคฃ

#

and one of the gun shoot but i can' t seem to turn the turret or move the canon verticaly

#

don't laugh too much i'm learning as i go ๐Ÿ˜…

charred bolt
humble crow
#

i just took the ones that were already in model cfg and redefined the corresponding one in LOD 0, geometry, geometry phys, memory

charred bolt
#

If this is a vehicle you'll also need a View Cargo or View Pilot LOD for the first person view.

#

What have you named the turret? What have you named the guns? What does the skeleton code look like?

humble crow
#

turret is "vez"

charred bolt
#

Ok, that's first part of question answered...

humble crow
#

wait i'm looking ๐Ÿ˜„

#

so for lod 0 turret is defined as vez and otocvez

#

for the gun the junction between gun and breach is define as otochlaven

#

the part affected by recoil is recoilhlaven

#

the rest of the gun is not defined

#

should i define it as part of vez ?

#

here the cfg it's the basic one really

charred bolt
#

Do you have a class Turret {} for the gun in your config.cpp, specifically defining animationSources of mainTurret and mainGun?

#
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";```
humble crow
#

i don't see animationsources i gues it inherit them because i could move the turret when i tried with the test tank model

charred bolt
#

Check in-game using the config viewer (better yet, download Leopards Advanced Dev Tools on Steam to improve the config viewer)

humble crow
#

ok

humble crow
#

i'm on it

#

what i'm suppose to be looking for

#

here is the cfg if needed

#

must be that

stuck oyster
# humble crow

no thats not it. what source turret and turrest gun use are defined in the turret class

#

the ones Apollo listed above

humble crow
#

ok

#

i can't seem to find any

#

for the commander gun its obs gun and obs turret

#

maybe i should attach it together

charred bolt
#

As you mentioned yourself, it isn't in your config, so you'll need to check what you are inheriting using the in-game config viewer.
It will likely be under Turrets > MainTurret

humble crow
#

must be in here then

stuck oyster
humble crow
#

its the same as commander

stuck oyster
#

may be best to define it yourself in your config so it matches your model

humble crow
#

ok

round bloom
#

Anyone ever had an issue with ladders being the wrong way around in a model no matter how many times you try rotate or flip/mirror the mem points?

woeful viper
#

you cant rotate or flip vertices - they are just points
instead, move the upper vertex a tiny tiny bit to wherever you want your ladder to face

round bloom
#

its basically backwards rn

#

LIke you climb in back to front

stuck oyster
#

cant be 100 % straight up

empty vigil
#

Hello everyone, i come to bear great news, i've managed to make the rifle grenades work as intended, see my linked post to know what i wanted to do.
also here's a picture of my model.cfg so everyone know how do it.

empty vigil
stuck oyster
#

๐Ÿ‘ excellent

empty vigil
#

and now, i have to create my own proxy for the grenades themselves, an other brainstorm on the horizon i guess

#

unless i can already use the existing arma magazine proxy for it ?

round bloom
empty vigil
stuck oyster
#

the visual part is just to ease aligning things

empty vigil
humble crow
#

i can see that with the config viewer in game too

stuck oyster
#

too much bashing stuff to try to see what sticks

#

start over I think

#

start by making your own model.cfg

#

so you have no fluff in it

#

you got too much copy pasted stuff without reason it to be ther

#

first thing is to make the animations work in ObjectBuilders Buldozer viewer

#

after that you worry about game

humble crow
#

ok

hollow fulcrum
#

ermm... honestly, just trying it is usually the best learning experience. if i were sitting at my rig i could tell you. im honestly not 100% sure without looking. i want to say they have to be in the 'main model'. obvioulsy that works.. but would also beg the question, why proxy the ladder in the first place.

flat moss
#

Not having to bother placing the same ladder model+shadowlod+geolod multiple times in multiple buildings is why I'm trying it now. Using the same ladder to get up to 10 different platforms.

#

But well, copying over the proxy triangle together with the memory points isn't that much extra effort, and works.

marsh canyon
#

On-the-fly model update

Dev-Branch's Diagnosis Exe introduced a command: diag_resetShapes which removes almost every cached P3Ds in-game. With this command you can tweak and preview P3Ds without restarting the game.
To launch Diagnosis Exe, please refer to this post: #arma3_config message

1.Prepare a model

Prepare a model in a config. eg CfgVehicles, use a local file in absolute path as a model so game can recognize P3Ds outside any PBOs.
Pseudo config:```cpp
class CfgVehicles
{
class yourObject
{
model = "P:\yourObject\yourObject.p3d";
};
};````diag_mergeConfigFile` is also a good debug command to apply config change without restart.
Please note, you can use unbinned (raw) P3Ds but it could take a bit to load. In order to reduce loading time, it is a good practice to remove LODs you're not interested to tweak at the moment.
You can also update model.cfg pf the P3D and preview.

Note: CfgSkeletons cannot be reloaded

2.Execute diag_resetShapes

This command resets almost every cached P3Ds that are stored in the current game session.
https://community.bistudio.com/wiki/diag_resetShapes

diag_resetShapes```You can execute this command in a Debug Console and it's reloaded.
In order to apply/check the update, you need to respawn the model or restart the mission.

This can be a very useful method to tweak/preview P3D model and/or its animations in-game.

*Note: Sometimes the game fails to read the P3D file if the file is used by some software. eg Blender fails to write P3D file (via ArmaToolBox) sometimes it locks the read/write permission*
inland pawn
marsh canyon
#

You're misunderstanding the concept I guess. You cannot edit P3Ds in some in-game way but you're still required to make your P3Ds in a regular way

thorn spire
#

@quick terrace looks awesome. Whats the tri count if you dont mind me askin?

bold flare
#

Bulldozer is supposed to fill the role of previewing models and animations. But it's so hard to use

marsh canyon
#

And hard or impossible to combine with every other things you want to sync, like reload anim

bright echo
#

yeah and sometimes you need to see the result of binarisation

#

theres stuff like the translationX (and i think rotationX) animations that sometimes will end up backwards after you binarise it

marsh canyon
#

Yeah I know nobody should have unbinned things and call it a product but anyways, this should be sufficient to at least see something is working... wait what?

bright echo
#

some animation types will be reversed in buldozer compared to ingame when the model has been binarised

real crow
#

Hey folks, in order to lift by ropes my custom assets with the sling load system, do i need to add relevant mem points to the vehicles that need to be lifted? Like slingLoad0/1/2/etc are needed for the lifter?

marsh canyon
#

Where the rope goes are needed to be memory, and you can name as you want, it's config part

quick terrace
#

@white jay 15.302 tris / 7997 verts for weapon & 4018 tris / 2207 verts for the mag + bullets

bleak tangle
#

Great work, can't wait to see it in game

mossy mulch
bold flare
#

Well DokanPbo solves that problem quite quickly

mossy mulch
#

wait what

grizzled halo
pale valley
#

trying to make my own scope, for some reason there is no animation to look through the scope/collamiter.

I feel this may be because of one of two things;

  1. the example scope comes with no model.cfg (I wasn't sure if this was typical or not)
  2. though my config has class OpticsModes defined, there is nothing that asks for these OpticsModes subclasses, that I can find, anyway.

any help would be appreciated ๐Ÿ˜„

stuck oyster
pale valley
#

Wrong word, I just mean the camera snapping to the memory points

stuck oyster
#

do you have memorypoints that match with the config?

pale valley
#

I do

stuck oyster
#

that should be all there is

#

do you have viewpilot lod?

pale valley
#

certainly do, that's why I'm thinking it's a config issue

#

I've more or less copied the sample scope entirely, as reference

stuck oyster
#

is your pbo binarized?

pale valley
#

not as of yet, would that make a difference?
also weirdly, even though I have put the scope in the
class LinkedItems { class LinkedItemsOptic {
section, it does not appear as default (even though it does work, as it's in the game

quasi cloak
#

Made this to stop tanks ๐Ÿ™‚
I am willing to trade it if you help me put it in my mission ๐Ÿ™‚

real crow
#

slingLoadCargoMemoryPoints[]=
{
"SlingLoadCargo_1_1",
"SlingLoadCargo_1_2",
"SlingLoadCargo_2_1",
"SlingLoadCargo_2_2"
};

magic oxide
stuck oyster
grizzled halo
#

orientation is dependent on the orientation of the model origin + proxy orientation.

That said, dont unpack pbos :p

magic oxide
#

if i make my own peq model which i will do i need sometyhing like that?

#

like proxy thing

grizzled halo
#

I dont think i can explain this easily haha.

For attachments itself, you dont need the proxies, they are placed on the weapon, not on the accesories

#

The proxy is the thing in the guns that will let you place the attachment, lets assume the proxy is placed on the rail properly and not just sinked into the weapon center in one of its axis, the origin of the proxy becomes the point in space where the origin of your pec model in the p3d is, not the model itself, but in the p3d.

If the proxy on x weapon is placed on the lateral rail, while its orientation is perpedicular to the barrel AND facing front in the weapon, the orientation of your attachment can be placed looking front, parallel to the rail and using your origin as a plane reference for the rail position.

#

Maybe wiki has a model space example or some good samaritan has a drawing of a triad haha

rapid tree
#

can Arma handle one model with 400K Verts if made with a lot of lods and shadow lods ?

mossy mulch
#

find out

grizzled halo