#arma3_model

1 messages · Page 29 of 1

stuck oyster
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thats equivalent of 50 different cars on screen

rapid tree
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I see thanks

grizzled halo
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finally some decent results after a lot of tweaking to my workflow, thanks to the fellas that have been helping up to this point 🫡

bold flare
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Your grenades look so much better than mine

last spindle
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@white jay Proxies = Draw Calls = Bad

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Unless really needed, don't proxy small things multiple times

thorn spire
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@quick terrace ty awesome

blazing falcon
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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.

inland pawn
blazing falcon
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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

stuck oyster
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different franchises have different rules for how the IP can be used. For example Disney prohibits all unlincensed use

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and Halo enjoys even fanwork encouraging rules

stuck oyster
stone ether
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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

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if you have any video is very helpful for me

stuck oyster
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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.

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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.

stone ether
stuck oyster
stone ether
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i know but how can do that?

stuck oyster
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and then write your own addon that makes the things you want to see happen.

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you dont edit anyone elses mod, but you can create your own mod that applies changes on top of another mod

woeful tartan
quick terrace
woeful viper
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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

ebon yew
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i've got a hardon for that welded bit on the rear sight

quick terrace
woeful viper
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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

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though its kinda pointless to discuss such fine detail things i feel, since ingame it might just look completely different...

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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

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@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

rapid tree
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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

polar fiber
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Are you using hiddenSelectionMaterials on it? Stops wounds working

rapid tree
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oh sorry i just use hiddenselections

past mesa
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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)"

woeful viper
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proper p drive setup and unpacked files?

past mesa
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yes as far as i can tell. I didnt get any errors while doing it

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this is what im getting in the packing log. Warning: objects\config.cpp Line 100: sg\objects\wall_segments.p3d

quick terrace
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hmm, how can i correct the buldeozer fisheye view...? don't remember being so bad

hollow fulcrum
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haha, i have no clue. (fov in config maybe?)

stone ether
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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???

quick terrace
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not working, i've tried

woeful viper
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doesnt zooming (mousewheel) cause fov to change as well? i rarely use it because of the awefull camera/controlls

celest arch
chilly glade
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does anyone know how to fix this? or any tutorials that could help?

marsh canyon
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Fix what

chilly glade
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the shoulders arent meant to be warped like that

stuck oyster
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Bad weighting

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most likely

chilly glade
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okay thank you

jaunty rune
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does anyone have a template for a charater for 3dsmax to use as a size refrance?

chilly glade
# stuck oyster Bad weighting

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?

pine acorn
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How did you apply the weight?

plucky patrol
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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

stuck oyster
plucky patrol
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hmm

plucky patrol
blazing falcon
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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?

plucky patrol
stuck oyster
plucky patrol
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yes

mossy mulch
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and bulldozer preview

stuck oyster
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also Object Builder etc are designed to work around P drive

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for simplicitys sake cant we agree to say its required?

blazing falcon
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@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.

stuck oyster
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not to confuse the people who dont have the technical experice to use more special systems

mossy mulch
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because its not required

stuck oyster
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sure yeah

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but then again it is

mossy mulch
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its a very short list of things its actually required for

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(ive never done any of them in any imports)

stuck oyster
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ok youll be the dedicated person to help everyone who dont want to use P drive from now on

mossy mulch
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roger that 🫡

rapid tree
mossy mulch
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you can test model.cfg stuff ingame easily

blazing falcon
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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?

mossy mulch
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extract game data is purpose of p drive

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gets extracted to p directory

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you cant do base game includes properly without it

plucky patrol
chilly glade
blazing falcon
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So when I import P3D files into blender they show up super tiny, is this common?

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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

wheat shoal
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lots of different ways to get a reference, look at the sample character

blazing falcon
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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

blazing falcon
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you guys are gods!

charred bolt
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Turn off Direct3D to show the Centre of Gravity

blazing falcon
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So I'm trying to import a file into blender but just getting this error, anyone know what the cause would be?

blazing falcon
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I was trying to use a Vanilla game vehicle, specifically one of the APC's as my reference vehicle instead of the sample tank

inland pawn
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Won’t work

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Plus, that’s not allowed

blazing falcon
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wasnt for uploading purposes, just for teaching myself how it actually works.

inland pawn
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Still not allowed

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Either use the samples or have someone teach you

blazing falcon
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okay, didn't realize it was that serious of an issue.

steep lantern
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@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.

steep lantern
last spindle
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there are even .max files for the character in samples,

stuck oyster
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It kinda little bit defeats the point of not needing shadowlod if you need a shadowlod for interior

steep lantern
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Yes.

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Yeah. I know it is a bit pointless right now since you still need a shadow lod.
Its for looks I guess then?

stuck oyster
charred bolt
steep lantern
blazing falcon
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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

white oak
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Or pick any object near you and start measuring

blazing falcon
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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

white oak
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You can get your reference images into blender and scale them to size to go from there

obtuse rain
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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.

raw beacon
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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?

inland pawn
raw beacon
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This is something I would like to do. Id prefer not to have to move everything in the p3d

sour bough
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@raw beacon

raw beacon
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@sour bough thanks! Exactly what i needed

sour bough
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I'm very silly

hexed kestrel
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keep geting this, pls help

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The _co file won't load

inland pawn
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Or faulty texture

hexed kestrel
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Texture should be fine, Ill check pathing for the third time

stuck oyster
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and looks like that

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you need absolute paths

hexed kestrel
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You mean like with the P:\ before?

pallid cape
hexed kestrel
stuck oyster
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no this

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is blender relative path

hexed kestrel
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oh, that might very well be it

stuck oyster
hexed kestrel
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yep

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I'm just a lucky guy when it comes to these things

stuck oyster
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is your P drive mounted with the Arma3 Launcher

hexed kestrel
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Mounted it with the Arma tools

stuck oyster
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that seems to be a bit hit and miss to work, especially in win10+

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you do have a P drive but OB/buldozer cant access it correctly

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you can mount P drive in more simple way by using a bat file

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PMCwiki has nice simple example for that

hexed kestrel
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ok, Ill take a look at that

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prob tomorrow tho

charred bolt
# hexed kestrel prob tomorrow tho

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.

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What happens if you doubleclick the .paa file in Explorer to load it up with TexView2? Does that display ok?

celest arch
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Yeah I think it's related to Binmakerules

stuck oyster
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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

charred bolt
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I've only ever used the p: drive mounted from A3 Tools, must have been lucky.

celest arch
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You have to overwrite them with the ones provided by Mikero

stuck oyster
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it is very inconsistent

charred bolt
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What size is it?

hexed kestrel
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2048x2048

charred bolt
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Was it called lastquico_co.tga when you first converted it to paa? ie. it definitely had the _co suffix while being converted

hexed kestrel
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no it didnt

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But I didnt think it would matter

charred bolt
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Delete the paa. Make sure the tga has the _co suffix. Convert to paa again.

hexed kestrel
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ok, Ill try that tomorrow, its late af

kind lion
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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

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if i look in config viewer the dusteffect and watereffect are inherited properly

hexed kestrel
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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

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Ty for all of the attention guys, really appreciate it

kind lion
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solved, apparently the roadway lod in helos makes the dust and water effects stop working

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or the game thinks you're higher above ground than what you really are so effects are not shown

wheat shoal
last spindle
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maybe in OFP it was maybe

still folio
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when guns were actually rectangles in a specific shape

last spindle
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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

woeful viper
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@celest arch that bucket would weight 0.5 - 1 t ...

ember heart
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maybe look for gmax

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@last spindle it is essentially max 4

last spindle
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i was looking for 4, when it should of being 4.5 :p

ember heart
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or maybe 3.2 actually

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ah the good old days

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<3 i think i first tried max 3.2 in 1998

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minds were blown that day

last spindle
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i was still in highschool back then.....not thinking about that sort of thing

woeful viper
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gmax... my first modelling tries in that

last spindle
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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

stuck oyster
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no

last spindle
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some of it aged well, some of it....not so well

stuck oyster
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the import part requires use of arma tools

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and cant be paid for

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and this is not the channel for that either

white jay
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so wher

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can i find what im looking for

stuck oyster
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going against the EULA risks you, your mod and the people you pay being banned

ember heart
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"i was still in highschool back then.....not thinking about that sort of thing" I wasnt even in highschool yet :)

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was 12

last spindle
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well you put me to shame

ember heart
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not my intention :)

last spindle
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i did build a Quake level at one point, that im pretty sure i still have on a disk somewhere.....

ember heart
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not like i did anything useful with it back then

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was good times, i remember also mucking about with UT level designer, Lighwave

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oh oh Rhino3d

last spindle
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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

ember heart
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ha cool :)

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we wanted to build a level of our school but in the end didnt get far

last spindle
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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

quick terrace
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i first got into max in '99 = mind blown

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the first i used extensively was version 6 or 7

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for tuts that is :P

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that was before highschool btw

last spindle
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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

obtuse rain
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There's people that still use O2 entirely.

quick terrace
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yeah but that is calle masochism

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we have kenji in RHS who uses nothing but o2

ember heart
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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

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i remember that insane stuff

tired bramble
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we have kenji in RHS who uses nothing but o2
You guys at RHS must have some amazing mental health coverage. :D

last spindle
quick terrace
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@tired bramble - neah, he's japanesse, he's covered without the health coverage. he's one of a kind though

tired bramble
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@quick terrace Yeah, aware, I remember his stuff from OFP. More than a decade with pure O2, man.

obtuse rain
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If you've been doing it since OFP you have a valid excuse.

regal estuary
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hello im new here andhaving trouble is anyone willing to help me out?

marsh canyon
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"Don't ask to ask just ask"

regal estuary
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so i completed my helmet in blender but now i have no idea what to do from here

quick terrace
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hardly....:)

terse elm
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made a couple buildings in o2 a year ago but im max all the way now

quick terrace
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even blender despite its weird UI and viewport navigation and controls is a better choice if you ask me...

terse elm
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never touched blender

quick terrace
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you lost nothing ;) it's a really great and complete package that is free, especially recommended if you just stepped into the 3d world...

remote willow
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on the subject of school levels, a bunch of us in school started making one with our school

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then a school shooting happened in germany and we figured it might be better to pack it in before people get the wrong idea

tired bramble
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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.

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I guess most common familiar terrain between a bunch of kids is a school.

muted tapir
# regal estuary so i completed my helmet in blender but now i have no idea what to do from here

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.

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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.

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(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)

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Do you know how to do the config part or do you need help with that too?

hexed kestrel
obtuse rain
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Wasn't there a US kid that was done for that?

remote willow
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shame too, because our school would have made for a damn good cs map

obtuse rain
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Yeah, there was, 2007.

stuck oyster
marsh canyon
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Didn't Alwarren updated to 4.1 recently?

stuck oyster
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yes. the versions used on the tutorial have been marked but it should be pretty much the same

obtuse rain
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(Oh, didn't see the scrollback, this doesn't seem to mark things as new quite like Skype)

north sundial
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well thats some BS

woeful viper
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@remote willow that was my school incidentally...

regal estuary
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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

white oak
stuck oyster
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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

woeful viper
regal estuary
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im getting this when trying to export

stuck oyster
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the couple of last lines of that kind of errors are typically the most relevant

white oak
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What goat said
Also restart blender so it lets go of the p3d file

regal estuary
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okay i deleted that

regal estuary
white oak
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Chances are your previous export failed, possibly due to ngons in one or more of your LoDs

regal estuary
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i dont understand

white oak
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Ngons are faces that have more than 4 corners

regal estuary
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do i delete those??

white oak
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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

stuck oyster
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wheres the model from?

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😅

regal estuary
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i bought my helmet off blender and the assets i took off other hemlets and putit on

regal estuary
white oak
white oak
regal estuary
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rgr

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so i did that i pressed CTL T now is that all??

white oak
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Should be
If not toolbox will say whats wrong

regal estuary
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nope...

white oak
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tempstuff is still there

regal estuary
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i deleted it but when i export it comes back

stuck oyster
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delete the collection and the object that is in it

regal estuary
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like that?

stuck oyster
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yes

regal estuary
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thats what ive done but when i export it comes back.....

white oak
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Means something else is failing
We would need to see the info log for that

regal estuary
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where would i grab that??

white oak
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Top left of the scene you should see the scene selector
Hit that and select info on the list

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It looks like a grid with a ball on it

regal estuary
regal estuary
white oak
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7th line from bottom
You still have ngons

regal estuary
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i have no idea how to fix that then lol i did the ctl t thing

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ahhh i think i fixed it

white oak
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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?

regal estuary
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so what i did was i selected the whole thing went into edit mode went to file and made everything into triangles

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that did the trick

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now i got this problem smh im sorry new to this... first time

white oak
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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

regal estuary
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i see, last question im looking around do i need to set up a P drive?? and if so why?? just curious

stuck oyster
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its not mandatory if you know what you do

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but it does make things a lot simpler for a beginner

regal estuary
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rgr cause i dont have enough space rn

stuck oyster
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P drive acts as the root of the games internal file system

regal estuary
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i see thank you

stuck oyster
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or represents it

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so when you build your folder structure on it, it will be same in game

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and so on

regal estuary
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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??

stuck oyster
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preferably you put only the arma files in there, not the sources

regal estuary
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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??

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when i press run in object builder

stuck oyster
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you need to assign the arma .paa texture and rvmat material file on it. It can be done in Blender through the materials tab

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they have their own path dialogs in there

regal estuary
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I see, I have multiple different objects in one helmet how would I go about doing it for all of them?

stuck oyster
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kitbashing like that is not really proper way to do models

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but if thats all you got then thats all you got

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it is performance nightmare though

north sundial
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Looks like something that would be in Resident Evil

regal estuary
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whats the best way to go about this?? im new to all of this

stuck oyster
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well honestly making new models from scratch

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that would teach you the things you need to know

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buying models is not really a shortcut over needing to know the basics at least

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like modeling, UVmapping, texturing etc

regal estuary
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i see ill start doing that.. just new lol

woeful viper
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wolfenstein is more like it though :P

regal estuary
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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??

stuck oyster
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Blender manual is likely the place to look for basic Blender use answers

regal estuary
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got it, man learning all this is dope, its like when i get something to work its a achivement lmaoo

stuck oyster
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👍

celest arch
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@woeful viper yeah I know it's heavy, I'm figuring out a way of balancing it

woeful viper
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by attaching it to a bigger vehicle :)

celest arch
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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

north sundial
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Oh so you get the base landrover and can upgrade it with the bucket thing

regal estuary
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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??

celest arch
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yes or the back plates, or cargo rack or supercharger. Experimenting with different mass values depending on chosen addons

north sundial
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Awesome

stuck oyster
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also the sample headgear p3d is good reference

regal estuary
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Rgr thank you

regal estuary
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yeah still no...

wise coral
#

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.

mossy mulch
#

autocenter = 0 in your geo lod

muted tapir
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For helmets you use empty geo lods and protection is handled through config, right?

white oak
#

Still need firegeo afaik

mossy mulch
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is handled through config

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ive never imported with firegeo for helms

rapid tree
#

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

inland pawn
hollow fulcrum
#

I have original 3DSM (3/4) ☕

rapid tree
#

Yes

charred bolt
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model.cfg is correct let's see the skeleton and animation

rapid tree
#

I used the same model.cfg as my working one

rapid tree
charred bolt
#

Did you want help?

rapid tree
charred bolt
rapid tree
#

The p3d i know but its correct there too

charred bolt
#

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

rapid tree
#

Well fsr the drivewheel on the interior dont rotate wheb the front wheels turn

charred bolt
#

So show us the skeleton and animation

rapid tree
charred bolt
#

You've got duplicate class DrivingWheel

#

line 347 & 499

rapid tree
#

yeah saw it

#

on the working one i got this too

charred bolt
#

Feels like trolling, someone else can help if they can be bothered.

rapid tree
wise coral
#

Hatchet do you have any expertise in putting a layable area on a model?

hollow fulcrum
#

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..

north sundial
#

Hmm anyone with quixel, do you know where the custom 3do loader has gone?

hollow fulcrum
#

on the import tab?

regal estuary
#

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

marsh canyon
#

It usually does mean you forgot to specifg o2script, so it fails to set the normal vector on each vertex

regal estuary
#

02script?? where do i do that? blender??

#

this is my secound time so getting used to it

marsh canyon
#

^

hollow fulcrum
#

(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.)

north sundial
#

Wheres the import tab XD

regal estuary
#

i have arma tools installed

north sundial
#

Oh right

marsh canyon
#

It says more than that

north sundial
#

Yeah i used to use it to do live ID maps

regal estuary
#

im kinda slow dont see anything regarding o2SScript...

#

wair nvm i was supposed to download sorry

#

nope, i have already done that...

hollow fulcrum
#

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..

north sundial
#

ah ok

hollow fulcrum
wise coral
#

Ya I figured I needed to make it a vehicle and I can actually sit on it but im invisible

hollow fulcrum
#

how is it configured? (class) and what LODs do you have?

wise coral
#

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.

hollow fulcrum
#

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.

rapid tree
stuck oyster
#

Normalmap green channel needs inverting perhaps

hollow fulcrum
#

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.

north sundial
#

.

granite berry
#

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

#

I guess ill have to try older versions

#

seems to work on older blender version

wise coral
hollow fulcrum
#

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.

wise coral
#

do you have any examples?

hollow fulcrum
#

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.

wise coral
#

ok great thank you

#

dont see any static weapon references if you mean something like a m60 or something

shrewd jay
#

@granite berry Did you install the latest toolbox version?

round bloom
#

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

marsh canyon
#

Transfer Weights?

round bloom
#

Is that something you can actually do in blender without a skeleton

marsh canyon
#

Yes

stuck oyster
#

it projects weights from existing object to another

#

accuracy will vary though

round bloom
#

Wasn't too far off surprisingly, just had to fix the eye weights. I'll pack it and try later, thanks

shrewd jay
limber haven
#

Hello. Is there anyguide on how to repack mods? I have a map mod and an asset mod that I want to repack them

limber haven
#

because I don't want people to download 3 mods to use a map.

marsh canyon
#

Not sure why “3 Mods” is anyhow causing an issue. More like repack is more of problematic way to handle it

limber haven
#

So, in other words, it is hard?

marsh canyon
#

in other words, you shouldn't

limber haven
#

But why?

marsh canyon
#

Because:

  1. Unauthorized repack/redistribute is always out of the rules
  2. 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
  3. You likely to get more issues like duplicated Mods if you love to pack everything into one Mod
limber haven
#

I am not using anything with out authorization, I know steam rules.

marsh canyon
#

And still there is nearly zero pro and massive amount of cons

round bloom
stuck oyster
#

use mods like they are meant to be used

#

from the original ones

limber haven
#

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?

stuck oyster
#

yes.

#

also objects should not be packed with the map

limber haven
#

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

stuck oyster
#

I should tell the truth of things

#

which I am.

marsh canyon
#

I also told you my knowledge and expected isssues on such act anyways

limber haven
#

But the "silly" part was unnecessary, especially from a moderator.

stuck oyster
#

no it definitely is silly.

marsh canyon
#

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

limber haven
#

Anyway, thanks Polpox for your advice, I will desist from the endeavor.

shrewd jay
bleak tangle
olive stag
#

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)

marsh canyon
olive stag
#

Thank you

round bloom
shrewd jay
#

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"

limpid flint
#

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

rapid tree
#

Textures applied ?, model path correct, p3d name is correct in model.cfg ?

steady topaz
#

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 = "";
        
        
    };
};
marsh canyon
#

More of #arma3_config but

  1. scopeCurator
  2. CfgPatches > units[] should have your object in it
steady topaz
#

i see

#

my bad

#

and by object your mean the object class in CfgVehicles
TestObject_1?

#

and wdym by scopeCurator?

marsh canyon
#
  1. Yes
  2. scopeCurator = 2 just like scope
wise coral
#

none of those really are simple enough for what im doing.

inland pawn
#

scopeCurator = 2; is telling zeus that your asset is able to be seen

woeful viper
#

well what do you expect? a final solution ready to be used?

#

making things simpler is generally not the problem...

steady topaz
#

Ah thx

fallen solar
#

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.

stuck oyster
#

so different models for different variants

#

hiddenselections are meant for texture changing, not hiding parts

#

(and too many variants is a thing)

fallen solar
#

Pain. Thank you though.

rapid tree
stuck oyster
#

Never say config is fine if there is some sort of error/bug. 😅

limpid flint
#

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

rapid tree
#

why do you have so much hiddenSelections ? hidden selections are only meant for textures and not for weights

limpid flint
#

It Was when i was testing Something

limpid flint
#

So does anyone have any idea what the problem is?

#

or just gonna keep on saying things that i already know

charred bolt
#

But in model.cfg, you call it something else

#

Looks like you are missing a colon. But you probably already know that.

limpid flint
#

Yeah i tried doing it like you would with a vest and ive tried it with Colon to but that doesn't work aswell

stuck oyster
#

assumption is that if something dont work your mistake could be anywhere

limpid flint
#

2nd Uniform

limpid flint
#

i Don't see any Difference?

charred bolt
#

class DrySuit ArmaMan{};
class DrySuit: ArmaMan{};

inland pawn
#

Otherwise, it wont apply properly

twilit seal
#

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.

inland pawn
#

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

mortal field
#

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.

last spindle
#

the weighting is all messed up

mortal field
#

when I test the weighting in blender it seems to be all good

last spindle
#

or the skeleton / model.cfg but essentially it is to do with the weight/skeleton/model.cfg

mortal field
#

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.

fading harness
#

Guys where can I find LDF uniform models?

boreal jolt
#

characters_f_enoch.pbo
Directory for individual p3ds are located within ** \a3\characters_f_enoch\uniforms\ **

fading harness
#

I want those

white oak
#

What exactly are you trying to do?

fading harness
grizzled halo
#

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?

white oak
charred bolt
grizzled halo
charred bolt
#

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.

grizzled halo
#

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

charred bolt
#

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.

gusty flume
#

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

charred bolt
gusty flume
#

I'm just trying to make a bank but trying to make the desk inside geometry first

grizzled halo
gusty flume
gusty flume
charred bolt
white oak
grizzled halo
#

that mainly why im asking, im just going to decimate

charred bolt
#

Be very careful with decimate, especially keep named selections separate.

white oak
#

Apollo do you remember how to do the weights in OB?
Haven't touched it in ages

charred bolt
gusty flume
#

i appreciate it

gusty flume
grizzled halo
#

only geo components

stuck oyster
ancient bobcat
#

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?

stuck oyster
#

and the proxy needs to be in all relevant lods

ancient bobcat
#

where can I find example how to configurate it?

stuck oyster
gusty flume
#

trying to do the geo thing i know how but I don't know why it's come 2 parts not 1

marsh canyon
#

Are just triangles that shape one quad

gusty flume
marsh canyon
#

AKA there is nothing you concern

stuck oyster
#

it could be floating geometry

#

even if something looks solid all of its faces could be separate

spiral ember
#

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

marsh canyon
#

From Arma 3? You can't

spiral ember
#

oh, i though i saw or heard of people exporting models from arma, i guess i was just imagining it mb lol

marsh canyon
#

It is a breach of EULA anyways

spiral ember
#

true

#

i guess i will have to look for models on a 3d models store then lol

grizzled halo
round bloom
shrewd jay
# round bloom 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.

white oak
shrewd jay
#

Again, you cannot install the toolbox straight from the repository, you need to download a release!

regal estuary
#

do i need to follow the exact path of the skeleton for pants and shoes??

#

or can it be a little off??

inland pawn
#

Huh?

stuck oyster
twin estuary
#

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.

polar fiber
#

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

twin estuary
#

gotcha

#

there’s these ww2 helmets and im tryna edit the helmet covers

#

like add writing

stuck oyster
# twin estuary 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.

twin estuary
#

oh

#

for that would I need to go into the files through steam?

stuck oyster
#

possibly unless the mod maker has released template files for retexturing

obtuse rain
#

Does your attachment have a model.cfg entry that binds it to the same skeleton?

last spindle
#

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

timber night
#

Hey there imported FBX w/ baked mats from my blender file my mats arent showing

#

any help?

stuck oyster
#

saves you a lot of hassle

timber night
#

Sorry! wrong chat

#

😐

stuck oyster
#

😛

timber night
#

enfusion

obtuse rain
#

P1NGA: Any proxies in it?

last spindle
#

no, 1 section count total

obtuse rain
#

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.

drowsy sail
#

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

lofty comet
#

I manage to finish helmet, but this strange error pop up, but nohq.paa is there and it work.

white oak
lofty comet
white oak
#

Is the image actually there then?
Perhaps you're packing a png instead of paa

sour bough
#

Can check for sure with

 fileExists "M89_slem_plavi3\data\helmet_nohq.paa"```
#

Returns true if your file is real

last spindle
#

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......

sour bough
white oak
# lofty comet look its in there

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

sour bough
last spindle
#

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

lofty comet
#

but if its there it looks like this

white oak
#

Have you checked your other rvmats
perhaps you forgot something if you copy pasted stuff over

lofty comet
#

I donk know what is really happening

white oak
#

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

sour bough
#

I'll take a peek when I get home

#

Chances are it's just a typo somewhere

last spindle
#

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

sour bough
#

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

lofty comet
near tundra
#

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

hallow steeple
#

What does Z Bias do in Object Builder

grizzled halo
#

probably rendering priority for a face/polygon

shrewd jay
#

** 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.

GitHub

This release fixes a number of issues that break the toolbox on Blender 4.1. This version should still work with 4.0 and earlier post 2.80 versions, though.
This version should work on the latest B...

forest beacon
#

(Forgive the slight off topic).....Is anyone aware of a wooden oil derrick model (circa 1920's) for Arma 3?

stuck oyster
#

thats a very specific niche 😅

#

cant say I recall ever seeing such

#

or well not much oil drilling related at all

thorn spire
#

Why cant we just get along, the model bashing on the forums is just too..

woeful viper
#

the what?

tired basin
#

Thank you!

stuck oyster
#

👍

lone robin
#

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 ?

night summit
lone robin
night summit
stuck oyster
#

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

white oak
#

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

stuck oyster
#

300-500 is ok for last lod in most cases

white oak
#

Does that mean I can be lazy if my lod1 is 400 faces thonk

stuck oyster
#

no

#

xD

lone robin
lone robin
stuck oyster
#

yes

#

though if its super simple then there might not be much room to reduce it

night summit
#

I'd guess at a distance you would want to remove some interior stuff

stuck oyster
#

couple of last lods might have painted solid windows yes

lone robin
stuck oyster
#

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)

lone robin
#

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 ?

stuck oyster
#

automation solutions for convex collision is very poor

inland pawn
woeful viper
#

there are always elitists and rivet counters...

ebon yew
#

man that looks fucking awesome

#

how many rivets does it have though?

paper latch
#

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;
                        };
                };
        };```
woeful viper
#

:P not going to count

#

could tell ya if i had max open atm

bold flare
#

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

white oak
#

What about using mass?

#

Say anything lighter than 250kg can't be loaded

bold flare
#

There is no mass (minimum) check feature either

white oak
#

Wouldn't it be possible to do something with getMass?

bold flare
#

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.

white oak
#

Ah

paper latch
#

just gotta accept this tomfoolery i guess

white oak
woeful viper
inland pawn
stuck oyster
limpid flint
#

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

paper latch
# inland pawn Could do slingload instead

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

inland pawn
limpid flint
#

What you Mean?

mossy mulch
#

is there a better way to test pistol proxy positioning or is it just trial and error

stuck oyster
# limpid flint What you Mean?

Typically netting is separate layer of mesh with its own texture or it is separate _CO texture with the netting makes on

mossy mulch
#

dw i wasnt doing smth right in blender im dumb

limpid flint
#

But I don’t know what to format the opacity for arma

#

I’ve tried _DT And TI_ca

#

And still doesn’t work

stuck oyster
limpid flint
#

Right

#

I’ll carry on trying things out and let you know if I need any help

hollow fulcrum
#

@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)

last spindle
#

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

neat iris
#

my google-fu isnt working relating to this, is there a guide somewhere for how to make 2d optics/reticles and their .p3d files?

paper latch
#

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

charred bolt
paper latch
carmine gull
#

@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"

analog garden
#

location of the male_01 hand texture?

stuck oyster
analog garden
#

thx

woeful viper
#

whats a acats arh and does it taste good?

#

also, props for digging up a message from 40 days ago xD

last spindle
#

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

paper latch
#

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

marsh canyon
#

No. It's Engine issue

#

Nearly all vehicle inside LOD has this and no way to alter

paper latch
#

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

marsh canyon
#

Because all Taru are different P3Ds

#

And made for very specific cargo... the containers are not attached. It's a part of Taru itself

woeful viper
#

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

paper latch
#

i see

carmine gull
#

@woeful viper Thanks a lot jerk now you have me imagining a cereal advert jingle about "acats arh" are you happy now :D

lone robin
#

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

white oak
stuck oyster
lone robin
stuck oyster
#

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

hallow steeple
#

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?

stuck oyster
#

otherwise the game recenters the object by its combined bounds

#

oh wait no, building positions

#

so it needs to be simulation house type

hallow steeple
#

class or simulation?

stuck oyster
#

for paths an other fancy stuff to work

hallow steeple
#

wait, in model props right?

stuck oyster
#

class house or housesimulated as named property

#

if it has land_class config it also needs to be simulation = house

hallow steeple
#

oh?

stuck oyster
#

also path lod of course

hallow steeple
#

it's just a single point basically, so should I be fine with just having a pos1?

stuck oyster
#

possibly

hallow steeple
#

I mean, it's working in game, without being on the map, so

stuck oyster
#

😄 someones been standing around for loooong time 😄

hallow steeple
#

left is object, right is baked. So i'm thinking maybe it's the simulation

stuck oyster
#

it may require a land_class with correct simulation type too

hallow steeple
#

the texture

stuck oyster
#

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

hallow steeple
#

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

stuck oyster
#

the configs location dont matter

hallow steeple
#

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-

stuck oyster
#

may require repack of the map too so it writes in proper properties for the p3ds

hallow steeple
#

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

stuck oyster
#

also it might require roadway lod and geometry lod with a block under the steps

hallow steeple
#

Should I move to terrain makers or is this channel still fine or?

stuck oyster
#

this is fine

#

since its more related to making of the model

hallow steeple
#

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?

stuck oyster
#

did you rebuild the map pbo too?

hallow steeple
#

ye

stuck oyster
#

and you have land_nameofp3d class for it in config?

hallow steeple
#

wait- does it need the exact name or

stuck oyster
#

yes

#

thats the connection

#

land_ prefix and name of the p3d

hallow steeple
#

....
I THINK I MIGHT KNOW THE ISSUE
Land_AI_Building_Position_F and RCHT_AI_Position_F xD

stuck oyster
#

indeed this is strong candidate

hallow steeple
#

I should have known

#

so now what do I do on TB? Restart? Redo template?

#

Just export wrp?

hallow steeple
stuck oyster
brittle helm
#

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.

stuck oyster
brittle helm
#

yea I still want to do that but for testing I removed the texture to apply it via config.

stuck oyster
#

second, the "personality" selection/section is what is used to swap identity on heads

#

and this is what your "personality" selection contains

brittle helm
#

I created the "CompleteHead" secton and tried setting that as a selection for hidden selections.

brittle helm
stuck oyster
#

the bun also must be in the same texture as teh face and eyes

polar fiber
stuck oyster
#

and cfgHeads dont use/have hiddenSelections in same way things in cfgVehicles have

brittle helm
#

ahh well that makes sense

stuck oyster
#

if you refer to vanilla head configs those parameters dont exist

brittle helm
iron tundra
#

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?

stuck oyster
stuck oyster
#

first you might need to tell where the model you have is from and how much experience you have with modeling

cursive sleet
#

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?

hollow fulcrum
#

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.

last spindle
hollow fulcrum
#

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

last spindle
#

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

hollow fulcrum
#

ah roger, thats fine.

ivory oracle
#

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

stuck oyster
#

the more tris a model has the bigger size it will be

ivory oracle
#

let's try that tbh there's a lot of complex tho

stuck oyster
#

well then there is nothing you can do

#

if you want to make complex models then they will be large files

ivory oracle
#

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

stuck oyster
#

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

frozen stump
#

ive been wanting to add a gun to the game but i dont know where to start. Anyone have suggestions?

sour bough
analog garden
#

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

frozen stump
stuck oyster
#

mass is set in the model itself

stuck oyster
analog garden
#

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

stuck oyster
#

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

analog garden
#

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

stuck oyster
#

what kind of autocannon?

analog garden
#

20mm

#

from the VTOL

stuck oyster
#

you probably want to create version of the weapon that has less recoil then

#

if recoil is the issue

analog garden
#

recoil alongside speed is the issue

#

So I’m solving speed first

limpid flint
#

Well red

#

/pink

stuck oyster
#

but if something dont work right, you do something wrong

lone robin
#

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 ?

inland pawn
pine acorn
#

Any clues?

stuck oyster
#

otherwise. The Butler, With the Candlestick, At the Diningroom

pine acorn
#

lol

#

right, yeah no everything is fine but the strange shadow spots - the shading is completely off

stuck oyster
#

maybe your shadowlod is not accurate enough

#

its surface needs to be under the visual mesh

#

also the uvmapping might be broken

pine acorn
#

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

rapid tree
muted tapir
#

if you have bought arma 3 they should be in your steam library

lone robin
#

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

white oak
real fox
#

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

stuck oyster
#

for arma purposes only naturally

real fox
#

awesome, just wanted to be sure, thank ya kindly

raw fossil
#

Anyone have an arma 3 base model?

marsh canyon
#

...For what purpose

stuck oyster
raw fossil
#

Oo, danke

raw fossil
umbral shuttle
#

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

stuck oyster
#

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

umbral shuttle
#

Oooof, welp it is wat it is I guess. It's not too bad just annoying to do sometimes

bold flare
#

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

white oak
#

Decals, ponds and clutter are my common use case for geoless

bold flare
#

So basically "low effort" models?

white oak
#

Pretty much yeah

bright echo
#

ui only models

#

but yeah low effort - they could have a geolod

limpid obsidian
#

Do all geo lods contribute to performace impact? Or is it just the res lods where the main impact on performance comes from?

white oak
limpid obsidian
white oak
#

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

umbral shuttle
#

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 shrug

lone robin
#

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

stuck oyster
#

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

stuck oyster
#

If building needs the details, then it needs them.

errant pumice
#

did anyone do a "fake fire" object, so without particles that looks like a flame?

#

alpha, rotating two small objects or similiar?

stuck oyster
mossy mulch
errant pumice
#

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

mossy mulch
#

i actually need it for jetpacks because trying to get particles to look good for those is impossible

stuck oyster
#

fire like mesh object should be possible

stuck oyster
mossy mulch
#

ive never played sog so i dont know how the afterburners look notlikemeow

errant pumice
#

totally out of my league 😄

#

we have a monument which needs a torch with flame

#

on top

errant pumice
#

@pulsar compass

#

ohhhh very nice looking effect

#

that is animated cone?

mossy mulch
#

oh zamn

#

thats very nice

stuck oyster
#

the cone itself is always there

errant pumice
#

Time to fit afterburner to the sunflower moment? <grin>

stuck oyster
#

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

errant pumice
#

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 ...

stuck oyster
#

but it should be nice effect if it works

errant pumice
#

i remember a "fake torch" from Greece

stuck oyster
#

I cant say for sure if they work on terrain objects

errant pumice
#

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

stuck oyster
#

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

errant pumice
#

animations work.... like oil drills.

stuck oyster
#

😅 yeah its not the most simple animation to device

errant pumice
#

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 😄

errant pumice
#

Are there any tutorials for rotating part of the object?

stuck oyster
#

not really specifically for that

#

the model.cfg wiki pages describe how the different animations work in principle