#arma3_model
1 messages · Page 29 of 1
I see thanks
finally some decent results after a lot of tweaking to my workflow, thanks to the fellas that have been helping up to this point 🫡
Your grenades look so much better than mine
@white jay Proxies = Draw Calls = Bad
Unless really needed, don't proxy small things multiple times
@quick terrace ty awesome
This may be a really dumb question but im quite new to arma modding and scripting and just trying to learn. If im looking to create a custom vehicle, as an example we'll say its from like halo or star wars. Is it a bad idea to purchase a 3D model from someone and attempt to use that within arma? if so what are the reasons as to why that wouldn't work? This is all hypothetical as I said im quite new to modding in general and just trying to understand the basics.
- Model could be ripped
- Models bought off third parties usually aren’t specifically setup for ARMA. Meaning you’ll need to setup everything a p3d would need to function
Okay, the legality of it was something I kinda figured would already be sketchy, but point 2 makes sense, if I buy a model of something made on art station for example I would essentially be buying a replica of whatever I wanted not something that I could actually use in most capacity's
different franchises have different rules for how the IP can be used. For example Disney prohibits all unlincensed use
and Halo enjoys even fanwork encouraging rules
the biggest thing is liek Barais said that the model would likely not be Arma ready and thus you cant skip learning alll the stuff you need which includes modeling and texturing
I have a question.....good morning first of all , i want to learn how to take a pbo file from a mod and after how to open to arma 3 tools ,and after how to save it as one piece without the rest mod ,for example an M16A2
if you have any video is very helpful for me
This is not possible or allowed practice
Only way to do something like that is to get the original P3d and textures from the maker of the mod and with their permission create a new mod.
But unless a thing is self modeled as in if it is bought model, the license of such model usually prohibits sharing of the file in that way. So often it is just plain not possible at all.
Okay last question, is possible to edit all factions from a mod ,for example edit the factions from rhs mod for example to delete russian special forces 90s and make my own way to be ready on factions editor right list , i know now is possible to make new with alive but i want to delete the presets and make my own way , sorry for my English....
Well yes it is possible but does it really matter if those units are in the list. You just don't need to use them
i know but how can do that?
you will need to learn how configs work
and then write your own addon that makes the things you want to see happen.
you dont edit anyone elses mod, but you can create your own mod that applies changes on top of another mod
so, 1st iteration of protection documentation https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
click the link, the fucking preview is wrong...http://imgur.com/a/5fPF3
looks good in pbr^^ although the grip/handguard seems a bit weird, it doesnt look like plastic or wood to me. More like completely surface-corroded blank iron
i've got a hardon for that welded bit on the rear sight
@woeful viper it's not the normal AK74M polymer: http://content.foto.mail.ru/mail/photoshooter/469/s-486.jpg
it looks like the magazine's polymer but roughened up alot, if you look at the edge of the frontgrip that is not roughened up you see the same color
though its kinda pointless to discuss such fine detail things i feel, since ingame it might just look completely different...
and wow, that machined surface finish is rough :D not that it needs to be any more smoothed, but that's not something you would really see in the west
@woeful tartan personal protection - what are the selections in the model needed for ? What do they do? Because those names are identical with the Bones of the skeleton required for weightpainting. That's not good if this affects 2 different things at once
hello i have a really weird problem my wound textures wont work for one specific uniform but for the others it does, i looked at everything again, p3d, config, model.cfg and i cant find whats wrong
Are you using hiddenSelectionMaterials on it? Stops wounds working
i do but it works now
oh sorry i just use hiddenselections
so after a reinstall my system im getting the following error for all my .p3d files I have confirmed the path is correct"rapWarning: missing file(s)"
proper p drive setup and unpacked files?
yes as far as i can tell. I didnt get any errors while doing it
this is what im getting in the packing log. Warning: objects\config.cpp Line 100: sg\objects\wall_segments.p3d
This is what i have in my config from line 100 onwards http://pastebin.com/XrNu6RRp
hmm, how can i correct the buldeozer fisheye view...? don't remember being so bad
haha, i have no clue. (fov in config maybe?)
I have a question, i ll try to make a liberation and i want to save the progress of the game how can i do that for example i put a laptop and we go on laptop with action move and we save the game progress and mod for that or tool or module???
not working, i've tried
doesnt zooming (mousewheel) cause fov to change as well? i rarely use it because of the awefull camera/controlls
war bucket attached, ready to go into carmageddon mode! http://i.imgur.com/8IC7KxF.png
does anyone know how to fix this? or any tutorials that could help?
Fix what
the shoulders arent meant to be warped like that
okay thank you
does anyone have a template for a charater for 3dsmax to use as a size refrance?
I messed with the weight painting in blender but it didn’t change anything. is there something else I need to edit for it to show?
How did you apply the weight?
Hi all any idea why the viewport of the commander / gunner is not moved with the gun ? The viewport is in the same position but the gun and the character moves are synced
view memorypoint not part of the gun selection
hmm
all the memory points are included in the commander gun selection i do not think that is the problem
I'm watching a few tutorials right now on how to create custom vehicles in Arma 3 and they seem to be mentioning that the first thing to do is setup a P Drive in my Arma 3 tools folder however the bohemia tools wiki says that this is a step no longer required? Just wanted to ask here and double check if this is a step that I have to do or if it can be ignored?
with optics it works ok only without does not work
does the mempoint name match your config
yes
it is required
only required for including stuff from the base game like rvmats and _ca textures (red dots etc)
and bulldozer preview
also Object Builder etc are designed to work around P drive
for simplicitys sake cant we agree to say its required?
@stuck oyster @mossy mulch thanks for the reply! I dunno if I'll need it but I'll just do it, better to have and not need.
not to confuse the people who dont have the technical experice to use more special systems
because its not required
its a very short list of things its actually required for
(ive never done any of them in any imports)
ok youll be the dedicated person to help everyone who dont want to use P drive from now on
roger that 🫡
Its very much required, otherwise you cant test for functions properly
you can test model.cfg stuff ingame easily
Uh just going through the steps for mounting it and when I select to Extract my Game data it brings up a warning saying it will purge the dierectory folder, is this going to remove everything I have saved in my arma 3 folder?
extract game data is purpose of p drive
gets extracted to p directory
you cant do base game includes properly without it
Problem was from this param value usePip = 1 must be 0
Just exported it from blender to p3d
So when I import P3D files into blender they show up super tiny, is this common?
okay nvm so its not the objects its blender is stuck super far zoomed out and I cant seem to zoom in closer without the camera slowing to a crawl before stopping completely while the objects are still tiny
reset the camere focus point
lots of different ways to get a reference, look at the sample character
Sorry to keep posting with all these questions lol but I am having trouble finding how to make the Arma 3 object builder tool display the Mass Dsitribution of an object, I'm sure its burried in these menus I just cant find where
you guys are gods!
Turn off Direct3D to show the Centre of Gravity
So I'm trying to import a file into blender but just getting this error, anyone know what the cause would be?
What file you try to import?
I was trying to use a Vanilla game vehicle, specifically one of the APC's as my reference vehicle instead of the sample tank
All p3ds are binarized
Won’t work
Plus, that’s not allowed
wasnt for uploading purposes, just for teaching myself how it actually works.
okay, didn't realize it was that serious of an issue.
@stuck oyster @charred bolt Its a bit grainy since I downed the vid quality to fit the 25mb server limit, but I hope its good enough for you still to tell the 3rd person vic shadow lod is blurry and pilot is sharp. If not I can go through getting HD later.
https://youtu.be/tcR2wFPKB8M
here is HD of shadow. blurry in 3rd/exterior. sharp in view pilot.
there are even .max files for the character in samples,
That is cool. But does it use visualEx?
It kinda little bit defeats the point of not needing shadowlod if you need a shadowlod for interior
Yes.
Yeah. I know it is a bit pointless right now since you still need a shadow lod.
Its for looks I guess then?
thats a valid reason too 😄
Yes, but can you see an external shadow (vehicle shadow on ground outside) when in pilot seat 1st person?
Its a yes, but no thing. Yes, if I do some dumb thing like have the vehicle nearly vertical, so you see the shadow over the hood. No, because the doors need to be fixed as the windows are too high still.
Would you like me to redo it to better show 1st person shadow?
Dose anyone have any recomendations on objects that someone should try modeling when just starting to learn? I tried following along with some tutorials and while it was great to learn how to manipulate basic shapes with stuff like anchor points its exceedingly dull lol
Try looking up technical drawings of something that interests you and modeling that to correct measurements/proportions
Or pick any object near you and start measuring
Thats a good idea to use physical objects thanks! I tried already using some things that interest me and I seem to just keep picking things that while I think may be easy just are not at all which I think is more coming from me not having the technical skills to know how to make it properly within the program
You can get your reference images into blender and scale them to size to go from there
O:\Arma3CommunityTools\CfgConvertFileChng\CfgConvertFileChange.exe returned erro
r 22: Invalid argument
Anyone get that one before? A pboProject run gives that to me. Otherwise successful though.
Is there a way to change the ace interaction point of a vehicle or does it always default to the origin of the model space?
I think there is? But, I’ve never done it as I just leave it to be the middle. I’ve seen ace interaction points be at the rear of some vehicles before
This is something I would like to do. Id prefer not to have to move everything in the p3d
Yes, in config
https://github.com/acemod/ACE3/blob/master/addons/compat_sog/CfgVehicles/turrets.hpp#L92
Por examplio
@raw beacon
@sour bough thanks! Exactly what i needed
I'm very silly
Pathing is incorrect. In config or model
Or faulty texture
Texture should be fine, Ill check pathing for the third time
some path you export from blender is saved as relative
and looks like that
you need absolute paths
You mean like with the P:\ before?
is this set (Path to textures)
yep
is the texture in p:\last_quico\data ?
is your P drive mounted with the Arma3 Launcher
Mounted it with the Arma tools
that seems to be a bit hit and miss to work, especially in win10+
you do have a P drive but OB/buldozer cant access it correctly
you can mount P drive in more simple way by using a bat file
PMCwiki has nice simple example for that
I'm guessing your p drive and file location are ok, given it shows ok in Object Builder, and that there might be something wrong with the texture itself. Perhaps the pixel size.
What happens if you doubleclick the .paa file in Explorer to load it up with TexView2? Does that display ok?
Yeah I think it's related to Binmakerules
buldozer often has issues with the Arma Tools P drive. was something about user access priviledge stuff P drive existing as Admin access space Buldozer in user space or something like that
I've only ever used the p: drive mounted from A3 Tools, must have been lucky.
You have to overwrite them with the ones provided by Mikero
it is very inconsistent
It does, yea
What size is it?
2048x2048
Was it called lastquico_co.tga when you first converted it to paa? ie. it definitely had the _co suffix while being converted
Delete the paa. Make sure the tga has the _co suffix. Convert to paa again.
ok, Ill try that tomorrow, its late af
for some reason i can't get dust and water effects to work on a helicopter. i don't remember there being anything exceptional in the ones i've done so far and all of them had these effects working from the start. is there something special i need to add in the config or 3d model (like a memory point or something)? i tried comparing with the sample helo but no luck
if i look in config viewer the dusteffect and watereffect are inherited properly
Ok it worked, so What I did was set the .tga file as texture file and when loading, bull dozer converted it to .paa by himself, and it worked out
Ty for all of the attention guys, really appreciate it
solved, apparently the roadway lod in helos makes the dust and water effects stop working
or the game thinks you're higher above ground than what you really are so effects are not shown
just had to share this with you guys
http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson3/lesson3_c.htm
3d modeling in O2... I wasn't exactly doing any dev work in those days but was this ever an accepted practice?
maybe in OFP it was maybe
when guns were actually rectangles in a specific shape
i just did a quick search trying to find some info on Discreete 3DSMax 4, which was the max version around '99, 2000, not much luck, apart from a guy on youtube peddling a torrent download link for it.......a 15 year old 3d program lol
@celest arch that bucket would weight 0.5 - 1 t ...
i was looking for 4, when it should of being 4.5 :p
or maybe 3.2 actually
ah the good old days
<3 i think i first tried max 3.2 in 1998
minds were blown that day
i was still in highschool back then.....not thinking about that sort of thing
gmax... my first modelling tries in that
it did just blow my mind to think that the CG for The Matrix was created in that software, and how incredible it was in 1999 when i first watched it
no
some of it aged well, some of it....not so well
the import part requires use of arma tools
and cant be paid for
and this is not the channel for that either
#creators_recruiting and remember you cant pay for that
going against the EULA risks you, your mod and the people you pay being banned
"i was still in highschool back then.....not thinking about that sort of thing" I wasnt even in highschool yet :)
was 12
well you put me to shame
not my intention :)
i did build a Quake level at one point, that im pretty sure i still have on a disk somewhere.....
not like i did anything useful with it back then
was good times, i remember also mucking about with UT level designer, Lighwave
oh oh Rhino3d
i remember we used to stay around after school and challange our teacher to beat us at our own levels, and we would have secret stuff built in all around the place, hidden doors and stuff
yeah, i remember something similar, but it was sort of more or less decided that it would be a bad idea, similar reasons to i think recently a guy built a level for CS:Go that was a mirror of his University and he got in a fair bit of trouble, with the whole school shooting situations
wasnt. as recent as i thought, http://www.theregister.co.uk/2007/05/03/student_counterstrike_map_texasschool/
I couldn't find video footage of any of the DOS-era versions of 3D Studio on YouTube anywhere, so I figure I'd upload a few "time capsule" type clips. Nothin...
i first got into max in '99 = mind blown
the first i used extensively was version 6 or 7
for tuts that is :P
that was before highschool btw
I'm sure you would of seen the Pixar Documentary, where they have archive footage of them tracing polygons drawn on actual sculptures to create 3D renders
There's people that still use O2 entirely.
I'm sure you would of seen the Pixar Documentary, where they have archive footage of them tracing polygons drawn on actual sculptures to create 3D renders
i remember that insane stuff
we have kenji in RHS who uses nothing but o2
You guys at RHS must have some amazing mental health coverage. :D
@tired bramble - neah, he's japanesse, he's covered without the health coverage. he's one of a kind though
@quick terrace Yeah, aware, I remember his stuff from OFP. More than a decade with pure O2, man.
If you've been doing it since OFP you have a valid excuse.
hello im new here andhaving trouble is anyone willing to help me out?
"Don't ask to ask just ask"
rgr
so i completed my helmet in blender but now i have no idea what to do from here
hardly....:)
made a couple buildings in o2 a year ago but im max all the way now
even blender despite its weird UI and viewport navigation and controls is a better choice if you ask me...
never touched blender
you lost nothing ;) it's a really great and complete package that is free, especially recommended if you just stepped into the 3d world...
on the subject of school levels, a bunch of us in school started making one with our school
then a school shooting happened in germany and we figured it might be better to pack it in before people get the wrong idea
It's funny how many kids getting into modding and stuff choose to model their schools. We made a CS map with Hammer of ours when I was in elementary ~15 years ago. It was all the rage in the internet cafes here for a while.
I guess most common familiar terrain between a bunch of kids is a school.
Assuming that you haven't done any exporting to arma before, install the arma 3 toolbox plugin into blender (remember to set o2script path in its settings)
open the headgear sample and take the "1", geometry and Viewpilot objects into your helmets blend file, remove the cap from the "1" object and add your helmet to it. Assign the entire helmet to the "head" and "camo" vertex groups. Then export it to p3d.
Take the model.cfg from the headgear sample and add a class matching your p3ds filename with the same inheritance as the other classes in the last lines of the file. Keep the model.cfg file in the same folder as your p3d.
(I can't guarantee for all of this working exactly that way since I'm on mobile and can't check but it should be a good start in the right direction)
Do you know how to do the config part or do you need help with that too?
https://youtube.com/playlist?list=PLWL6YGBg0MItYV7m6s-Qj5_qvm4loLTT8&si=lTD9CP7-BO-S__bo I followed this tutorial and got my helmet working. He seems stoned, so youll have to pay attention to some of his mistakes. He usually ends up correcting them, but keep your eyes open
Wasn't there a US kid that was done for that?
shame too, because our school would have made for a damn good cs map
In case its needed we have a pin for install instructions
yes. the versions used on the tutorial have been marked but it should be pretty much the same
(Oh, didn't see the scrollback, this doesn't seem to mark things as new quite like Skype)
well thats some BS
@remote willow that was my school incidentally...
Thanks a lot guys, so I already got toolbox working in blender already modeled my helmet, I’m now stuck on what to do after words, I am trying to figure out how to get the RVmap and the co, CA, Smui and the other one forgot what’s it’s called
Have a read of the super shader documentation
And grab the samples from steam if you haven't already
That'll show how the textures and skeleton is done
there is also Blender to Arma tutorial series from El Tyranos and tutrorials from Sokolonko and Battlestad that likely can point you to right direction
making a model of the building of my university faculty is on my (long) todo list, it looks... imposing. https://upload.wikimedia.org/wikipedia/commons/7/7d/TU-Dresden-Georg-Schumann-Bau.jpg was a court with neighbouring prison during WW2
im getting this when trying to export
ahh thank you
the previous failed export left a temporary collection you need to delete before you do new export
the couple of last lines of that kind of errors are typically the most relevant
What goat said
Also restart blender so it lets go of the p3d file
okay i deleted that
rgr ima try this
Chances are your previous export failed, possibly due to ngons in one or more of your LoDs
im confused lol
i dont understand
Ngons are faces that have more than 4 corners
do i delete those??
Almost all software hate it and is the most common problem a3 toolbox runs into
It should tell you which lods have ngons in its export error
Or you can go the easy way and just triangulate everything
Select all faces and hit ctrl+t
i bought my helmet off blender and the assets i took off other hemlets and putit on
so i select the hemlet and press CTL T
Whenever you say this that not yet meme of phineas and ferb comes to mind but its admins to valkyrie
Yup, select all faces in edit mode and do that
On all of your LoDs
Should be
If not toolbox will say whats wrong
tempstuff is still there
i deleted it but when i export it comes back
delete the collection and the object that is in it
yes
thats what ive done but when i export it comes back.....
Means something else is failing
We would need to see the info log for that
where would i grab that??
Top left of the scene you should see the scene selector
Hit that and select info on the list
It looks like a grid with a ball on it
btw thank you lots for your help
7th line from bottom
You still have ngons
i have no idea how to fix that then lol i did the ctl t thing
ahhh i think i fixed it
Well to prevent future repetition of this I'll listen to goats previous advice and leave you with this
You know that you need to triangulate your mesh yet you seem to not know how to do so
What does one do in such an occasion?
so what i did was i selected the whole thing went into edit mode went to file and made everything into triangles
that did the trick
now i got this problem smh im sorry new to this... first time
Looks like either bulldozer or OB isn't set up correctly
Touched neither in a long while so that's as far as I can help on that one
i see, last question im looking around do i need to set up a P drive?? and if so why?? just curious
the tools are designed around them
its not mandatory if you know what you do
but it does make things a lot simpler for a beginner
rgr cause i dont have enough space rn
P drive acts as the root of the games internal file system
i see thank you
or represents it
so when you build your folder structure on it, it will be same in game
and so on
i just made a P drive on a external harddrive should make life easier, do i put my projects in this P Drive or its just thier for help??
preferably you put only the arma files in there, not the sources
rgr thank you so i got it working but my textures are not on the helmet its just the model am i doing something wrong or is that normal??
when i press run in object builder
you need to assign the arma .paa texture and rvmat material file on it. It can be done in Blender through the materials tab
they have their own path dialogs in there
I see, I have multiple different objects in one helmet how would I go about doing it for all of them?
one by one I suppose
kitbashing like that is not really proper way to do models
but if thats all you got then thats all you got
it is performance nightmare though
Looks like something that would be in Resident Evil
whats the best way to go about this?? im new to all of this
well honestly making new models from scratch
that would teach you the things you need to know
buying models is not really a shortcut over needing to know the basics at least
like modeling, UVmapping, texturing etc
i see ill start doing that.. just new lol
wolfenstein is more like it though :P
on my helmet one of the objects are not in my scene collector and its supposed to be in one of the other ones how do i fix this problem??
Blender manual is likely the place to look for basic Blender use answers
got it, man learning all this is dope, its like when i get something to work its a achivement lmaoo
👍
@woeful viper yeah I know it's heavy, I'm figuring out a way of balancing it
by attaching it to a bigger vehicle :)
it's meant to be a part of the upgrades system, all done via animationsources. It's originally done for a bus, but I was experimenting on more vehicles
Oh so you get the base landrover and can upgrade it with the bucket thing
i got it working but the hemet is on the ground, i checked the model.cfg and weights but im not sure whats going on anyone able to help??
yes or the back plates, or cargo rack or supercharger. Experimenting with different mass values depending on chosen addons
Awesome
pinned messages have the requirements listed
also the sample headgear p3d is good reference
Rgr thank you
yeah still no...
I'm trying to add an area to a hospital bed we made so we can lie on it. I havent dealt with vehicles really and im looking for suggestions.
autocenter = 0 in your geo lod
For helmets you use empty geo lods and protection is handled through config, right?
Still need firegeo afaik
i did a car in a long while and for some reason my drivewheel dont move, model.cfg is correct, selection is named drivewheel in p3d, axis is correct in memory lod
Did you do it in the viewpilot
I have original 3DSM (3/4) ☕
Yes
model.cfg is correct let's see the skeleton and animation
I used the same model.cfg as my working one
Its the A3 Samples one
Did you want help?
Yes but its not the model.cfg since its working on my other car
So if it's not a fault with the skeleton or animation, there's only one other place you need to look.
The p3d i know but its correct there too
In that case, it's all working and you don't have to ask any more questions.
Do you see what I'm trying to explain
Well fsr the drivewheel on the interior dont rotate wheb the front wheels turn
So show us the skeleton and animation
Feels like trolling, someone else can help if they can be bothered.
yeah arma is really trolling me
Hatchet do you have any expertise in putting a layable area on a model?
define 'layable' for me
oh, nvm
ermm, you'd probably be best off having the tables as indepenent models, and hooking userActions to them. not sure how you'd handle the getIn/out bit. might have to make them 'vehciles' of sorts. maybe like a static gun.
and then just have a custom 'get in/out' animation and pose.
probably dont even need the animations..
Hmm anyone with quixel, do you know where the custom 3do loader has gone?
on the import tab?
my model and textures look great in blender but when i look at in OB or even in game its look like shit the textures does anyone know why this might ne happening? the textures are there it just looks weird
It usually does mean you forgot to specifg o2script, so it fails to set the normal vector on each vertex
02script?? where do i do that? blender??
this is my secound time so getting used to it
^
(the custom loader does not exist as it did before, but you can still do all the same, bar direct loading maps out of PS, will return.)
Wheres the import tab XD
i have arma tools installed
Oh right
It says more than that
Yeah i used to use it to do live ID maps
im kinda slow dont see anything regarding o2SScript...
wair nvm i was supposed to download sorry
nope, i have already done that...
if you just save a file you are working on, say you're working in .psd/.psb, then save out a .png, and click on the 3DO screen (while in standalone mode (not kicked from NDO/DDO), it'll usually pause and refresh.
it not, do it once more. it'll refresh it.
or click the check box..
ah ok
Ya I figured I needed to make it a vehicle and I can actually sit on it but im invisible
how is it configured? (class) and what LODs do you have?
as for config I have it setup like a vehicle and i can enter it and have the animation for it.
geometry seems to be correct and i cant run through and i can fire upon it
I feel like im in the right position when i enter the bed but im just invisible on it.
im not a model designer so im trying to figure this out for him. we havent done a vehicle before.
i was being rather specific there, what type of vehicle class, (car, carX, ship, shipX, static)? and what LODs do you have? How many resoluiton LODs, viewPilot, viewCargo?
(idea: paste you config on pastebin, and screen shot the model in OB ;) )
i'll be afk a bit, it should work though. although there are known issues with vehicles inside other 'vehicles'. Kind of depends on how things are setup.
rvmat issue to be specific one of your texture paths is not correct
Normalmap green channel needs inverting perhaps
maybe as simple as missing a character proxy in a particular LOD, due to how it's configured, that could be one of few. hard telling, not knowing.
.
arma toolbox for blender gives "AttributeError: 'Mesh' object has no attribute 'calc_normals_split'" error on .p3d export. Any ideas how to fix? toolbox version 4.0.0 blender version 4.1
heres the whole error output https://pastebin.com/arXc1mSu
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I guess ill have to try older versions
seems to work on older blender version
missing viewCargo LOD is your primary issue.. i also do not see character proxies.
and i probably wouldn't configure it as a car.. maybe try 'static weapon' type vehicle.
do you have any examples?
not at the moment, about to walk into a meeting. check the sample models regarding model stuff, check the configs for a static weapon for reference there.
ok great thank you
dont see any static weapon references if you mean something like a m60 or something
@granite berry Did you install the latest toolbox version?
I've had issues with newer 4.0 as well. I just use my old 3.6 for arma stuff @granite berry
Question for someone here, is there any simple/quicker way to weight bones for a model than manually doing it? Got a custom head model and need to replicate the weighting etc on the normal heads
Transfer Weights?
Is that something you can actually do in blender without a skeleton
Yes
Wasn't too far off surprisingly, just had to fix the eye weights. I'll pack it and try later, thanks
If in doubt, update to the latest toolbox version. I usually use the latest Blender, so I make sure it works for me
Hello. Is there anyguide on how to repack mods? I have a map mod and an asset mod that I want to repack them
because I don't want people to download 3 mods to use a map.
Not sure why “3 Mods” is anyhow causing an issue. More like repack is more of problematic way to handle it
So, in other words, it is hard?
in other words, you shouldn't
But why?
Because:
- Unauthorized repack/redistribute is always out of the rules
- You need to repack it and re-upload it again everytime the Mods get updated, otherwise will cause a version mismatch issue and not a required effort anways
- You likely to get more issues like duplicated Mods if you love to pack everything into one Mod
I am not using anything with out authorization, I know steam rules.
And still there is nearly zero pro and massive amount of cons
Just updated to a new version of blender (4.1) and it wont even install the plugin for me now. Go to install, selected the ZIP and it just wont show up
this is silly. best to not spread that kind of mentality. You would just add unnecessary duplicates like that
use mods like they are meant to be used
from the original ones
Wait, what? A friend of mine has a mod with a rock I need to my map.. and I want to add that rock to the map with out forcing evryone to have an extra mod in to their servers and that is silly?
That its another issue and that is why I am asking, but is not silly.
As a moderator you should not treat people like that
I also told you my knowledge and expected isssues on such act anyways
And that is perfect, I thank you for that
But the "silly" part was unnecessary, especially from a moderator.
no it definitely is silly.
We're just tired of "repack" drama anyways
"Hey the Mod X is causing error Y - any help?" and caused by duplicated Mod and having both original and repacked Mod in the same time - nobody wants that
Anyway, thanks Polpox for your advice, I will desist from the endeavor.
Check the system console for error messages
Reyhard made some static weapons and released samples of them https://forums.bistudio.com/topic/164331-east-static-weapons-pack/#entry2571461
Hello.
I've been trying to get the default blender cube into the game. I've been watching tutorials but it's not working.
I've got the catagories named and working and the cube is visible but non collidable.
I've tried using object builders export to p3d and a3 tools for blender, tried doing custom LOD, tried adding rigid body, collision box, geometry, roadway. Still isn't working.
Can anyone help me understand why collisions aren't working please? (The box itself is about the height of a character)
https://community.bistudio.com/wiki/LOD#Geometry
Check if are valid
Thank you
None.
That is weird... 😐
Ah wait... no that doesn't work.
You have donloaded the git repository as a zip. You should get the release archive under "Releases"
Im trying to do a Uniform and When i load in Game And select it the model doesn't show And ive checked Model.cfg, Config and it looks fine
And im guessing its a Model Problem itself and not config but im not sure
Textures applied ?, model path correct, p3d name is correct in model.cfg ?
hello all, new to this modeling stuff and was trying to get the model to apear in the empty section in zeus. But unfortunatly have had little success, heres the code
class CfgPatches
{
class TestObject1
{
units[] = {};
weapons[] = {};
requiredVersion = 1;
};
};
class CfgEditorCategories
{
class testCategory
{
displayName = "My Category";
};
};
class CfgVehicles
{
class TestObject_1
{
side = 1;
editorCategory = "testCategory";
author = "rpg";
scope = 2;
displayName = "TestObject";
model = "Objects\TestCube.p3d";
icon = "";
};
};
More of #arma3_config but
- scopeCurator
- CfgPatches > units[] should have your object in it
i see
my bad
and by object your mean the object class in CfgVehicles
TestObject_1?
and wdym by scopeCurator?
- Yes
- scopeCurator = 2 just like scope
none of those really are simple enough for what im doing.
scopeCurator = 2; is telling zeus that your asset is able to be seen
well what do you expect? a final solution ready to be used?
making things simpler is generally not the problem...
Ah thx
Making headgear and I'm wondering how to setup the normals when you have multiple components. So, for example a helmet that can have a variant with a headset. Do I need to have all these objects be grouped together, then a high poly and then bake the normals? That seems wrong and lengthy, since it would mean I'd need to re-bake (and remake) a high poly version for the headset variant. I think hiddenselections may be the solution but I'm not sure how.
you make diffferent p3ds
so different models for different variants
hiddenselections are meant for texture changing, not hiding parts
(and too many variants is a thing)
Pain. Thank you though.
Yeah Config is fine
The other things too ?
Never say config is fine if there is some sort of error/bug. 😅
To me it looks perfectly fine it looks like every other Config that I've done lol
the hidden selections isn't a problem i added it to a different uniform before to and it still worked and that isn't the problem because I've triad it already with out it
why do you have so much hiddenSelections ? hidden selections are only meant for textures and not for weights
It Was when i was testing Something
So does anyone have any idea what the problem is?
or just gonna keep on saying things that i already know
This is the name of your model?
model="\BakedDrySuit\DrySuit.p3d";
But in model.cfg, you call it something else
Looks like you are missing a colon. But you probably already know that.
Yeah i tried doing it like you would with a vest and ive tried it with Colon to but that doesn't work aswell
Yeah
this attitude will turn people away from helping you. dont be a dick
assumption is that if something dont work your mistake could be anywhere
Is this your first uniform ?
2nd Uniform
What do You mean?
i Don't see any Difference?
class DrySuit ArmaMan{};
class DrySuit: ArmaMan{};
Model.cfg cfgModels classnames must correlate to your p3d name
Otherwise, it wont apply properly
Is there a specific memory point/selection/hit point the IR-guided missiles (i.e., Titan AT) aim for? I thought it might be the center of the vehicle but it looks like something related to turret geometry/selections.
Never mind, it's just going for the aimPos which is either the "zamerny" memory point if it's present or the center of geo LOD bounding box if not.
What could cause tracks/wheels on a tank to work for like 2 seconds then stop working, then the tank accelerates to light speed instantly
Bad geo phys?
Bad physX?
Think I found it. PhysX needs some non weight bearing wheels
having an issue with vests and headgear positions and streching of models. on the ground as an item they seem to be fine but when adding to a soldier they go all wack. any ideas? https://i.imgur.com/NmTVoia.jpg, https://i.imgur.com/V60UAuH.jpg. the p3d conforms to the example models so I just dont get it. thanks in advance.
the weighting is all messed up
when I test the weighting in blender it seems to be all good
or the skeleton / model.cfg but essentially it is to do with the weight/skeleton/model.cfg
Its just strange that I haven't had the issues with clothing just attachment bits like headgear/vests etc. I'll have another look through it all.
Guys where can I find LDF uniform models?
characters_f_enoch.pbo
Directory for individual p3ds are located within ** \a3\characters_f_enoch\uniforms\ **
They have some uniforms it's like independent AAF models
I want those
What exactly are you trying to do?
I found it its a LDF sweater
If I only intend to have 2 resolution lods in models, what should I consider the ideal % of tris are against the original 100%?
30% / 25%?
Also, at what distance does each lod changes, is that specified somewhere?
Game decides when to switch lods depending on how much its rendering
Preferably you want less than 1000 tris on your last lod
As Ken says, the game engine EXPECTS you to make your LOD's reduce by roughly 50% tri's from one to another, and depending on what you are making, your last LOD should be from 200 to 1500 tri's. If you skip making decent, or enough, res LOD's, your mod will cause poor performance.
so its basically formulaic then?
Something in the light of:
"Distance from AI" > ("Max Render distance for objects" * .25) = Lod x
Nothing so simple unfortunately.
It depends on the power of each client PC.
You simply cannot determine where each LOD will be seen - it varies on scene complexity and processing power.
thats interesting, always assumed lods changed per distance according to the ammount of lods
and that really does explain why people sometimes do +10lods LOL
I would estimate that 8 LOD's should be the max needed for a very complex vehicle
128k, 64k, 32k, 16k, 8k, 4k, 2k, 1k
Maybe the same for a weapon if you want to take it really low but probably 6 would suffice.
32k, 16k, 8k, 4k, 2k, 1k, 0.5k, 0.2k
Can't see why you'd ever need 10 LOD's presently.
just a question how I could make the object Geometry like they can't walk in it I just did > new lod with Geometry then I did > Convexity Component Convex Hull but it doesn't work
if anyone could help
What does your object look like in game? (ie first res LOD)
im on the 20k~ish side for some of the weapons im doing, so according to that 50% reduction 4 lods should suffice right?
Did add weights to the geo?
Sry mate I didn't get this one (ie first res LOD) could you explain please
how I could do that
Maybe 5 LOD's total
20, 10, 5, 2, 1
What apollo said, also if you're lazy like me
Decimate does indeed go brrr
that mainly why im asking, im just going to decimate
Be very careful with decimate, especially keep named selections separate.
Apollo do you remember how to do the weights in OB?
Haven't touched it in ages
small question I should add the mass on every lod?
only geo components
we have some good tips on the pinned messages you should check out
Hi, I'm making MSBS Grot rifle and I added TOP proxy and I still don't have attachments on my weapon. Do i have to do something else to makie it work?
you also need configure it
and the proxy needs to be in all relevant lods
where can I find example how to configurate it?
the sample weapon should have slots
small question why does this doesn't come like a wall why is there 2 part
trying to do the geo thing i know how but I don't know why it's come 2 parts not 1
Are just triangles that shape one quad
sorry mate I didn't get it can you explain it please?
AKA there is nothing you concern
it could be floating geometry
even if something looks solid all of its faces could be separate
i really don't know if this fills under this category but i'm trying to export a model from arma 3 for a personal project of mine
From Arma 3? You can't
oh, i though i saw or heard of people exporting models from arma, i guess i was just imagining it mb lol
It is a breach of EULA anyways
you are not fully incorrect, its Arma 3 models the ones you cant export/import.
You can port stuff from A2 into A3 for example, it abides by the rules as its a publicly release datapack.
The same will -eventually- be able to be done with A3
Tried that first, didn't work either. Same result
In that case, I only know two possibilities then I am out of ideas.
- Uninstall the old toolbox, restart Blender, and install again (NOT the checkout, the released version)
- Copy the files directly into Roaming.
If htat doesn't work, no iddea... As you might expect, it works for me.
I ran into a similar problem
Running the deploy script fixed it
Again, you cannot install the toolbox straight from the repository, you need to download a release!
do i need to follow the exact path of the skeleton for pants and shoes??
or can it be a little off??
Huh?
Yes need to be quite exact with the character shape
is there a way to export mod models? I’m trying to edit a helmet I have in one of these mods but I’m not sure how to download the file, if there is a way to.
no. It's called ripping and it's not allowed
If you want to edit someone else's model you have to ask them for the source files
gotcha
there’s these ww2 helmets and im tryna edit the helmet covers
like add writing
retexturing might be possible if the models are made to support that.
The process does not involve the models at all as you edit the texture file itself.
possibly unless the mod maker has released template files for retexturing
Does your attachment have a model.cfg entry that binds it to the same skeleton?
So, i this is my experiance today, create an object, with 8 LODS, 14k faces - > 250 faces, automatic LOD switching moves though to LOD 5 by the time you are 10m away from the object...............10m, 800 faces from 14k wtf automatic LOD swiching fail?
while, the T-100 example for instance on the WIKI, it has a similar LOD count and reduction, but it you wont see its 5.0 LOD at anything near 10m..................WTF!!!!! i even tried making my object a fkn car to see if it prioritized vehicles over static objects
Hey there imported FBX w/ baked mats from my blender file my mats arent showing
any help?
it is recommended to use the blender arma toolbox to export directly as p3d
saves you a lot of hassle
enfusion
P1NGA: Any proxies in it?
no, 1 section count total
Is the bounding box correct?
(Face counts won't matter if it thinks your object is tiny)
Eliteness on your binarized object will tell you if anything silly happened there.
How do I control where the right hand sits on a particular weapon system? Unit seems to hold this rifle too close to their shoulder. Tried adjusting the HandAnim which works for moving the left hand but the right stays where it is
The hand and the rifle are perfectly aligned, just the right hand is too close to the chest
I manage to finish helmet, but this strange error pop up, but nohq.paa is there and it work.
As the game says it can't find your nohq file
Either its not there or your path is bad in the rvmat
but weird thing is that this is in my rvmat M89_slem_plavi3\data\helmet_nohq.paa
Is the image actually there then?
Perhaps you're packing a png instead of paa
Can check for sure with
fileExists "M89_slem_plavi3\data\helmet_nohq.paa"```
Returns true if your file is real
look its in there
there is nothing strange going on it is just ARMA, i guess the size is right on the border of what is considered for the lower end, go from the size of an ammobox to a shipping crate, it works changes at more reasonable distances, but is 3 x the size......
okay, how I do it and where?
Debug console, local execute
Game isn't looking at the correct path
Games looking for plavi2 while rvmat is plavi3
Check if your face assignment is correct in OB/Blender
If it is clear your temp and output folder
Oh good catch, lol I didn't even read the path
so instead of having some lower detail LODS, the lowest lod is going to be about 1200, which is ok i guess, with 1 section even at super far distances i just looks terrible when to close otherwise
I done it in object builder and it still say that is missing but it there. When there is no nohq.paa it look like this
but if its there it looks like this
Have you checked your other rvmats
perhaps you forgot something if you copy pasted stuff over
have a look
I donk know what is really happening
You're not using p drive in the p3d paths
That's the only incorrect thing I can find in these
But that should break everything not just normal
so maybe this will be a thing, or not, but i sort of worked around it by creating a bounding box of 8 isolated verts many multiple times the size of the actual visible geo, it feels dirty to do so though
Guess who immediately fell asleep, lol
Booting up the compy now to take a look-see
So, this wouldn't cause the error you described with plavi3, but it would cause a problem. Anyway, did a mass rename for you and packed to verify it's fixed. Should be good now.
I packed with M89_slem_plavi6 as the pboprefix in addon builder, by the by
oh i forgot to ping you about the fix @lofty comet
thank you 💯
could someone help me with this error when exporting a p3d using arma3toolbox for blender
just updated to 4.1 and this started popping up I have tried updating toolbox but no luck
What does Z Bias do in Object Builder
probably rendering priority for a face/polygon
** IMPORTANT **
Regarding problems installing the Arma Toolbox for Blender, the reason is because I am a dumbass and forgot to attach the binary. I've updated the release, please go to https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v4.0.5 and redownload ArmaToolbox.zip
Sorry about that.
(Forgive the slight off topic).....Is anyone aware of a wooden oil derrick model (circa 1920's) for Arma 3?
thats a very specific niche 😅
cant say I recall ever seeing such
or well not much oil drilling related at all
Why cant we just get along, the model bashing on the forums is just too..
the what?
Thank you!
👍
I’ve been reading through just about everything I can find and I’m still a little lost in the sauce about the “physical” application of certain things, especially the res LODs. Say I’m looking at my models base wall, how am I “layering” res lods on that wall ?
resolution lods do not affect an objects physics, they are the visible model that the players will see. Having multiple resolution LODs allows for the game to optimize by showing lower detail versions of the model to players at a distance. You wont need to layer res lods, at any time, only one will be visible.
That’s where I’m getting a little mixed up. So is having multiple resolution lods pertaining to each surface having its own single lod or does each surface have multiple resolution lods ?
I think I'll be able to help more by knowing what you are making
the whole object is in each lod
this can be useful to read
commonly lods share same uvs and same textures although in some cases the last lod might be setup to use far simpler texture as it might be build from very simple box shapes
Afaik last lods for most a2/enoch buildings are simple blocks with a screenshot of the building plastered to it
Although thats if you want to have a lod thats 20 faces or so
Personally I just decimate/cut faces to half until I hit sub 1k faces for my last lod
300-500 is ok for last lod in most cases
Does that mean I can be lazy if my lod1 is 400 faces 
I’m making a “basic” building. Basic as in just 4 walls and cuts for windows/door but that’s it. I’m just trying to get reps in on the basics
So it’s literally just the whole object, created at different resolution levels for each lod. I read through that and it just wasn’t clicking
I'd guess at a distance you would want to remove some interior stuff
couple of last lods might have painted solid windows yes
From what I’ve gathered and experienced it’s easier to add detail than to reduce. I was thinking a super darkened render of the interior texture for last lod would probably look good so it would exaggerate the shadow
just simple dark square is often enough
last lod might be seen from say 500+ meters where it doesnt really matter
(though there are no exact distances where lods switch)
This more of a blender question that I cant find the answer to. I'm trying to edit this building to have more simple geometry in order to actually conform to the geo lod rules. Im just curious if there is a tool that would allow me to trace the objects and the result being a basic shape, if not what tool could acomplish this or do I just need to recreate the building using simple geometry ?
must recreate it
automation solutions for convex collision is very poor
This is just a literal box. Geometry is for collision. Just do a box and edit the vertices as needed
Whats up i could use some help! Im currently working on a Helicopter Mod and said helo is a ViV, now the ViV function works just as intended but i want to put in a size minimum, so it can only load vehicles like cars and bigger, no atvs or bikes or anything smaller than a mrap really, does anyone have any idea on how to do that? i have a section to whitelist vehicles but i have no clue what class names i have to put in there to exclude small vics.
{
class Carrier
{
cargoBayDimensions[] = { "VTV_limit_1", "VTV_limit_2" }; // Memory points in model defining cargo space
// or
// cargoBayDimensions[] = { {0,0,0}, {10,10,10} }; // alternatively, positions in model space (since 2.08)
disableHeightLimit = 1;
maxLoadMass = 600000;
cargoAlignment[] = { "front", "center" };
cargoSpacing[] = { 0, 0.3, 0 }; // Offset from X,Y,Z axes (in metres)
exits[] = { "VTV_exit_1"};
// or
// exits[] = { {5,0,0}, {5,10,0} };
unloadingInterval = 2;
loadingDistance = 15;
loadingAngle = 100;
parachuteClassDefault = "B_Parachute_02_F";
parachuteHeightLimitDefault = 70;
class CargoTypeWhitelist
{
//Truck_F = 1;
};
};
};```
There is no size minimum functionality
You would need to find all class names of all smart vehicles, including any added by mods. Which will be hundreds and will require you to manually scan a ton of mods including mods you don't even know exist
There is no mass (minimum) check feature either
Wouldn't it be possible to do something with getMass?
If you only do the loading via script you could do it in there. But he's asking about vanilla ViV functionality
which is not via a custom script.
Ah
god dammit
just gotta accept this tomfoolery i guess
Wasting a metric ton of avfuel for just two atvs sounds on par for UN tbh
Using vertex snap options (not a blender man, but surely there is something like that) is extremely useful for making geolod
Other option: Make geo LOD first out of blocks, then make the visual lod based on geo LOD by optimizing
Could do slingload instead
It is fine since technically it's possible with the real thing too isn't it. Don't worry about it.
How Would You Do Netting On a helmet Without it showing rest of the Texture? I triad it with the Opacity Map but i cant get it work? and it doesn't help that i dont know what to name the Opacity Map.
Would it Be, _DT
it can sling load but i wanted to do the ViV aaswell to be able to attach things directly as the real one could so i can make some custom fuel tanks and stuff like that
which i still can it just looks stupid if somebody decides to load in smaller vics like the quads
Bring the netting faces to top
What you Mean?
is there a better way to test pistol proxy positioning or is it just trial and error
Wdym?
Typically netting is separate layer of mesh with its own texture or it is separate _CO texture with the netting makes on
dw i wasnt doing smth right in blender im dumb
Yeah I know I’ve fitted it to the helmet in blender and I was using it’s opacity map to see what it looked like and it was perfectly fine but as I tried it in arma it doesn’t work
But I don’t know what to format the opacity for arma
I’ve tried _DT And TI_ca
And still doesn’t work
Transparent textures typically use suffix _CA. But the for the transparency to work your texture will been alpha channel
@last spindle it varies by class also just to make it more fun. I've never been able to sort it. built a few rigs for testing that still work. but it still makes very littl sense to me. (ie... some things really do need fixing i think, or direct means of manipulation)
yeah, i just created a false bounding box, so the engine thinks the object is 4 x 4 m instead of 1.8 x 1.2 works ok now
my google-fu isnt working relating to this, is there a guide somewhere for how to make 2d optics/reticles and their .p3d files?
does anyone have any clue where i could find the files for the Huron Containers? (looking for the binarized p3d) i tried searching trough the a3 folder but there is just sooo much stuff in it
Place item in Eden. RMB, Find in Config Viewer
Much appreciated
@woeful viper "currently making a logistics vehicle and constantly thinking about how awesome it be if we had inventory for vehicle ammo... and proper distinction between item mass and volume..."
The former was achieved in VBS3... for all of one (base) vehicle :( insofar as you could use a version of the inventory menu to create custom Editor-visible variants for the "ACATS ARH"
location of the male_01 hand texture?
character pbo
thx
whats a acats arh and does it taste good?
also, props for digging up a message from 40 days ago xD
VBS3 has so many cool things, but most of all, a 3DSMax macro script that does everything we need O2 for......RVMATS, Geo Mass, Named Selections, Named Properties, Memory LOD points
ive got another issue, as you guys can see my Cargo-View lod is showing up infront of anything that gets loaded into the helo, removing the tail section from the lod just causes it to be invisible the whole time, any idea on how to fix this? is there some sort of hirachy i gotta adhere to
the taru has a similar set up and i think it doesnt do it for that one tho, but oh well ill guess this is gonna be it then lol
Because all Taru are different P3Ds
And made for very specific cargo... the containers are not attached. It's a part of Taru itself
tbh i dont really care what vbs has... as long as arma doesnt have it i dont need to know - we wont get it anyway
i see
@woeful viper Thanks a lot jerk now you have me imagining a cereal advert jingle about "acats arh" are you happy now :D
Here we have a super simple 4 walls model that im trying to use as my geoLOD, when importing to OB I do the standardized checks. No open faces but however when checking for non-convexities just about every vertex is highlighted so now im tryly lost as to what this design needs to be. Its just blocks
Check normals of the faces they have to be facing outside
is each cube separate part?
I didnt even think of that but I just started to do that. Once I separate them should they each be their own object/component ?
each component needs to be separate mesh piece, but they can all be inside same blender object
for example divided like this
each componen needs to be convex shape
cube is one of the simples ones
but sphere is also convex and cylinder is convex shape
its best to try to keep the component shapes as simple as you can
OB/Arma calculates convexity bit different from Blender, so what blender thinks is convex is not always so in OB/Game
simple shapes typically work out though
Multiple convex box components inside same blender object
their corners snap but they are not merged together
merging them would break convexity
Uh- I asked in #arma3_terrain but I feel like I should ask here, and it's been like a day since I asked- Sorry if I shouldn't 😅
But, what makes a model keep it's building positions when put into a map?
autocente 0 named property
otherwise the game recenters the object by its combined bounds
oh wait no, building positions
so it needs to be simulation house type
class or simulation?
for paths an other fancy stuff to work
wait, in model props right?
class house or housesimulated as named property
if it has land_class config it also needs to be simulation = house
oh?
also path lod of course
it's just a single point basically, so should I be fine with just having a pos1?
possibly
😄 someones been standing around for loooong time 😄
left is object, right is baked. So i'm thinking maybe it's the simulation
it may require a land_class with correct simulation type too
I wanted to make them lighter, but idk if I'm allowed since it's an arma 3 assets. xP
the texture
Well typically retexturing and such for arma purposes has been allowed as far as I know though technically BI retains veto power due to the licensing
oh ok. So I should be fine to just resave it as a png, change transparency to make it less noticable, and use that as a paa in my map?
Not for use with other things, just this map.
Also, this is geometry LOD. So this looks good?
oh, do I need to have the config file be in the same directory as the model
actually wait, I want it to be in the esame directory b/c of my organization x3
mayhaps. 😅 I mean Im not in position to say yay or nay
the configs location dont matter
Well- I mean, I'd probably get told to just not do that right? Not like, get in huge legal trouble. Just "Hey, you're using a texture. Don't do that please" instead of "We're sueing you for 100000000000000 dollars" ;P
oh, does it need to have the _F at the end, or is that just for readability/consistency for model naming or?
ima gonna make it have _F but curious if that was the issue or not
packing it-
alright, booting game. Lets see
no
ok-
may require repack of the map too so it writes in proper properties for the p3ds
well, I saved the objects, removed the template, edited the exported objects to include the _F, and readded the template- and it's in a new position
also it might require roadway lod and geometry lod with a block under the steps
Should I move to terrain makers or is this channel still fine or?
ok. Well, I run my script that replaces objects with their object, or a VR selector if the object is simple object, and it's showing it as a VR selector
So- maybe it needs housesimulated?
did you rebuild the map pbo too?
ye
and you have land_nameofp3d class for it in config?
wait- does it need the exact name or
....
I THINK I MIGHT KNOW THE ISSUE
Land_AI_Building_Position_F and RCHT_AI_Position_F xD
indeed this is strong candidate
I should have known
so now what do I do on TB? Restart? Redo template?
Just export wrp?
HAHA!
thank you so much ^^


Hey, I was wondering how I can apply a paa skin to a custom object.
In my case I am trying to apply a paa to a custom head moddel. Problem hereby is that when I only define the rvmat in the model without any texture and try to add it via "texture" or "hiddenSelectionsTextures[]" it won't apply it. When I define a texture in the p3d tho then I am able to change a part of the models skin with "texture" but the bun stays the same. Yea I could have just 2 models with different paths defined in the p3d but due to that it uses the exact same moddel I want to use hidden selection but it is not working. I thought maybe it's not defined anywhere so I tried that myself in the object builder but it does not seem to work. Here are some files alongside the p3d:
FacedCfg:
class Man;
class Custom;
class Default;
class CfgFaces
{
class Default;
class Man_A3: Default
{
class Default;
class B_female_bun_01: Default
{
author = "Iceman";
displayname = "Carter";
head = "bun_female_bun_01";
texture = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1_co.paa);
material = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1.rvmat);
materialWounded1 = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1.rvmat);
materialWounded2 = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1.rvmat);
textureHL = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1_hl_co.paa);
materialHL = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1_hl.rvmat);
textureHL2 = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1_hl_co.paa);
materialHL2 = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_1_hl.rvmat);
//hiddenSelections[] = {"camo"};
//hiddenSelectionsTextures[] = {QPATHTOF(assets\models\female_head_bun\other\female_head_bun_1_co.paa)};
};
class B_female_bun_02: B_female_bun_01
{
displayname = "Carter (Tactical)";
texture = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_2_co.paa);
};
class B_female_bun_03: B_female_bun_01
{
displayname = "Medrano";
head = "bun_female_bun_02";
texture = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_3_co.paa);
};
class B_female_bun_04: B_female_bun_01
{
displayname = "Medrano (Tactical)";
head = "bun_female_bun_03";
texture = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_4_co.paa);
};
};
};
class CfgHeads
{
class Default_A3{};
class DefaultHead_A3: Default_A3{};
class Hladas: DefaultHead_A3{};
class bun_female_bun_01: Hladas
{
model = QPATHTOF(assets\models\female_head_bun\main\female_head_bun_11.p3d);
// hiddenSelections[] = {"camo"};
// hiddenSelectionsTextures[] = {QPATHTOF(assets\models\female_head_bun\other\female_head_bun_1_co.paa)};
selectionHeadWound = "injury_head";
selectionPersonality = "personality";
};
class bun_female_bun_02: bun_female_bun_01
{
//model = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_2.p3d);
//hiddenSelectionsTextures[] = {QPATHTOF(assets\models\female_head_bun\other\female_head_bun_3_co.paa)};
//texture = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_3_co.paa);
};
class bun_female_bun_03: bun_female_bun_01
{
//model = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_3.p3d);
//hiddenSelectionsTextures[] = {QPATHTOF(assets\models\female_head_bun\other\female_head_bun_4_co.paa)};
//texture = QPATHTOF(assets\models\female_head_bun\other\female_head_bun_4_co.paa);
};
};
*all file paths are correctly set, only problem is the texture that does not want to load if it's not directly defined in p3d.
first of all model should always have a default texture and material applied
yea I still want to do that but for testing I removed the texture to apply it via config.
second, the "personality" selection/section is what is used to swap identity on heads
and this is what your "personality" selection contains
I created the "CompleteHead" secton and tried setting that as a selection for hidden selections.
So if I want the bun to change as well I would need to redefine that part, got it.
But why dosn't hidden selection work here and "texture" does?
the bun also must be in the same texture as teh face and eyes
Because heads have an entirely different system for being retextured
ahh well that makes sense
if you refer to vanilla head configs those parameters dont exist
I added the bun to personality and now texture also changes it as well so everything works thanks. <3
One last question tho, is the "personality" parameter a default one that is required or was that set by the model author. (It's not my model)
I would like to convert a regular military uniform model to an Arma 3 uniform model. Is there a Discord channel where I can ask about this?
it is the default one. it can be changed in config but there should be no need for that
here
first you might need to tell where the model you have is from and how much experience you have with modeling
Is it actualy possible to make normal maps looks good and have good resolution in Arma 3 without the texture or normal map to look like its melted?
sure
one of the larger issues that you don't really have direct control over is the lighting in the maps though. that all by itself dumbs down most things. but, if you're aware of that and after a particular look, you can increase/decrease things to acheive desirable results.
first fire mission .... http://images.akamai.steamusercontent.com/ugc/398930103904976823/A7E7B58EA21836CF56B3B2F2834E95A5F5FF09EF/ still lots too go, but it is atleast now possible to shoot it, and even at 7t the recoil is throwing it about abit
schweet! i might actually paint some things this evening btw. work mostly destroying my dreams right now. will report back on the RV exporter foo though. :P
yeah, had some success storys and some failures, mostly, i think it has an issue if you are working in 16bit, it tends to mostly work if you start in 8bit or convert all the photoshop files to 8bit...............8bit png export is my recommendation
ah roger, thats fine.
from who is the model then ?
hello small question how I can make the p3d file size smaller because it's too much 40000kb for a building and I was looking for other buildings in arma 3 addons they are 1000kb to 5000kb so what the issue why I'm getting 40000kb
dont make your object so complex
the more tris a model has the bigger size it will be
hmmmm
let's try that tbh there's a lot of complex tho
well then there is nothing you can do
if you want to make complex models then they will be large files
I make it less now and the file 20000kb
I will try to do more
because it's like in game freezing and a lot of lag so maybe the issue from the complex
I will try my best
ty for your help
no thats not a problem
20000kb is small
and well one usually might talk about files sizes in mbs instead
20mb file is not much
likely problem is something else
ive been wanting to add a gun to the game but i dont know where to start. Anyone have suggestions?
Arma 3 samples is a good resource as well as this channel if you have specific questions
if i only have the config for a vehicle, and a binarized model is there any way to decrease it’s mass/increase it’s speed? there’s nothing labeled like so in the cfg, it’s a helicopter that inherits from the attack helicopter 02 _f
How does one access Arma 3 samples?
speed yes, mass no
mass is set in the model itself
subscribe to them on Steam
yeah that’s what I thought, because maxSpeed doesn’t actually increase its power/ability to make it to that speed, and seems to do nothing
so I’m trying to figure out what might
speed is combination of multiple parameters
dont remember exactly what all is involed though
the mentioned samples do have a commented helicopter config that might be useful to look at
true, good idea
because right now based on testing I can’t tell if it’s incredibly heavy or light
bc putting an auto cannon on it makes it recoil back at like -55kmph
but it barely gets up to speed
what kind of autocannon?
you probably want to create version of the weapon that has less recoil then
if recoil is the issue
It changes my Opacity texture to Pink
Well red
/pink
I dont know what opacity texture is
but if something dont work right, you do something wrong
I have another noob question, ive got my geometry lods in OB and possibly overthinking it but I have components 1-35 in my geoLod and I just copied that and used that as my Fire Geometry and so on. My question is do I need to renumber my components or is the components 1-35 still valid ?
As long as no components overlap and the geo requirements are met, it should be fine
Any clues?
you may need to describe what is wrong
otherwise. The Butler, With the Candlestick, At the Diningroom
lol
right, yeah no everything is fine but the strange shadow spots - the shading is completely off
maybe your shadowlod is not accurate enough
its surface needs to be under the visual mesh
also the uvmapping might be broken
It's strange though, this model, the textures and rvmat are also used in another mod that I have were these issues aren't present. The only difference is the relative paths
which may make it sound obvious as to what the issue is. But I couldn't find any problems with the new paths
uh, actually nvm I'll just have look at it again
this is just actually amazingly dumb
check your rvmat paths, shading like this usually is rvmat texture paths are not correct
if you have bought arma 3 they should be in your steam library
I’ve got another question now that I’m actually doing res lods, what has been some of your guys techniques to making high poly buildings ? I’m racking my brain on how I can do this
Prefabs
Make the building in parts with all the lods and then assemble them
Don't think this approach would work in OB though
hello! quick question, are we able to use the armaman model's head as a baseline for customized heads in auxiliary mods, or do we need to procure/make our own head model from scratch? not just retexturing to be clear, adjustments to the model as well like different jawlines, deformities, cybernetics, etc
the arma3 samples contain a head p3d that can be used for that kind of use yes
for arma purposes only naturally
awesome, just wanted to be sure, thank ya kindly
Anyone have an arma 3 base model?
...For what purpose
the above mentioned Arma3 samples have a Armaman reference model
Oo, danke
For Uniform, ACH and IOTV vest im modelling
Is there an easy way to make sure points in memory lod are animated properly if they need. Like for example making sure the ejection direction and position for a turret rotates with the turret. What I have been doing is creating a box with the same selections and using bulldozer to check
visualizing the selection with faces is pretty much only way to make sure selections are right visually
other than that it just needs making sure the named selection assignments are correct
Oooof, welp it is wat it is I guess. It's not too bad just annoying to do sometimes
Can someone throw me some use cases for models that do not have a geometry LOD?
The special named properties used by engine are usually on geometry lod, but they can also be on lod0 if geometry doesn't exist (autocenter, prefershadowvolume, sbsource and such)
Wondering when someone would make a model without a geometry
Decals, ponds and clutter are my common use case for geoless
So basically "low effort" models?
Pretty much yeah
Do all geo lods contribute to performace impact? Or is it just the res lods where the main impact on performance comes from?
Depends on what impact you're trying to gauge
Res lods loads player gpu
PhysGeo loads player and server cpu
ViewGeo loads the server cpu
Intresting. I am making vegetation right now so I wanna ensure I am getting this right. The View Geo and Fire Geo can be much simpler than the stand geo correct?
With something like vegetation all your geos will be too simple/have too few components to make a noticable difference, functionality takes precedence there (remember the days where AI lit you up through 200m of forest)
IE a tree only needs 3/4 components for view while just a single one for fire
backpack?
have in past made geo lods for backpacks and when entering helicopters, the helicopter would blow up, and it stopped once removing the geo lod 
Currently sitting at about 60k poly count for a 35m long building with a few rooms . Is this way too high of a poly count ? If so what should be the target count for balancing performance? I’m more than likely just going to retopo it
Out of geometry lods, hitgeometry is the most accurate
Then geometry (collisions) then last view geometry
Which can be quite approximated
Vegetation can be pretty simple unless you have large root structures. Those may require accurate complex geometries
There isn't really any good metrics for that
If building needs the details, then it needs them.
did anyone do a "fake fire" object, so without particles that looks like a flame?
alpha, rotating two small objects or similiar?
like with model.cfg animations
if you find one please let me know, been trying to find something like that for a while
hehe
crazy.... anything placed on map and we cant make a simple fire from it 😉
i remember gates of jurassic park ofp had flames in OFP 😄 i guess I'll backtrack all the way there lol
i actually need it for jetpacks because trying to get particles to look good for those is impossible
fire like mesh object should be possible
for sog we did UV animate cones for afterburners
ive never played sog so i dont know how the afterburners look 
totally out of my league 😄
we have a monument which needs a torch with flame
on top
the cone itself is always there
Time to fit afterburner to the sunflower moment? <grin>
the uv animation transitoins from fully transparent to visible flame
the little jitters come from refracting particles
but in similar fashion a flame mesh could be done and given smooth weighted model.cfg animation
it is probably working for vehicles but not for objects (p3ds) placed on map?
for example if I place a fireplace p3d on the map it cannot be ignited ...
the uv animation might not be needed for your flame
but it should be nice effect if it works
i remember a "fake torch" from Greece
I cant say for sure if they work on terrain objects
where wind make two fabrics (red and yellow) wave ..... that is how I would make it but know shit about that kind of object editing
but even with model.cfg animations a flame could be made and it could be set up to spin so its not always facing same direction
animations work.... like oil drills.
😅 yeah its not the most simple animation to device
need to take a look at some rotating light or something like that
trying to rotate the alpha flame object 😉
haha..... crazy, i guess I need model.cfg for rotation 😄
Are there any tutorials for rotating part of the object?

