#arma3_model

1 messages Β· Page 30 of 1

stuck oyster
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but there arent really much in the way of example tutorials such "small" parts of the process

errant pumice
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yeah... figures. I had some old files but in A3 they dont work. Looked at lighthouses and vez_ropa object (oil drill), but different beasts

mossy mulch
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Couldn't find anything in samples; anyone got any examples of how to do decals? Need some footstep ones, the ones in the base game aren't retexturable

rapid tree
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Its really interesting how CDLC Studios improved things like this and Tank interiors

runic plover
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UV Animations work for Objects via TB placed

stuck oyster
cloud zealot
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What determines the waterline of a ship ?

stuck oyster
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it is a bit tricky business

cloud zealot
# stuck oyster it is a bit tricky business

the problem is when i spawn the boat, it shows up glitched in the ground and not above the ground. In order to spawn the boat correctly above the ground i would need to change the position of the boat in the LODs

stuck oyster
cloud zealot
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But the problem is if i change the position in model space for resolution and geometry LOD, i also have to do it for buyancy

stuck oyster
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the land contact points follow the outline of the hull

cloud zealot
stuck oyster
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this setup at least has worked for us

cloud zealot
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Hmm ok so the waterline will depend on the shape of the geometry buyancy and the mass of geometry, not on the position of the buyancy in relation with the O height.

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Thank you πŸ™‚

limpid flint
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Does anyone know why this dry suit is like this

stuck oyster
limpid flint
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Right how would i fix that im guessing with the vertex groups?

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and why isnt his face showing

limpid flint
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im guessing its something to do with model.cfg

stuck oyster
limpid flint
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ok maybe i didnt fix it lol

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i fix the face

stuck oyster
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skin suit

charred bolt
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Giving away all my buoyancy secrets HG πŸ˜‰

limpid flint
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🀣

stuck oyster
grizzled halo
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that doesnt even fit, this creature obviously stole this skin

grizzled halo
cloud zealot
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Is there a maximum number of proxies we can fit in a single model ? I'm planning to make a 100+ seats ship and i would like to be sure it won't cause any troubles

polar fiber
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The proxies themselves aren't an issue. It'll have a big impact on frame rate having that many units occupying a vehicle though

cloud zealot
stuck oyster
cloud zealot
white jay
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Hey I'm a clothing designer looking to get into arma 3 BDU making, anyone mind pointing the way to find the models for the arma 3 player

stuck oyster
white oak
stuck oyster
white jay
marsh jewel
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hey how's it going

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long time since i've been here

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i have come across one of the most annoying issue in arma history

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countless hours have been spent to perfect a model animation that looks great on bulldozer

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but when in-game it messes itself up for no reason, wthhhhh

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is this supposed to be a bug or am i doing something wrong

bright echo
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whats the model cfg look like

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just the class for the one thats messing up

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rotationX and stuff can act weird ingame and look fine in buldozer

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autocenter can also - but you should have that off for weapons

marsh jewel
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            class magwell_reload_rot_1
            {
                type = "rotation";
                source = "reloadMagazine";
                selection = "MagWell";
                axis = "MagWell_Axis";
                memory=1;
                minValue = 0.18;
                maxValue = 0.235;
                angle0 = 0;
                angle1 = (rad 30);
            };
marsh jewel
bright echo
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weird

marsh jewel
bright echo
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that definitely seems like autocenter messing with it

mossy mulch
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i had a similar problem for my fire selectors

marsh jewel
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its really weird how bulldozer and ingame can differ wtf???

mossy mulch
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(i never solved it)

marsh jewel
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this engine is one of the biggest mysteries of humankind

bright echo
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well when you binarise stuff certain things get done to the model that buldozer doesnt show

marsh jewel
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and the damn thing is still broken

bright echo
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Yeah then the game binarises it on the fly

marsh jewel
bright echo
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you do have autocenter = 0 in the geometry lod right?

marsh jewel
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the model stil dont have geo lod

bright echo
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that'd be it

marsh jewel
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damn fr?

bright echo
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pretty sure

marsh jewel
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can i put an empty geo lod just with autocenter named property

bright echo
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yeah

marsh jewel
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bet lets try

marsh jewel
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thanks a lot kerc

bright echo
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np

marsh jewel
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i was wondering why i never encountered this issue before, as all my previous models already have the geo lod and the autocenter property

stuck oyster
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this is model making channel. your question probably fits most into #arma3_config since it seems more related to config things

soft vine
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ok, thanks. i'll move it there

stuck oyster
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πŸ‘

signal pond
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hey everyone,
i have a plan to modeling a missile silo with opening door animation , my model is ready , just need to animating & texture
help me about basic arma 3 modeling information.
then i need info about moving model into game
3d app i use is 3dsmax 2024

signal pond
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@errant pumice

stuck oyster
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You can find pages for "how to a animate a model" and model.cfg on the wiki. And you can use the arma3 samples on steam as reference study material

errant pumice
# signal pond <@106515675312324608>

Sadly Im just a guy who can make terrains, do a weapon or import a simple object into game. No knowledge of animation which is needed for silo doors. For example my missile silos have sepearate doors that get removed upon missile launch because of this problem πŸ˜‰

signal pond
signal pond
stuck oyster
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I can't specifically tell what exact things you need.

signal pond
stuck oyster
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Start practicing from simple 1 moving part

signal pond
stuck oyster
#

That will get you started at least.

signal pond
errant pumice
stuck oyster
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That's a big hole xD

grizzled halo
# errant pumice

those tubes are 4 and a half arma man tall, roughly 7.2mts πŸ€“

#

why not have the doors be animated by rotation in model.cfg?

candid mason
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For making something like a cruise missile, is there a guide anywhere for what the model itself needs? memory points? what types of geometry?

stuck oyster
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there is pretty much 0 in way of specifc how to do X tutorials

candid mason
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Anything for ammo in general? Even just knowing which direction the model should point in blender.

inland pawn
candid mason
gleaming tusk
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im having trouble with understanding this
https://community.bistudio.com/wiki/Surface_Sounds

from what it sounds like, if i apply a surface texture to the roadway LOD it will automatically pull the proper information to produce the right audio for footsteps and so on?

but im not getting any footstep sounds ; w;

gleaming tusk
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nvm it is workin' just gotta adjust the roadway position bc i think its right on the geo LOD < ->

#

yerp that was it Rainbowpls

pseudo elbow
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I wonder if you can find position where cargo unit(s) supposed to sit with sqf? selectionPosition something?

white oak
stuck oyster
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I've done my roadways 1-2mm above geometry and it's been just fine

gleaming tusk
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ye i just raised it by like 0.05

white oak
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Goat takes precedence
Although they were also the one who told me the 1cm

gleaming tusk
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amnesia from all the ramming!

stuck oyster
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1mm 1cm dont really make difference visually

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unless object is scaled up

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for example rock with 1cm difference scaled 10x will make the difference 10cm

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maybe a rare occasion though since it is not really recommeneded to scale objects that much

white oak
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On that note goat is there a document that describes how to make the surface sound itself?

stuck oyster
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it is pretty straightforward to trace the used classnames with bit of config search though

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all in one config comes in handy

white oak
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AiO config is a hassle to read imho
I usually go with a word search of the a3 folder in pdrive

stuck oyster
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ok example

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starting from cfg surfaces

white oak
stuck oyster
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yeh the shaders dont likely support all things

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re the gravel example above. it does get a bit more tricky to find the sound definitions and in this understanding config inner workings comes into play. and being able to use other classes to cross reference things

white oak
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Once I find the the connection between the sound file and paa it should be fine
Can just inherit the rest of the config I'd reckon

stuck oyster
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the grave was bit poor example I suppose since its pretty common term in config. gravel_Exp was more easy to trace

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and you get this

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applying same logic to grave -> gravel[] you get this

white oak
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Neat

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I'll get cooking then

stuck oyster
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and tracing that up a bit you find that they are contained in this class

brave pewter
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anyone that could help? I'm working on a mod that binarized everything and I cant seem to be able to build it.
I debined the config and the p3d files but the build still fails.

pboProject's log:

skinless_unit.p3d Error(s) detected
.preprocessing files produced an error
failed

stuck oyster
brave pewter
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I mean I think they are

stuck oyster
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did you make them?

brave pewter
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I couldn't open them with the tools

white oak
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Wasn't the question

brave pewter
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no

stuck oyster
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then you cant do anything with them

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we make stuff

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we dont take stuff

marsh canyon
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More like what is your purpose to do that

brave pewter
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what do you mean

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I have the permission of the author lol

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I'm working on my own mod and using their models

stuck oyster
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well either you lie or the author needs to give you the original files blobdoggoshruggoogly

brave pewter
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isn't there a way to make them work in arma?

stuck oyster
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no

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what you try to do is same as stealing them

marsh canyon
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...More like if it was a part of an existed Mod already, why you pack again

brave pewter
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I mean I could use the original pbo but I wanted to change the config

stuck oyster
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which cant be done

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if you want to use someone elses mod as a dependency

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that is possible

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then your mod needs only a config file

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and the other mod is loaded first, then your mod on top of it

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and your config can use the same models from within the other mod

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that is the correct way to do mods

brave pewter
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ok thanks

white oak
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Whenever goat asks someone if they made the models themselves that image from phineas and ferb comes to mind where goat is saying not yet to pufu lifting the banhammer

brave pewter
stuck oyster
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if you think about it logically you are just adding bloat to workshop with double objects

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so the unnecessary stuff is what you would pack in since the stuff already exists in the workshop

flat moss
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I guess the cargo proxies would show up in one of the LODs, FireGeometry for example, with selectionPosition.

brave pewter
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I think of it as a trip to the store, it would be silly to pack everyting in your basket to only take the milk in the end

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but nevermind, I'll try to use what I have I guess

flat moss
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You'd have to know the names though, and I'm not sure whether those follow any logical pattern across different vehicle classes.

stuck oyster
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if a mod is the store then you are bringing in your own milk

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when the store already has the same milk

brave pewter
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well if I download both mods, it means I dont have milk at home..

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imagine craving for milk but getting a store

charred bolt
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You wouldn't go into a store, rip open Company X's milk cartoon, pour it into your own container and then put it back on the shelf under your own name. You just don't have permission to deconstruct someone else's work unless they explicitly grant it, and in which case they'll usually give you the raw ingredients anyway. If Company X doesn't want to give away their milk separately from other included products, that's entirely up to them.

pseudo elbow
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Can't seem to get any of proxies with selectionPosition, I guess there is no way then

flat moss
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While sitting in the back of a Hummingbird (labeled helo):

#
-> [0.301263,0.257696,-0.22779]

helo worldtomodel (getpos player)
-> [0.30127,0.257813,-0.22779]```
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Would still be a pain to find the proper proxy names, but it's not necessarily impossible.

gleaming tusk
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i now want milk and cookies, thanks

pseudo elbow
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Oh, I was trying without proxy: prefix

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Thanks

white oak
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Any idea why grenade immediately goes to the lower lods?
models at 160 faces at lod 0

bright echo
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all greandes do it for some reason

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its an engine issue

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the only 'solution' is just have a lod 0

stuck oyster
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you know when someone thorws a grenade when the game lags πŸ˜„

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high poly 1 lod grenades ftw

errant pumice
errant pumice
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Why does sometimes "Component Convex Hull" make Components as points on the edge of the perfectly closed cube?

stuck oyster
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so they may need merging first

tribal rain
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question for peoples is there a video online that explains about proxies

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im aware that the BIWiki Exists but im not getting anywhere with it

stuck oyster
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dont think so

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what about them you dont undrstand?

tribal rain
#

How they work and how to set em up like i know from the example files theres a pathing involved to get the anims? where do you get that anim list? im worried im going to try and get my guy to sit down at a chair and hes going to stand up like hes behind a turret that sorta thing

also

this is another thing but it is relevant "Cargo holds" im making a vehicle with a cargo bay but im unsure how to set it up i know i have to declare a kind of "box" area but other than that im completely lost

stuck oyster
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proxies only mark the position and translation of a thing engine then hooks on

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so you have pilot, gunner, cargo proxies with number indexes that the config then uses

tribal rain
stuck oyster
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and the config is where the animation is defined

tribal rain
#

this is what i meant by the path side

stuck oyster
#

by the pilot/gunner/crew/Action parameter

stuck oyster
# tribal rain

various proxy p3ds are used for visualizing the pose that will later be used so it can be positioned correctly on the main model

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but any proxy standing or sitting or whatever works the same as long as the proxy p3d is named same

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ie Gunner.p3d

tribal rain
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ok so that kinda brings me on to my next question

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these are the proxies from the example car

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how do i know which index to put it on

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or is that something i can define

stuck oyster
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for gunners in turret class there is a config parameter to define what proxyIndex each turret uses to look for gunner proxy

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for cargo, its just running numbering

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and there is only 1 pilot

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typically the index is always just running from 1 onwards

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and turrets is only place where you need to define it specifically in config

tribal rain
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so i can keep this simple for me so 1 is most important and will always be your pilot after that it can be whatever i define? am i right in that?

stuck oyster
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for crew actions you would list the used animations/actions in an array

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and they would be assigned on the running number proxies in same order

stuck oyster
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pilot, gunner, cargo

tribal rain
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Ohhhhhhh

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So a commander is techicnally a gunner

stuck oyster
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yes

tribal rain
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and cargo is anything in side of a crew hold

stuck oyster
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yes

tribal rain
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alright cool i get that now

stuck oyster
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also FFV cargo seats are gunners

tribal rain
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good to know

stuck oyster
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as they are technically turrets

tribal rain
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Makes sense

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Ok now Vehicle in vehicle

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because this vehicle is basically going to be an armoured recovery vehicle

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how would i set that up

stuck oyster
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that is a whole different beast πŸ˜„

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but I recall it has a wiki page too

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or Apollo has explained it somewhere here too not too long ago I think

tribal rain
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the code side of it is fine i think i can wrap my head around that

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its how it would be setup on the 3d model im getting confused with

stuck oyster
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from a quick recall there are memorypoints that define the cargo space

tribal rain
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like do i just drop a boundary box and say there we go this is now the cargo space available?

stuck oyster
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and caluclation if another vehicle can fit in there is done between the bounds of the cargo memory points and the bounds of the vehicle

tribal rain
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OHHHHHHHHHH So the memory points would be in like a rectangle or square and the space in between said points is now your VIV cargo space?

stuck oyster
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yes that is how I remember at least

tribal rain
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ok thats actually not as complicated as i thought i was trawling the sample files looking for an examples of VIV but i think the samples were made pre VIV functionality being a thing

stuck oyster
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yeah few features are missing from there unfortunately

marsh jewel
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yeah u jus define the bounding box and exit points for viv its very simple

grizzled halo
#

Hi fellas,

I've been wondering, tilted proxies will properly tilt the model of the attached accesory/magazine when attached to a weapon or is there any consideration that has to be taken for the models to properly tilt when used?

marsh jewel
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it will properly tilt the model of the proxy

grizzled halo
#

ty for the confirmation exo

candid mason
#
 9:04:27 Warning: x\swst\addons\snackpacks\data\snack_generic.p3d:1.08456e-018 Face 7, point 2, face points 2,0,8 - very small normal 0,0,0
 9:04:27 Warning: x\swst\addons\snackpacks\data\snack_generic.p3d:1.08456e-018 Face 8, point 35, face points 35,4,10 - very small normal 0,0,0
 9:04:27 Warning: x\swst\addons\snackpacks\data\snack_generic.p3d:1.08456e-018 Face 9, point 25, face points 25,2,9 - very small normal 0,0,0```
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Any idea how to fix this

stuck oyster
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You probably have non manifold faces

candid mason
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I... do not know what this means

stuck oyster
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Or faces that are scaled down ro near 0

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Models may require cleaning

grizzled halo
#

try merging by distance

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non manifold faces

What a fanciful term

stuck oyster
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is what best describes them πŸ˜…

grizzled halo
stuck oyster
slender sentinel
#

Yo, does anyone have any experience with "fucking a little" with vanilla assets? I would love to take an asset (for example the pandur) and add some seats on top of the vic, so it can (in a very scuffed way) carry more people. I have 0 knowledge about this and honestly I don't even know where I would start :DD

inland pawn
slender sentinel
#

What about changing models from an already existing mod? With explicit permission of course

stuck oyster
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you dont fuck with binarized p3ds

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this is the makers channel, not the takers channel

slender sentinel
#

I have honestly no clue where I would start; my search on the internet was very fruitless xd

stuck oyster
#

invest time on learning = profit

grizzled halo
#

you need a rather big investment, if you start fiddling around, its easier to answer more specific stuff if you get stuck

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rather than guiding you step by step, a great begginer place assuming you know how to model in x or y software are ElTyranos and Sokolonko videos

carmine gull
stark lichen
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animation is braking when holding a gun. I fixed the issue of gun being in ground, but the arms still dont want to hold properly the gun

stuck oyster
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animation has been done wrong (weapon bone not at the shoulder) or the weapon bone name is wrong and does not mathc what game uses

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Weapon vs weapon

stark lichen
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im gonna check it out tommorov if so

stuck oyster
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looking at the guns at the ground sounds like the first one being the issue

finite stump
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Is it possible to do automatic doors like at a store? No interaction, it just open when close enough?

marsh canyon
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It still require some scripts, but dorable

finite stump
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Has anyone seen something similar so I can get an idea of how to possibly do this?

marsh canyon
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I would say use triggers

runic plover
runic plover
stark lichen
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If camera get closer to the model, the animation broke. still theres no issue when holding a pistol

stuck oyster
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could be something else breaks it

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you seem to have ton of stuff loaded

stark lichen
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i have only my mod loaded, ACE and CBA_A3

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nothing more

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i can try without ace, but then whats the sense of making not ace compatible mod

marsh canyon
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Do it first. Complain later, and bugfix finally

stuck oyster
stark lichen
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still theres animation issues

marsh canyon
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This makes your first step to bugfix

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Do you know which visual LOD does?

stuck oyster
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you still got something else loaded since you have that uniform

marsh canyon
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I thought the uniform is the WIP Mod?

stuck oyster
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what are you trying to do exactly? add new weapons or change weapon hold animations?

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it is a bit hard to say since unform is what ww1? and weapons are modern

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which is why Im asking what he tries to do exactly

stark lichen
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uniform, kit, helmet, tornisters are my own assets that im trying to put into the game. now model completly dies while holding any 2 handed weapon, modern or not

stuck oyster
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ok so you are not doing animations at all

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that means your weighting of the uniform is not right

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I thought this was related to animations

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could be you have some lod that has broken weights

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or all lods have

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at least the symptoms fit this

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there is maybe a small chance that your uniform config somehow is faulty

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but I would think that is pretty hard to achieve

stark lichen
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i followed sokolonko tutorial on that, even asked him some questions about this exactly issue. i worked only on LOD1, after doing after normalising and limiting bone count to 3, weapon animation works properly only meter away from model and LOD2 isn't being loaded

stuck oyster
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remove the other resolution lods and see it that works

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so you got only lod1 and the tehcnical ones, memory, geometry etc

stark lichen
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theres only visual lod1 in p3d

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pistols work as intended, even at close

stuck oyster
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well, this is weird one then

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maybe your animation cache is corrupted. could try deleting it so the game remakes it.
its in your userfiles

stark lichen
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still didn't helped

stuck oyster
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did you get your model.cfg from the arma 3 samples?

stark lichen
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i think i finded the reason myself. if you see close weapon shift the position, so weapon vortex is just moved a little bit to left?

stark lichen
stuck oyster
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do you have all the proxies copied from the sample character?

stark lichen
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with blender 'add to other object'

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but it was ages ago

stuck oyster
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could be something broke there

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try copy them in Object builder

stark lichen
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weapon now its in the same place, still bugs out

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funfact, double clicking in this launcher fixes its positioning, but either way animations are broken

rotund bronze
#

Hello,

I'm looking to install a turret on one of my vehicles. However, I'm encountering an issue: once in the game, the turret doesn't fire or rotate. I've searched everywhere and haven't found much. If anyone has any knowledge on this subject, that would be great! Thanks in advance!

stuck oyster
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the Arma3 samples have vehicle examples with turrets you can use as reference

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theres 3 places things need to connect together, the p3d model, model.cfg file and config.cpp

hollow fulcrum
carmine gull
#

I don't recognize the grenade model...?

hollow fulcrum
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(i did just tweak a couple things.. but still, really?)

carmine gull
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Yep, still not recognizing it

hollow fulcrum
wheat shoal
last spindle
#

yes, you render a diffuse mask and then you can set Quixel to generate textures based on the colors

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or Substance Painter, what ever you use, just a quick way to mask material types

hollow fulcrum
#

and do labeling and/or normal work. i tend to try to do my colorMap all at once. whether i end up using it all in ddo or elsewhere is a matter of need. but also, in max, i like to keep things colorized. just makes it easier to see whats where.

quartz prism
#

Does anyone can know how to get rid of this effect, that the screen gets very dark? I need this to make lights for a building interior light.
https://imgur.com/IyDH6ED

cloud zealot
#

I madde a submarine, the config is very basic for now, i'm just testing the engine. My problem is when i drive in straight line everything is fine but when i drive in circles, the ship slowly sinks. Is it normal ?

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As i sai, my config is very basic for now but I would also like to know what to i need to add allow the submarine to dive ?

#

Here is my config:

    class B_SDV_01_F;
    class IARTS_Titanium : B_SDV_01_F {
        scope = 2;
        scopeCurator = 2;
        faction = BLU_F;
        side = TWest;
        displayName = "Titanium";
        model = "\IARTS_Military_Submarines\Titanium.p3d";
        editorSubcategory = "EdSubcat_Subs2";
        crew = "B_diver_F";
        typicalCargo[] = {"B_diver_F", "B_diver_F"};
        transportSoldier = 4;
        extCameraPosition[] = {0, 10, -30};
        radarTargetSize = 0.1;
        radarTarget = 0;
        receiveRemoteTargets = "false";
        reportRemoteTargets = "false";
        reportOwnPosition = "false";
        
        radarType = 8;
        verticalTurnCoef = 20;
        turnCoef = 2;
        steerAheadSimul = 0.5;
        steerAheadPlan = 0.35;
        predictTurnPlan = 0.8;
        predictTurnSimul = 0.6;
        brakeDistance = 100;
        acceleration = 0.1;
        waterSpeedFactor = 1;
        periscopeDepth = 15;
        idleRpm = 1000;
        redRpm = 8000;
        thrustDelay = 10;
        formationX = 15;
        formationZ = 15;
        maxSpeed=56;
        simulation = "submarinex";
        overSpeedBrakeCoef = 0.2;
        enginePower = 50000;
        engineShiftY = 0;
        waterPPInVehicle = 0;
        waterLeakiness = 5000;
        waterResistanceCoef = 0.015;
        waterLinearDampingCoefX = 2;
        waterLinearDampingCoefY = 0.8;
        waterAngularDampingCoef = 1;
        rudderForceCoef = 35;
        rudderForceCoefAtMaxSpeed = 20;
        
        airCapacity = 1209600;
        
    };
};```
quartz prism
#

The video is from the editor

stuck oyster
#

is that looking at somthing specific

#

or is it night time

#

or what?

#

we have no idea what you do to make that happen

stuck oyster
cloud zealot
#

For the sinking part, maybe that's just how submarine physx works but i'd like to know why i can't dive

stuck oyster
#

yeah it may not be meant for that big subs

#

and it being pretty undocumented this is likely going to be hit and miss situation

#

model.cfg wont affect physx Id say

cloud zealot
#

I wanted to save the init event in the config so the community can add init scripts but i don't have the choice

stuck oyster
#

have you tried playing around with the mass and bouyancy?

#

and maybe center of gravity?

timber maple
#

How do i get an arma 3 player model so that i can size it up with buildings in blender im very new to all this and trying to make my own map

stuck oyster
#

also there is wiki page about recommended dimensions if I remeber right

cloud zealot
cloud zealot
stuck oyster
#

yes by changing how mass is distributed

#

even with animations

cloud zealot
cloud zealot
#

The mass is properly set

timber maple
#

thank you

finite stump
#

Can you do Picture in Picture on large panes but on a structure? Im seeing if its possible to make a 2 way mirror like in a police lineup room.

mossy mulch
#

yeah

#

just needs a selection you can hook into

hollow fulcrum
#

looking good πŸ‘

#

lol, fark.. i still have geo for that thing that fixed the few holes in it. i assume you guys delt with it though. you guys open it up any?

still trail
#

has working elevators, well deck and crane/hooks

#

you can move aircraft and vehicles between decks etc

#

deploy boats (although the script is a little broken atm)

#

AI manned CIWS, AA etc

#

this has been donated by ATLAS Mod (LHD Plus)

#

so they did most of the work

#

not drivable, for Air platforms like this, probably keep it that way for now

grizzled halo
timber maple
#

Is their a youtube tutorial on how to make assets I can make them in blender but idk what to do with them next

grizzled halo
#

check Sokolonko or ElTyranos videos, otherwise there is a lot of research work required

#

which is not somethin bad, its just not everyone cups of tea

stark lichen
rapid tree
stark lichen
#

on newer versions it does

rapid tree
stark lichen
#

but it has hard time applying weapon verts into those animations

rapid tree
#

but the hands going down is a symptom of conflicting weighting on the hands or fingers, i had this when i changed glove model

stark lichen
#

or just simply model dosen't know where to put those hands

rapid tree
next ferry
#

has anyone here worked with custom grenade models

stuck oyster
#

yes there are people who have made such.

next ferry
#

yea i im new to the modeling and implementation aspect of the dev work flow im mainly a materials and code guy, and im just trying to see what all is required to get the model in game i assume it shouldnt be too hard but i have no clue where to start now, what i have has already been modeld UVed and Textured if that helps

stuck oyster
#

well easiest way is to use Blender and ArmaToolbox addon to export directly to p3d after all the Lods are set up in blender

#

you can check you any of the existing Arma to Blender tutorials for the basic workflow

#

pretty much all types of Arma objects are built from same elements

#

a grenade specifically composes of few parts like the visual mesh lod, geometry lod for collision (and setting up the mass for the object for physics), shadow lod and possible memory lod if you have any features that need it

median sparrow
#

any to how to make uniforms quickly or it's just a pain in the ass?

hollow fulcrum
#

haha

median sparrow
#

:(

stuck oyster
#

once you know what you do its not very difficult

#

but if you dont know, then yes there is a ton to learn

median sparrow
#

i hate weight paint!

stuck oyster
#

nothing can skip learning

median sparrow
#

i know how to make like basic uniforms and all (not retexturing) but i'm making some robots uniforms and the weight paint is tearing the model apart when i move around

stuck oyster
#

A you need good shaped uniform with joint topology similar to arma character
B you can transfer weights and it will be pretty good starting point as long as your model is made right
C you tweak the rest manually

#

well it sounds like you make the weights somehow wrong

#

or the shape of the robot dont match the arma man

median sparrow
#

it matches but not all all joints

stuck oyster
#

well that at least is a big problem

#

the animations only work on arma man shaped characters

#

cant make different shapes

#

joints have to be exactly in place

last spindle
#

i even did the practice one in A3, we used to use it for new recruits and training ops, you throw it and it just emitted a cloud of smoke

hollow fulcrum
#

lol wut? you mil sim guys.. :D

#

i'd just call it a live fire and go through the natural selection process..

last spindle
#

if you accidentaly dropped a grenade during a op while trying to access invetory with G, you were put onto practice grenades only for a month......when A3 was new that was rather frustrating when someone new would join in and drop a grenade and wipe out your squad

hollow fulcrum
#

lol

#

the folleys of the mighty gear key switch . good times.

#

i've admittedly killed a few squad mates.

#

but only a couple times. the rest were, semi-accidental.

last spindle
#

Safety On when in base......

#

i remember one day though, i was a section LMG, forgot to take the safety off after left the base, walked into a enemy patrol and was like click click click click ohhh shit, dead

cloud zealot
#

Why is ShaowVolume - ViewPilot adding more sun instead of hiding it ?

cloud zealot
woeful viper
#

playing arma... that's a thing? i only spawn stuff to check how many things i still have to fix on my broken stuff xD

last spindle
#

one day = about 18months ago when i last did a coop mission .....

woeful viper
#

ah... thats sounds more like it :D

#

almost seemed as if you had too much fun, that would be a no go

charred bolt
umbral shuttle
#

does it matter if I leave model as quads or triangulate? does binerization process triangulate?

white oak
#

you can keep as quads binning doesnt triangulate
this if for visual lods though
some lods require triangulation

stuck oyster
#

No triangulated mesh can have uv map issues. It is all triangulated in the gpu

grizzled halo
charred bolt
quartz prism
stuck oyster
#

what kind of arma object?

#

and probably easier to solve if you talk about your object and what you want to make

#

the effect you cant turn off anyway

#

its some issue with the model or what you try to do

quartz prism
#

I want to brighten this building, as the current lighting is too dim. However, achieving a brighter effect might result in the same issue I encountered in my video. If it's not possible to eliminate this effect, I may have to accept it or consider switching to Reforger.
https://imgur.com/a/diE96P5

stuck oyster
#

and what does your rvmat look like

#

do you use multimaterial rvmats on it?

#

Im fairly sure you just have not made it right

quartz prism
#

No Baked occlusion, No Multimaterial

stuck oyster
#

then you got tons to fix

#

also what emission value do your lamp panels have?

#

if its too high it messes with the eye

quartz prism
#

emmisive[]={300,265,260,0};

stuck oyster
#

well start with setting your building with multimaterials and ambient occlusion (_AS in arma) and see where that takes you

#

the emission is pretty strong perhaps. but main thing here is the lack of ambient occlusion mapping

#

and for better optimization multimaterials should be used.

rapid tree
#

Hello there, is it possible to make an animation time longer to reach max value with little controller input ?
I want to mimic VTOL Tilt movement with the cyclicforward source but my engine tilts to fast

umbral shuttle
rapid tree
umbral shuttle
#

so far things havent looked bad as quads

rapid tree
#

yeah triangulating doubles vert count

charred bolt
polar fiber
#

Polycount isn’t really what’s determining a model’s performance, it’s the number of vertex normals

#

Triangulation doesn’t have any negative consequences on a finished model. It just makes it harder to see edge flow and topology compared to quads and certain assets like character models are quite dependent on having good edge flow for weighting and animation

#

In some cases you will very much want to triangulate a model before exporting, and importing to different software so that edges and normals are consistent across different apps. Some import algorithms will triangulate some quads in the opposite direction to the 3D software you modelled in. Indeed sometimes when you make a geometry mesh for Arma using quads, a non-planar face can create non-convex hull depending on how those faces are split from a quad to tris

covert quarry
#

I'm trying to make big sci-fi mushrooms for a map I'm making, having some issues with the textures - narrowed it down, I think my Rvmat settings are wrong. Up until now I've been basing it off a tree, but that has resulted in the material being transparent at edges. I should be treating it like a rock or something like that I reckon. Anyone have an example RVMAT i could use for this? he're my current attempt - https://pastebin.com/U3ZhQjTj

inland pawn
#

Sci fi mushrooms?

covert quarry
#

Like so

#

This is kinda the idea, but placeholder models as I figure out how to make em and so forth

stuck oyster
#

you cant use nopx on objects though

#

so that will need to bo nohq type normalmap without the bump stuff in alpha

#

treeadv is the one meant for tree crowns (leaves) and it has properties to fade mesh parts that are not facing the eye. (can be turned off but the shader is wrong for this kind of thing)

#

you want the trunk type shader

covert quarry
#

Makes plenty of sense, will give it a go shortly. Cheers as always HorribleGoat

obtuse rain
#

Speaking of crew/cargo proxies, what links them to being crew/cargo points?

wraith tendon
#

The config

cursive sleet
#

Dscha, how is it going on with your projects?

obtuse rain
#

Dscha: Can't see any references to them in the configs.

lofty gale
#

how do i put models from other games into arma 3?

marsh canyon
#

No

lofty gale
cloud zealot
#

Why i can't have View Pilot and View Cargo in the same model ? When i use both, the game tries to find a proxy which is inside View Pilot in View Cargo....

#

When i remove the View Cargo, no more problems

inland pawn
#

Especially here

charred bolt
mossy mulch
grizzled halo
#

How can I find this rogue polygon in my shadowlod?

Blender says everything is closed

sour bough
terse elm
#

@carmine gull thx :-)

cloud zealot
#

What does the wiki means by "turned in" an "turned out" ?

charred bolt
#

lodDriverTurnedIn = 1100; // Pilot LOD
lodDriverTurnedOut = 1; // LOD 1
lodDriverOpticsIn = 1202; // Cargo 2 LOD

or in a Turret class for a gunner:
lodTurnedIn = 1000; // -1 Default, 1000 Gunner, 1100 Pilot, 1200 Cargo
lodTurnedOut = 1;
lodOpticsIn = 1;
lodOpticsOut = 1;

stuck oyster
charred bolt
#

Turned in and out are for hatches

cloud zealot
#

Ok, thank you guys πŸ™‚

lofty gale
hollow fulcrum
#

@obtuse rain they are generally inherited from the base classes. uno sec i'll link some relative foo from something here.

#

''class CfgMovesMaleSdr: CfgMovesBasic'' defines class states, which are linked via commanderAction, cargoAction etc..

obtuse rain
#

Yeah, I'm talking about the proxies in a3\data_f\proxies...\gunner.p3d for instance.

#

And how the engine decides that "a3\data_f\proxies\somevehicle\pilot.p3d" is the pilot proxy.

hollow fulcrum
#

you have the mkv?

obtuse rain
#

Nup.

hollow fulcrum
#

it's all towards the top, bar the cfgVehicles bits. excuse the cluster, thats an old one. :P

obtuse rain
#

So if you had "a3\data_f\proxies\mkv\gunner.p3d" and "a3\data_f\proxies\mkv\pilot.p3d" as proxies in a LOD, how does the engine know which one is the pilot and which is the gunner?

hollow fulcrum
#

driverAction = "MKVSOC_Driver"; cargoAction[] = {"MKVSOC_Cargo01","MKVSOC_Cargo02"....};

obtuse rain
#

Yeap, that tells it which RTM to apply to the driver, but what defines which of those proxies is the driver proxy?

#

There's nothing special about the .p3d's themselves.

obtuse rain
#

(That I can see)

hollow fulcrum
#

sry phone.. best i got for ya right now.

#

naming convention

obtuse rain
#

Yeah, some kind of pattern extraction on the file part of the path was what I suspected, but there's also things like "cargo01".

#

(e.g. "cargo01.001")

#

Also that mainly talks about short forms: proxy:pilot.001

#

Rather than .p3d references.

#

But I'm guessing it just does string searches.

hollow fulcrum
#

ProxyType = CPGunner; // matches proxy name type "gunner"
ProxyIndex = 1; // matches proxy index number ".001"

obtuse rain
#

Which begs the question if "tag\proxies\nissan_escargot\driver.001" might accidentally be recognised as a cargo position.

woeful viper
#

why would it?

#

drive =! cargo

carmine gull
#

@hollow fulcrum Yeah I didn't recognize the grenade at all, sorry :P
@terse elm Did you have any landing issues though with Normand Baltic (unless you renamed it in-game) and helicopters due to AFM or PhysX interactions (helicopterX vs. shipX) not playing nicely?

hollow fulcrum
#

of course there are issuses..

woeful viper
#

i only vaguely remember that there was some "driver is cargo" token - or something along the lines

terse elm
#

that perticular ship hasnt made it in game its kind of my little side project, i do little bit every now n again, how ever i made a yacht and in SP was fine MP was not so sucessfull

woeful viper
#

MP is usually where things fall apart first

obtuse rain
#

Because "nissan_escargot" contains the word "cargo".

hollow fulcrum
#

to the best of knowledge unless, they fixed things in 1.54 all previous ShipX issues still exist. Too include, AFM issues.

terse elm
#

AFM?

woeful viper
#

i doubt the proxy path is read at all. I would assume it reads only the name (driver.p3d) and that's it

hollow fulcrum
#

(advanced flight model)

cloud zealot
#

I made many models andd i often have one animation in the model which is instant instead of taking the specified time. Why is that happening ?

rapid tree
#

@stuck oyster can you help him out ?

stuck oyster
cloud zealot
inner venture
#

Hi guys, is there any compiled list of best practices for Arma3 3d modelling and shading?

quick terrace
obtuse rain
#

Ahh.

#

It just grabs the base name and looks it up in CfgNonAIVehicles after prefixing it with "Proxy".

#

Hence you can make \cargo05.p3d and then make a "class ProxyCargo05 : ProxyCargo" in CfgNonAIVehicles, and it will look up the crewPosition from that.

inner venture
#

I have nice shading in substance painter but it looks messed up in Object Builder, could you help me track where the issue could be? Thanks a ton!

inland pawn
obtuse rain
#

Presumably if that fails it goes looking for the real .p3d.

inner venture
#

I always use _co, _as and so on, (are they case sensitive?) but what are the consequences if I dont? I read that it automatically grabs necesarry setup, depending on the texture ending.

My problem is with smooth shading, it looks fine in Substance Painter and blender, but 1 corner just looks messed up in Object Builder. Without any textures. Those are normals problems right? I have triangles there

inland pawn
#

If it’s darker than normal, press F5

#

That’ll fix your normals

woeful viper
#

what real p3d ? human proxies are not a p3d. They get replaced by the actual soldier model, which is never consistent

obtuse rain
#

The only difference between a human/weapon proxy and a "dumb" proxy is if the model name matches "CfgNonAIVehicles >> Proxy<name>" though.

grizzled halo
#

it might be obvious, but smooth shading is being applied with the proper hard edges definitions in your case?

cloud zealot
stuck oyster
obtuse rain
#

e.g. a rotor or wreck proxy is different from a driver one by virtue of it not appearing in CfgNonAIVehicles.

woeful viper
#

thats hardcoded exceptions for you

#

unlike other stuff it makes sense here at least

rapid tree
cloud zealot
#

Here is an example of a glitched animation: ```class missiles0
{
type = "hide";
source = "aa_missiles";
selection = "missiles_cover";
minValue = 0;
maxValue = 0.1;
hideValue = 0.05;
};

        class missiles1
        {
            type = "translation";
            source = "aa_missiles";
            selection = "aa_missile_base";
            axis = "periscope1_axis";
            memory = 1;
            minValue = 0.1;
            maxValue = 6;
            offset0 = 0;
            offset1 = -    1.5;
        };```
#

The animation should take 6 seconds, but it's instant

stuck oyster
cloud zealot
#

I will try to make sure

stuck oyster
#

well that is the place to look for the issue

#

you need correctly set up source class

charred bolt
cloud zealot
inner venture
# inland pawn Pic?

Hi, sorry for the delay. Why it is like this? I add pics in substance painter with and without textures. I export from blender to .fbx, then to substance painter, then I export to .fbx from substance painter again, since I had errors before so this gave me better results, and import fbx in Object builder.

stuck oyster
#

you should not have any need to export model from substance painter

inner venture
#

It does not seem to be working properly on the new blender 3.6

stuck oyster
#

info in the pinned messages

umbral shuttle
#

by any chance theres no muzzle flash p3d sample is there?

marsh canyon
#

No but not so complicated p3d anyways

umbral shuttle
marsh canyon
#

I'm not sure what is unclear to you

mossy mulch
#

its just 2 planes with images

stuck oyster
inner venture
#

How can I make a face bidirectional? So it shows the texture on both sides?

stuck oyster
inner venture
#

Thats the only way?

#

Having 2 faces?

stuck oyster
#

game engines typically have drawn only the front side of face

pale valley
#

I'm having a slight struggle matching up the scope of my tanks cannon with where it fires. basically, in-scope it fires a lot lower than where the crosshairs are looking, just wondering what would be the cause of that?

stuck oyster
#

how did you set up the scope?

pale valley
#

πŸ˜…
Physically it's higher, further back and off-centre to the barrel, config wise, it's vanilla

stuck oyster
#

well that is kinda the problem

pale valley
#

is it the phyical location as apposed to the config?

stuck oyster
#

physical offset is what causes the view not to align (easily at least)

#

it is possible to kinda zero Id suppose

#

via config but it may be difficult

pale valley
#

hmm, that's a shame, what is a typical set up for gunner view on a tank? in the barrel, on top, to the side but level?

stuck oyster
#

Id suppose pretty close to the barrel if not on it

#

check how vanilla tanks behave

polar fiber
pale valley
wise coral
#

so ive got to the point where im trying to make glass breakable on a building and the glass breaks but doesnt disappear. what am i missing?

elder condor
#

Hey, fully new to arma 3 modding here, I have a model for a Panther F which was free to use on sketchfab, I plan to give it some touchups in blender, but once I've done that, can anyone point me in the correct direction for adding it to the game?

stuck oyster
elder condor
#

I figured...

#

oof

stuck oyster
#

there are few good tutorials on youtube that can point you to right direction

elder condor
#

I can imagine, optics, suspensions, weapons positioning, engines, allll the values

stuck oyster
#

but you will have to rub the grey matter πŸ˜„

elder condor
#

Mm

#

That's fine by me

stuck oyster
#

there is also set of sample models on steam

elder condor
#

If I figured out baro modding, hopefully I can do this

stuck oyster
#

arma 3 samples

elder condor
stuck oyster
#

various examples of models with animated parts set up and commented config files

elder condor
#

ah okay

stuck oyster
#

they are pretty good though some of the newest features may not be represented

elder condor
#

I'm probably way in over my head here but it's worth a shot lol

elder condor
stuck oyster
#

arma 3 samples

#

on steam

#

its free

elder condor
#

Oh it's an app

stuck oyster
#

well bunch of files in folders

#

but a steam app sure

elder condor
#

I can't say I'm familiar with this

stuck oyster
#

tutorilas from el tyranos, sokolonko and battlestad can put you on right path

#

might take few weeks or months to figure all of it out

#

arma is highly moddable

#

so there is a lot you can do

elder condor
#

I see

#

Is a .blend file usable for the model?

#

I know arma uses a different format

#

But I don't know which and if I can convert it

#

Alright so looking at a video tutorial

#

A good place to start, similar to arma, is just copying and then modifying the sample tank

stuck oyster
#

there is a toolbox addon that can export directly to the arma p3d format

stuck oyster
#

pinned messages is good read

elder condor
#

Can do

stuck oyster
#

πŸ‘

elder condor
stuck oyster
#

πŸ˜…

elder condor
#

Alrighty

bleak tangle
#

Have you done an animation for hiding the glass? Ex. Glass_1_hide

elder condor
#

Should be set up now

#

I'm not sure if it's outdated or not, but this video suggests the setup of a P drive

#

This is the first part of a tutorial series I plan to make importing a tank into arma (or APC or whatever). This is very quick and basic, I dont really explain too much in this video. The goal with this was to show you how to get your tank model ingame very quickly.

It's hard to make tutorials when I have a 3 year old hanging around my nech all...

β–Ά Play video
#

Is that something I should do, or do you think I should follow a different process?

#

blobcloseenjoy holy shit I'm so in over my head

#

This is fun

stuck oyster
#

technically you can do without if you know what you are doing

#

basic workflows of the tools are built around it

elder condor
#

First day here, so I'll stick to the side of caution and set it up

stuck oyster
#

it represents the in game file system

#

so paths withing it match what goes into the engine

#

and the tools are set up to read it

elder condor
#

So question

#

When setting up P drive and running "Extract game data"

#

It warns about purging the data in the arma 3 folder

#

What data will this dispose of?

stuck oyster
#

also you dont want the dubbing on the next question

#

takes ages to unpack

elder condor
#

Iirc, like 30 or 40 minutes?

stuck oyster
#

without dubbing should be less

elder condor
#

Truth be told this all seems surprisingly straightforward so far

stuck oyster
#

πŸ˜„

#

youre still swimming towards the deep end

elder condor
elder condor
#

Hard stuff comes later?

#

btw, what kinds of values do we work with for vehicles?

#

Armor thickness, gun pen, engine power, how is that sort of stuff handled?

stuck oyster
#

arma has relatively realistic armor simulation

#

a model is composed of multiple "layers" called LODs

#

and there is a firegeometry lod that takes care of the hit detection and armor shape

#

and there armor is typically modeled in realistic thick parts and given penetration material that is fitting to the part

#

and engine takes care of the rest

elder condor
#

If we are to take a single flat armor plate on a tank, would it just be one LOD

stuck oyster
#

no

#

you can look at the sample models

#

geometry lods typically have multiple components

#

that are not are not merged together

#

even if they are in single "object"

elder condor
#

D:\SteamLibrary\steamapps\common\Arma 3

#

My worry is losing save files for antistasi

muted tapir
#

those are in your profile folder usually located in your documents folder

elder condor
#

So it's not a concern?

muted tapir
#

dont think so

elder condor
#

eef

#

Is there any way to back them up?

#

Make a copy of the file somewhere

muted tapir
#

just copy the profile folder

elder condor
#

Lemme see if I can find that

muted tapir
#

should be documents/arma 3 or documents/arma 3 - other profiles

elder condor
#

I'm at documents/arma 3, seeing some stuff about antisasi in .vars files aswell as folders for missions

#

The "missions" and "mpmissions" folders only seem to contain stuff I made in editor

#

Unless I'm reading this wrong

#

that's quite possible

muted tapir
#

yep

elder condor
#

What am I looking for?

muted tapir
#

for the saves probably the saved and usersaved folders

elder condor
#

hm....

#

Lemme peek through that for a sec

#

Do you know what the file/folder name for antistasi saves looks like?

muted tapir
#

nope

elder condor
#

I'll go ask in the AU discord

stuck oyster
#

properly set up P drive should not be nowhwere near that folder

#

as in you can decide what folder the virtual drive P is created from

stuck oyster
#

Best way to start is to just figure out how to first get your model in game as satic object

#

then add stuff like geometry for collision

#

then hit geometry for armor etc

#

then start fiddling with animations

#

then you might be ready to make it a driveable vehicle

inner venture
#

Wjat are the best practices for texture resolution/triangle count for:

Building, like a tent, or a small house

Weapon (dayZ I believe has around 5k?)

Small object, like a computer, a canteen or documents case

Furniture

Vehicle

Character clothing items:

Clothes, backpack, helmet

I know Im asking for a lot, but here be many developers, they maybe could enlighten me what are the current generic industry standarts for polycount

It would be most excellent if you could point how detailed is reforger compared to arma, so I can make arma models with reforger port in account

stuck oyster
#

Varies a lot

#

as less as you can make it look good is good rule

#

current standards dont apply. arma3 is 10 years old

#

pick one you want to make first

inner venture
#

I make all of them I just want to know what other modmakers adher to so mine does not stick out in mod collection as too detailed or too lowpoΓ±y

#

Lowpoly

#

I dont like combining really quality models and mods with unfinished or old mods that break the immersion and look and feel totally different in style and finish

stuck oyster
#

weapons vary from 2000-8000 maybe give or take some

#

furniture is very low poly

#

probably few hundred

#

same with anything small

#

unless you want to make something super detailed

#

buildings from big and small can be anything

#

there the rule of "least" you can use plays big part

#

but its not possible to put that into any good example numbers since it varies so much

#

a hero building with lots of details and single use can be 100k

#

vehicles too vary between 10-80k easily depending on what you do and does it have visible interiors and how much details you do

cloud zealot
#

I have a question: Everytime the MK48 Spartan is shooting, a tube cover dissappears. I don't see any init event handler in the spartan config. Does anybody knows how do they do that ?

#

Nevermind, i think i found how

stuck oyster
cloud zealot
#

or "ammorandom"

stuck oyster
#

πŸ‘

wise coral
#

yes

#

im using a similiar config to the test house

elder condor
#

Just realized my model doesn’t have a coax, hm

south badge
#

Comparatively little new content, just constant retextures of other people's content.

cloud zealot
#

How do i make a digital speedometer ? I've been told to use cylinders but unless i'm doing something wrong, it's not working when the value has decimals. For example, if speed is 22.6, the cylinders will not show the appropriate angle

stuck oyster
#

and yes cylinders is the main way of doing such

#

another would be hidden hidden planes

#

but that would eat up a looot of bones

#

depending on what you are doing it could also be a HUD/MFD screen element

bright echo
#

could do uvtexture

stuck oyster
#

true

#

thought cant make that stepped

#

so it would slide the numbers

bright echo
#

ah yeah

cloud zealot
stuck oyster
#

I think thats MFD screen

#

as in config HUD thing

cloud zealot
inner venture
#

Hi guys, what should I do in my model so it can cast shadow?

#

Building with windows and interior model

inner venture
#

What is the best way to add windows?

#

how many triangles are too much?

cloud zealot
cloud zealot
inner venture
#

Are 196 verts too much?

#

Should it be like slightly inside the building?

cloud zealot
cloud zealot
#

If you tell me 100 000 vertex, yeah it would be a lot

inner venture
cloud zealot
inner venture
#

So I make like walls out of cubes, and make so they have openings where windows would be right?

stuck oyster
stuck oyster
#

a cylinder with one end open is non closed

#

for example

cloud zealot
inner venture
#

Could we look at a practical example? I have a model of a tent which is composed from several non-closed 3d objects, components? are they called correctly:

The outside facing outside, the inside facing inside, small details, and floor. What would be the best way to make it cast a realistic shadow, especially when the character is being inside?

#

I guess it is counterproductive to make small details cast shadow

#

like poles and ropes

cloud zealot
#

It doesn't matter if your resolution LOD is made of non closed shapes

inner venture
#

resolution LOD - it means "main object" right? The one with textures?

stuck oyster
#

you can also use sbsource = visualEx named property in geometry lod to enable soft shadow casting from resolution lods

#

yes

#

what you see

stuck oyster
#

there is a wiki page about lods that explains how they are called

stuck oyster
#

most things are answered somewhere in the history here

inner venture
cloud zealot
inner venture
stuck oyster
#

probably true

#

you may need to get familiar with that too

inner venture
#

So I add property to the GEOMETRY (collision) LOD of the object, right?

cloud zealot
cloud zealot
#

To display the named property windows, go to the Window menu

inner venture
cloud zealot
inner venture
#

Rightclick - add new ?

cloud zealot
#

looks perfect to me

inner venture
#

I guess it goes like this

cloud zealot
#

yes

inner venture
#

whatabout the lodnoshadow = 1 at the normal resolution LOD? What does it do?

inner venture
#

Oh now I absolutely understood it (I didnt, looks like alien language to me)

#

So if I want to cast shadow by the main "resolution" LOD, why should I make it a lodnoshadow?

cloud zealot
#

If you put lodnoshadow=1 property in a LOD, this LOD will not be used to calculate shadows

inner venture
#

So I have to select one LOD and NOT put it there so THAT one is used for calculation?

cloud zealot
inner venture
# inner venture Here?

So I did what was here and added lodnoshadow = 1 to my main resolution LOD, but since I only have one, it calculates the shadows from it? It does look highly detailed,

inner venture
#

I dont understand what is most of that tech words

cloud zealot
inner venture
#

but I did, and it ignored it?

#

Okay

#

So "How to add shadows to object in a messy and non optimised way"?

You have to have a .p3d object and it has to have a Geometry LOD (it is used for collision calculation) https://community.bistudio.com/wiki/LOD#Geometry Geometry LOD should follow those rules. Must be closed and convex.

Then you have to add 2 properties to the Geometry LOD. To display the named property windows, go to the Window menu and select "Named Properties".

Go to the Named properties window with your Geometry LOD selected, right click it and select "New". Then add there "sbsource" with value "visualex" and "prefershadowvolume" with value 0.

If you have more than 1 Main "Resolution" LOD, add a property "lodnoshadow" with value "1" to all but farthest resolution LOD. Otherwise, do nothing.

Save and exit.

LOD
inner venture
#

Nice I learnt how to use LODs

stuck oyster
#

πŸ‘

inner venture
#

How can I make so that yellow bounding box in editor sticks to the 3d objec?

#

Thanks!

cloud zealot
inner venture
#

totally cannot, can it be like object scale that hasnt reset or smth?

#

it applies to multiple objects I have

cloud zealot
inner venture
#

They all have size like of 1x1m

cloud zealot
inner venture
#

Can there be animations accidentally If I never added them?

cloud zealot
inner venture
#

Uhu

#

So it can be influenced by not-3d stuff?

cloud zealot
#

That's very unlikely, but rare cases may happen

#

But i think it's more likely something in your moel making the bounding box bigger

inner venture
#

In all of them?

#

Can it be because I moved it somewhat from 0.0?

#

will it reload also RVMAts as well?

marsh canyon
cloud zealot
#

Nothing in the model is making it so large but has this size

#

Same for the Hunter

#

The size of the bounding box depend on the size of all your LODS

rapid tree
#

Hello, im working on a ShadowLod for a Heli with side doors open, however if i close the mesh the part where it should be able to see through is closed, how can i avoid this ?

charred bolt
rapid tree
# charred bolt

i do, but the main fuselage closes the gap when im closing the mesh

charred bolt
#

Does the image above have a closed fuselage?

rapid tree
#

no its like the huey, its actually a AH6/MH6

charred bolt
#

So why not do it like the image?

rapid tree
stuck oyster
#

youll have to do the mesh manually

#

OB can close simple holes ok, but yours is likely too complex

rapid tree
stuck oyster
#

open sided cube is simple

#

but anyway

tribal rain
#

howdy yall so im trying to make an armoured recovery vehicle ive just setup the vehicle in vehicle memory points but now its giving me errors when i pack in PboProject

#
stripping ""P:\temp\addons.bin.log"" 
19:58:07: Cannot load font core\data\fonts\lucidaconsoleb8
19:58:07: Fonts file \core\data\fonts\lucidaConsoleB8 not found
19:58:07: Cannot load font core\data\fonts\lucidaconsoleb11
19:58:07: Fonts file \core\data\fonts\lucidaConsoleB11 not found

19:58:07: <model = "Heimdallr\addons\HeimdallrACT.p3d">

19:58:10: Face 192, point 129, face points 129,124,128 - invalid uv 4.56823e-043,-1.#QNAN
19:58:10: Face 193, point 128, face points 128,133,129 - invalid uv 4.44212e-043,-1.#QNAN
19:58:10: Warning: special LOD contains 2nd UV set.
19:58:10: Warning: special LOD contains 2nd UV set.
19:58:10: Warning: special LOD contains 2nd UV set.
19:58:10: Too detailed shadow lod in heimdallr\addons\heimdallract.p3d (0:1.000000 : 37768) - shadows disabled
19:58:10: </model>


19:58:10: <model = "Heimdallr\addons\Test_Tank_01.p3d">

19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone zasleh3 are shared with parent bone commander_gun
19:58:14: Error: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone zasleh2 are shared with bone recoilhlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone recoilhlaven are shared with parent bone otochlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone zasleh2 are shared with parent bone otochlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:VIEW_GUNNER, vertices of bone commander_turret are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometry, vertices of bone recoilhlaven are shared with parent bone otochlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometry, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryPhys, vertices of bone recoilhlaven are shared with parent bone otochlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:memory, vertices of bone gunnerview are shared with parent bone otochlaven
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:memory, vertices of bone otochlaven are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryView, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone poklop_commander are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone poklop_gunner are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone commander_turret are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone damagevez are shared with parent bone otocvez
19:58:14: Warning: heimdallr\addons\test_tank_01.p3d:geometryFire, vertices of bone commander_turret are shared with parent bone otocvez
19:58:14: Too detailed shadow lod in heimdallr\addons\test_tank_01.p3d (0:1.000000 : 37768) - shadows disabled
19:58:15: </model>


19:58:15: <model = "Heimdallr\addons\Test_Tank_01_Wreck.p3d">

19:58:15: Warning: special LOD contains 2nd UV set.
19:58:15: Warning: special LOD contains 2nd UV set.
19:58:15: Warning: special LOD contains 2nd UV set.
19:58:15: </model>
#

so this is how it looks in the blender screen

#

im using the Cfg from the example tank for now as i want to just get this moving and rolling about before i get to making my own config etc

#

confused as to why this error is coming up it mentions a 2nd UV set sure enough there was one so ive removed it

#

it mentions shadows removed all shadow lods thought that might help, nope nada

#

made sure the memory lod had the lodnoshadow named selection in it as well

#

just confused as hell as to whats up with it

stuck oyster
# tribal rain

if you have objects of same lod type in blender and they have different uvset names when they are merged into 1 lod on export those uvsets are not combined

#

and become 1+ sets

tribal rain
#

now my issue is the VIV isnt behaving as it should?

#

so ive set up the memory LOD as so

#

the CFG is like this

#
            class VehicleTransport
            {
                class Carrier
                {
                    cargoBayDimensions[] = {"VTV_limit1", "VTV_limit2"}; // Memory points in model defining cargo space
                    disableHeightLimit = 1;                              // If set to 1 disable height limit of transported vehicles
                    maxLoadMass = 20000000;                               // Maximum cargo weight (in Kg) which the vehicle can transport
                    cargoAlignment[] = {"front", "left"};                // Array of 2 elements defining alignment of vehicles in cargo space. Possible values are left, right, center, front, back. Order is important.
                    cargoSpacing[] = {1, 0.15, 0};                       // Offset from X,Y,Z axes (in metres)
                    exits[] = {"VTV_exit"};                            // Memory points in model defining loading ramps, could have multiple
                    unloadingInterval = 2;                               // Time between unloading vehicles (in seconds)
                    loadingDistance = 10;                                // Maximal distance for loading in exit point (in meters).
                    loadingAngle = 60;                                   // Maximal sector where cargo vehicle must be to for loading (in degrees).
                    parachuteClassDefault = B_Parachute_02_F;            // Type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.
                    parachuteHeightLimitDefault = 50;                    // Minimal height above terrain when parachute is used. Can be overriden by parachuteHeightLimit in Cargo.
                };
            };
        /* RETEXTURABILITY    */
        /*
            hiddenSelections[] ={"Camo1","Camo2"};
            hiddenSelectionsTextures[] = {"A3\armor_f_gamma\MBT_01\Data\MBT_01_body_CO.paa","A3\armor_f_gamma\MBT_01\Data\MBT_01_tow_CO.paa"};
        */


        class AnimationSources : AnimationSources
        {
            class muzzle_rot_cannon {source = "ammorandom"; weapon = "cannon_120mm";};
            class muzzle_rot_coax {source = "ammorandom"; weapon = "LMG_M200";};
            class muzzle_rot_HMG {source = "ammorandom"; weapon = "HMG_NSVT";};
            class recoil_source {source = "reload"; weapon = "cannon_120mm";};
        };
#

but when i go to "load" vehicles into it in game

#

it does nothing

#

NVM ive figured it out

#

turns out the Bounding box isnt big enough for what im trying to load

umbral shuttle
#

I keep forgetting this but wat is the units in object builder for position? meters right?

#

found it

#

I didnt check first F

umbral shuttle
#

Okay next question of the day, given two points is it possible to make an edge between them in object builder?

umbral shuttle
#

I just started placing points tbh and so I guess I need them connected back to one of the inXX selections

stuck oyster
#

pathlod is mesh strips

#

or triangles

#

or combination of both

#

refer to sample house

#

also remember face must point up

umbral shuttle
#

oh so I guess best to do in blender

ripe flax
#

Does anyone know what measurements it should have? I'm new to this.

marsh canyon
#

1m in Blender equals to 1m in Arma

ripe flax
marsh canyon
#

It is about how your config is done

woeful viper
#

do you have the appropriate selection in the p3d. and do you have the selection in the "sections" part of the model.cfg animation part?

#

do you have a bone for the selection?

lone robin
#

What’s been a good method used by you guys for creating cuts in mesh angles like these arches without creating a bunch of ngons ? This picture is of me using Boolean modifiers to accomplish it but was just curious if there might be a better way. This is going to be my res01 so I’m not sure how much ngons affect resolution lods honestly.

stuck oyster
#

Ive liked doing those with bevels

#

either in edit mode or with bevel modifier

lone robin
lone robin
# stuck oyster

Would an ngon that is technically not visible cause major issues in game ?

stuck oyster
#

it would need to be triangulated

#

Arma does not do ngons

marsh canyon
#

Ngons should be avoided in literally anywhere, including outside of Arma anyways

stuck oyster
#

that too

lone robin
#

Fortunately the ngons that were present werent too difficult to deal with but I’ve learned my lesson with using booleans lol

fluid copper
#

Booleans are great if you clean it up after. Its good to plan ahead in terms of topology before you use a boolean, that way its easier to solve afterwards

raw beacon
#

What would be the leading cause of not being able to control an amphibious vehicle on the water (no thrust, no turn etc.)? Ive been able to succsfully get other amphib vehicles working and troubleshooting has left me scratching my head

charred bolt
raw beacon
tribal rain
#

im trying to make a prop and when i go to pack am getting this error?

Processing \ChaosShipProp...
verifying model.cfgs(if any)...
testing chain for \ChaosShipProp\model.cfg
    verifying \ChaosShipProp\model.cfg
<scanning files to pack (and verifying mlods if any)>

\ChaosShipProp\data\Despoiler\DespoilerChaosShip.p3d DeP3d:residual bytes in file

DespoilerChaosShip.p3d residual bytes in file
preprocessing files produced an error
failed
tranquil spire
#

Is there a known issue with an (attachment) proxy's memory point not getting the position offset from the proxy position?

#

scope position in blender, where we ended up putting the eye and opticView for it (2 small dots above)

#

where the scope lies on the weapon

tranquil spire
tribal rain
inland pawn
tranquil spire
polar fiber
bright echo
#

also does your weapon have a view pilot lod

#

as not having one can cause all sorts of weird issues

tranquil spire
tranquil spire
bright echo
#

that'll be it

tranquil spire
#

interesting, will try that

bright echo
#

another example of it was a weapon with a bipod attachment without it, its 'bipod' memorypoint was busted in a similar way

tranquil spire
bright echo
#

np it caught me offguard a few years back

tranquil spire
#

the more you know kekw

safe walrus
#

Hello, I've been thinking of making a mod where I add different things to some tanks from RHS, specifically additional armor like cage armor. Does anyone know how I would be able to do this? What software I need / how to obtain RHS tank models then how to put that in-game

polar fiber
#

You can't

safe walrus
#

How have other people done it then?

polar fiber
#

Attachto

safe walrus
#

Thats fine, I dont need to modify the RHS vehicles, just add stuff on top

#

But some mods come pre-made like that, where you can spawn them with stuff pre-attached

#

Example would be this T-90M with extra stuff, which you can spawn from the RHS units tab

polar fiber
#

Yeah, it's done by init scripts

safe walrus
#

So what exactly do I need to do the same thing?

polar fiber
#

wrong channel to ask scripting questions

safe walrus
#

Not scripting, but modeling the armor and putting it into arma

marsh canyon
#

We can't help you regarded to a task that is not possible/illegal

umbral shuttle
#

for attachments like pointer,optic and muzzle devices, what model cfg animations can they support since they are weapons?