#arma3_model

1 messages · Page 32 of 1

daring dagger
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cool

stuck oyster
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most likely wheel points are not set right so they are too big

daring dagger
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currently adapting it from a sample someone sent me, so not that much of a shock

stuck oyster
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the arma 3 sample car also has commented config

daring dagger
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gotcha

daring dagger
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when it comes to model.cfgs, what exactly is the difference between bones and selections? I'm assuming bones are things that move / are affected by animations and selections are more static things like Camo1 / Camo2 etc?

marsh canyon
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You can consider selection/sections are more of “set of polygon” to do something with it

daring dagger
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for example a spare tire on the back that could be removed in the virtual garage

stuck oyster
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no

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sections are split elements for material changes and rendering purposes

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mainly related to texture/meterial related features

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bones on the other hand move vertices of the model

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and have nothing to do with textures etc

daring dagger
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so Camo1 and Camo2 would be selections?

stuck oyster
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selections are vertex groups that can be used in various ways

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a bone targets selection named same as the bone --> bone name - "right_wheel" moves selection named "right_wheel"

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and section targets a selection with same name

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they are all parts of model the engine uses various ways

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dont over think it

daring dagger
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I am now lol

daring dagger
stuck oyster
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it was a bit weird sentence yes

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my mind was on other things

daring dagger
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no worries, thanks for the clarification

charred bolt
stuck oyster
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piece of mesh can be part of both too 😄

charred bolt
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You should always avoid having a named selection as both a bone AND a section.

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But a piece of mesh can have more than one selection name.

daring dagger
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do all selections in the p3d need to be defined as either a bone or selection in the model.cfg?

charred bolt
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Strictly "no", you can have selection names that are not referenced anywhere.

polar fiber
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also there's a limit on the number of bones you can define anyway

charred bolt
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255 bones max as long as you don't do anything funky with combined sections, which can reduce it further

stuck oyster
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and max 2048 named selections

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typical stuff never gets close to that though xD

daring dagger
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got it, and the things defined in the cfg come from the memory layer of the p3d only?

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or the whole thing?

charred bolt
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Anywhere

daring dagger
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or some combination

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cool

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I'm assuming if I reference one thing that is present in multiple layers it handles that itself

charred bolt
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For example.
selectionDamage = "zbytek";
Then any res LOD with a selection name "zbytek" will be used in class Damage material swapping.

daring dagger
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so yes

charred bolt
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but you have to put "zbytek" in model.cfg sections[] too

daring dagger
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cool, I kinda know what I'm doing now, thanks everyone

still trail
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qq about animations. Do you guys prefer to use min/max values with translations or begin/end? I ask as I understand min/max values impact animiation duration and that can cause it to mismatch with animperiod (for sounds)

storm wedge
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Running into issues with a uniform where the knuckles are going into the void, I thought it was just a selection or weight issue but I confirmed that they are weighted and selected in both blender and object builder. Also getting a similar issue at the foot but I assume its going to be the same issues. Anyone got any ideas?

stuck oyster
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they are not properly weighted

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or you have wrong model.cfg skeleton

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or both

still trail
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i.e animation duration where min/max is say 0 and 10 (moving something 10 meters) with animPeriod of 1 is around 10 seconds. But any sound would only play for 1 second (the animPeriod).

storm wedge
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What's not properly weighted about it?

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Ill give the model cfg a look through too

still trail
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if you up the animperiod to say 10 seconds, the animation duration would go to 100 seconds lol

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animation duration = max - min * animPeriod

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would be better to use begin / end and set max and min to 1 - 0 and animperiod to 10.

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that way sounds play for 10 seconds

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and the animation duration will be 10 seconds

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Thoughts?

storm wedge
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Model cfg looks fine and pboproject built it out with no complaints, ill try blending the weights and seeing if that fixes it

stuck oyster
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you might have few vertices missing from the selection

umbral shuttle
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I am assuming object builder issue, when aiming down sights its offset like that, not sure why. in geo lod I have autocenter = 0, not sure what else to have.

marsh canyon
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Do you have LOD 0, but as well as Pilot LOD?

umbral shuttle
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yes res lod 0 and view pilot are present and the exact same

marsh canyon
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🤔 How do you debug it, diag_resetShapes or repack?

umbral shuttle
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pbo only takes 2 seconds to build 🙂

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sorry for the terrible screenshot (alt tabbing makes the camera move away), but the bullets are coming out wrong too thonk maybe I got the othet memroyt points wrong

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im going to cry

mossy mulch
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are you sure youre not looking at one of the edit lods

mossy mulch
umbral shuttle
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ima just blame it on ahhhhhhhhhh weather

sour bough
stuck oyster
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Thats the second picture xD

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the barrel was a bit crooked

tacit karma
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how can I reset the buldozer window?

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the position

sour bough
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lmao

umbral shuttle
umbral shuttle
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yeah it be like that

tropic geyser
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Does anyone know of a finished or WIP ZSU-57-2?

stuck oyster
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can say I recall anyone showing such.

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and no mods have it as far as I know

lone robin
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I’ve got the blender set up working, I’ve ran into a weird issue I’ve been trying to figure out all morning which is one of the objects is assigned the wrong texture in blender even though it’s color on the mask is associated with another. Any pointers as to what I can do to correct that ?

lone robin
stuck oyster
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can you post pictures of that. im not quite sure what you mean

granite sleet
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Hello, I've started updating my backpack mode a bit, I stopped 2 years ago. So I did as usual and wanting to see the final result of my latest addition, he did this to me. I don't understand at all where this comes from while for the others I did the same. THANKS

stuck oyster
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see pins for headgear tip

short marsh
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https://www.youtube.com/watch?v=_585UHq_wB0 I've had this issue in my SUV and trying to figure out what to do. I messed with the Physx settings to see if that was the issue, but since it's a port I don't know how to keep it from doing this.

I'm trying out new things, and that's doing a car. Right now I'm porting it from an Arma 2 model, just to get things setup correctly. But I'm running into this problem, and don't know how to fix it.

▶ Play video
short marsh
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That's a good question, I don't know

stuck oyster
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OB shows it in geometry lod when you select all mesh and turn off DX drawmode

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there should be a blue cross

short marsh
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Yeah I found it, it's in the middle, I'll try the front view

stuck oyster
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for a car you want it to be pretty low

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so youll have adjust how your mass on the points is distributed

short marsh
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Okay how do I move it?

stuck oyster
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for example select the bottom points and youll see the mass dialog give it some amount

short marsh
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Right

stuck oyster
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replace that with triple the amount

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when do not change total mass is enabled, it will adjust the other unselected points accordingly

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another way is to have relatively low general mass and then have separate mass components

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that you can move around

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the sample helicopter has those adjuster cubes

short marsh
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Ahh so the car needs those too?

stuck oyster
short marsh
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I don't have those on my car

stuck oyster
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not necessarily they can just be used to fine tune the mass center more easily than adjusting the other point weights

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actually sample car has these too

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and the mass center is around wheel center level

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bit towards the front as it would be

short marsh
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Okay I must have missed them. The trick you stated worked perfectly, vehicle moves as it should, and I'll move those cubes to the car after looking at the model

stuck oyster
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just remember to regen component names

short marsh
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Okay, will do

short marsh
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Now the car is drifting at high speed when I turn, is that still a geometry issue?

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Or is that just how it works with the settings? Like most vehicles of course do not drift of course, so what else I must do.

lone robin
stuck oyster
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Dont really know why it would do that

lone robin
stuck oyster
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could be its not pure red I suppose

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you can try altering the nodes and how it blends

daring dagger
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this is an old clip from a couple hours back, but it still acts very similarly, when it comes to a rest it also sits on it's front

stuck oyster
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physx wheels still broken?

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too many of them?

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wheel defining points not named right? not present?

daring dagger
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I have 4 wheels and copied over the wheel bounds from the sample and alligned them with the bottom of the wheels on the model

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same with land contact

stuck oyster
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did you get the wheel centers

daring dagger
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defined wheel_1_1 wheel_1_2 wheel_2_1 and wheel 2_2

daring dagger
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i have axis, bound, steering and steering_axis

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in the memory points

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am I missing something?

daring dagger
stuck oyster
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sounds like you should have right parts there

daring dagger
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appear to

daring dagger
daring dagger
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verifying my files now

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yeah it's there now

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just discovered I was missing the "posun wheel" axes, will implement them and see if that fixes the issue

lone robin
# stuck oyster could be its not pure red I suppose

I figured it out, I;m just an idiot. One more question then I'll go quiet until I'm stuck again lol, whats the purpose for there being two material slots in the example ? could a second material slot set up like in the example be used to do the interior or would that not be smart to do in the same scene as the exterior ?

stuck oyster
charred bolt
# daring dagger still happening

Set Geometry LOD mass to correct value (kg).
Ensure Centre of Gravity is midway between wheels and above axle height.
Confirm you have a simple Geometry Phys LOD and no wheels in that LOD.
Geometry LODs contain objects that are closed, convex and named ComponentNN.
Check in class Wheels that the total sprungMass for the 4 wheels matches the Geometry LOD mass.
Check that springStrength is around 25 to 100x sprungMass.
Check in Buldozer that the wheels move upwards (compress) as damper source goes from 0 to 1 (all 4).
What values have you set for:

  • maxDroop, maxCompression?
  • offset0 and offset1 in the damper translation animation?
  • distance between the damper axis memory points?
daring dagger
stuck oyster
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test that the damper source moves all wheels at same direction

charred bolt
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In Buldozer cycle through animationSources, mouse wheel to change values

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You mentioned "posun" for wheel axis memory points, but in config you've called them "wheel_axis_x_x"

daring dagger
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currently buldozer finds no animations, so I'm going to have to go and fix that

charred bolt
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Check model.cfg class name of vehicle matches p3d file name

daring dagger
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I changed it to match and now I get this

charred bolt
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Post model.cfg? Use pastebin

daring dagger
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looking at it I may have overwritten / deleted my skeleton

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maybe 2am isn't the optimal time for this

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I'll probably come back to it tomorrow

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yeah I've overwritten the skeleton at somepoint

stuck oyster
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🙏

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💤 recommended

daring dagger
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I think something might be off about this

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I'm assuming either my axis are skewed I'm using the wrong one

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I'll take a look tomorrow

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got the dampers working, will test in game real quick to see if that solved it

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maybe not

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but atleast I've made some progress compared to the last few days, thank you again everyone

cloud zealot
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I'm working on a concept submarine. What if i have 4 propellers on the same ship ? Can i have hitEngine1, hitEngine2 etc..... for the hitpoints ? Can i have the destruction of one engine affecting the capacities of the ship ?

stuck oyster
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maybe via scripting

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but I for the sim types I think engine is singular entity even if it had multiple hitpoints affecting it

charred bolt
restive pond
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im trying to assign the LIM-85 ammo box as the magazine in a magazine proxy but it doesn't show in-game?

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meanwhile, the proxy works just fine if i assign it as a regular 5.56 magazine

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essentially, im trying to create my own machinegun model, but using the LIM-85 ammobox as a proxy magazine

I'm not sure if it works for machineguns or not (since the ammobox has its own animation when shooting, compared to a standard magazine)?

boreal jolt
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30Rnd STANAGs work fine because they do have a modelSpecial (mag_556x45_stanag_30rnd.p3d).
The LIM-85's model (lmg_03_f.p3d) on the other hand doesn't use magazine proxies. The ammobox is a part of the model itself and is not a standalone model that you can define in a magazine's modelSpecial.

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You'll need to make your own model for it or grab one from an open source (A2 Samples, NIArms, etc.).

restive pond
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ah ok, i never knew NIArms was actually open source...

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thats a bummer with the proxy though but thanks

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just to make sure, with NIArms since its open source you dont need to make it as a workshop requirement right?

lone robin
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For assigning the arma texture in blender, since I'm using a multimaterial would assigning just the multi.rvmat in the materials tab be appropriate or is assigning a paa in the face texture also needed ?

stuck oyster
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no paa needed

hollow fulcrum
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@still trail i generally use points for translation things

tribal rain
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so this is a question thats been going on around my head for a while now the various memory points we use for our mod creations what language is that?

Asking as it would be super easy to know what "konecHlavlen"etc etc means im not asking for a full translation just a start of it is this ...... language. then i can go and go and figure out the rest on my own.

inland pawn
stuck oyster
inland pawn
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Czech names are usually default. Youll need to define any custom names

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As goat said

hollow fulcrum
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@Redphoenix ermm.. i just grab it like any other window. i have a few monitors though, so grabbing it is pretty trivial. its position though, is either in a config/ini or registry though i imagine. deleting relative foo would probably return it.

charred bolt
tribal rain
quick terrace
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shift space m i believe should work

lone robin
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For working multimats for the interior of a building, understanding it needs two uv sets the only way I can comprehend it working in blender is to copy the objects into a new group and use those to work on the interior. Is that going to work or is there any other way I should be doing this ? The initial way I was going about it was just going to the objects that have exterior multimat applied and adding 2 more UVs for inner but it seemed the adjusts I made for those UVs affected my exterior MM and Bake UVs

boreal jolt
# restive pond just to make sure, with NIArms since its open source you dont need to make it as...

You can grab the source files directly from toadie's Github:
https://github.com/toadie2k/NIArms

Licencing falls under APL-NC-SA so follow the usual rules:

stuck oyster
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the 2 are shared accross all materials

lone robin
trim abyss
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Hey, got a question about the _nohq texture layout

_nohq (normal map high quality)

  • Red Channel (Y+ ?)
  • Green Channel (X- ?)
  • Blue Channel (Unsure?)

What exactly goes into the channels?

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Been searching around but can't find much about the specifics

marsh canyon
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It should be the same with DirectX's normal specification

trim abyss
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Hmm, for that its usually X in red, Y in green, Z in blue
But for arma it seems to be Y in red, X in green, maybe Z in blue? but also can't tell if they're positive or negative

marsh canyon
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Kinda wanted to see the nohq, expected result and actual result becaute I've never experienced issue with nohq like that

trim abyss
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Its not so much as an issue, as it is a question of how it works in arma
Polarity of axis is a completely normal thing, but for some reason there's zero documentation on it for arma

trim abyss
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Now I just need to find out how to do emissives and I'm set

charred bolt
trim abyss
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Does it require a specific emissive texture?

charred bolt
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No, but it would be normal to use a green colour if you wanted a green glow etc

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They're often applied to an overlay selection that is hidden by default, and switched on at night, such as instrument panels.

trim abyss
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I'm unsure how it knows what part of the texture (and which texture its using) to define emissive areas =s
Is the RGB value you put in the color it overlays in the _co texture? (ie, only green of that value will be an emissive)

charred bolt
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Each face in the model mesh is assigned a texture (co, ca) and material rvmat - the rvmat maps the nohq, smdi, as, but also sets the specularity power, emissive, environmental reflections.

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So for an emissive overlay, you'd typically create a new transparent texture for most emissives on the object, to which you can apply a custom rvmat.

trim abyss
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Will give that a shot, thankyou!

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Is the ImagetoPAA converter meant to fail on _nohq png textures?

marsh canyon
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Nope, it should work if the png is in correct format, no matter which suffix it is

trim abyss
charred bolt
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pixels to power of 2

marsh canyon
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But if you mean same file, different suffix...

trim abyss
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Its 1024 x 1024, all the other textures were converted, not sure why _nohq isn't working =s

charred bolt
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What do you think is wrong with it?

trim abyss
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Fail to process armageddon_NOHQ
Failed to convert 1 file(s)

Won't tell me why

charred bolt
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What bit depth?

trim abyss
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64, That would be why

restive pond
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when I try to import .p3d from arma 3 samples this shows, and only the LOD 1 appears

trim abyss
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Can't seem to get it into the game, comes up as a prop but no mesh/textures
Everything should be set up right

Anyone able to take a look?

marsh canyon
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How do you check it ingame? Or on Buldozer?

trim abyss
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Editor > vr map, in-game

marsh canyon
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What if in Buldozer?

trim abyss
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I didn't know it was a thing, haven't used it =s

marsh canyon
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Open P3D in OB, click OFP icon

trim abyss
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I don't see it =s

marsh canyon
trim abyss
marsh canyon
trim abyss
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Hmm, I seem to have set it up right (with the arma3.exe), starts up just fine but results in a gray screen

charred bolt
trim abyss
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In objectbuilder or the mod folder?

charred bolt
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What is the file name of your p3d model?
What is the class name you are using in model.cfg (CfgModels)?

trim abyss
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Armageddon.p3d
That's the only config file I'm using
Mod folder is "@Cyno Test", addon pbo is called "CYNO_AMARR_Armageddon"

charred bolt
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Do you have a model.cfg file?

trim abyss
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I do not =s

charred bolt
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There's your problem 😉

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That file contains the skeleton (bones) and animations.

trim abyss
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Hmm, trying to follow what the Fist of Steel mod did
It only had that file in it in that style
Keeping in mind this is only for a prop

charred bolt
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Take a look at Arma 3 Samples / Test_Lamp_01 for how to do a prop

trim abyss
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Thankyou, will do!

stuck oyster
trim abyss
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Its imported from EVE
CCP released a content creators agreement that allows it since 2020
This isn't my first project: https://www.moddb.com/mods/sins-of-new-eden-rebirth

ModDB

After a long, long slumber. Sins of New Eden has returned with more experience, knowledge and passion for bringing just a slice of the beauty and thrill from EVE Online to Sins of a Solar Empire: Rebellion.

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Ahhhhh, Fist of Steel used the Test_House_01 as a reference

charred bolt
trim abyss
charred bolt
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Test_House_01 has a model.cfg

stuck oyster
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for model without animations, model.cfg is not needed

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like a rock would not have one

charred bolt
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Not sure about that - you need it for section swapping too

trim abyss
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Ahhh

stuck oyster
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but yes sections need it too

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so anything with hiddenselections or using some engine feature that uses sections needs model.cfg too

charred bolt
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Merely pointing out that the sample he referenced, and the prop sample I referenced by BI, both have model.cfg

trim abyss
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I don't think its that, that's causing the issue come to think of it
Might just be references

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Updated references and still nothing Despair

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When importing fbx, are you meant to select master scale 0.01 or 0.001?

trim abyss
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I guess one up from that lmao
What was wrong with it? not even that showed up for me

charred bolt
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Don't use ALL_CAPITALS for class names, they should be reserved for MACRO's in #defines.
So change class AMARR to class Cyno_Amarr, which then matches your Units[] entry.

trim abyss
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Absolute legend, thankyou BlobSweat

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How do you access the texture / rvmat stuff?

charred bolt
trim abyss
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Oh man, I need to get use to this UI

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I can't seem to define the rvmat

trim abyss
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Do you just need to define the _co per mesh group in that UI?

daring dagger
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back again, I've got the car pretty much functional now but it has a weird tilit to the rear right wheel, I'm assuming this is something physX spring related?

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also it veers to the right when driving straight

charred bolt
daring dagger
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gimme a second

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should be noted that I apparently have wheel_x_x_axis mem points and posun wheel_x_x points, not sure if that is something I should get rid of

daring dagger
# daring dagger

this image contains all the posun and axis points selected, if you want some more images with individual components selected or something let me know

daring dagger
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so should I have both or not?

charred bolt
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Except you then use the other one in model.cfg for the animation.
I'd only have one "wheel_1_1_axis"

daring dagger
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gotcha, not sure how I ended up with both

charred bolt
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So delete your posun selections. Make sure each wheel has a wheel_x_x_axis and wheel_x_x_bound

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Change the class Wheels config to use the axis names

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Change any occurences in model.cfg of posun too

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Does your suspension go straight up and down?

daring dagger
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I think so, let me double check

charred bolt
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Please also show front view of car in Memory LOD with wheel axis and bound points

daring dagger
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also found out that my posun points are on the vertical as opposed to the wheel axis points that are horizontal, which do I want here?

daring dagger
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here are the bounds, you can see the axis points in one of the previous images

charred bolt
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wheel_x_x_axis is the axis of rotation for each wheel (horizontal)
wheel_x_x_steering_axis is the axis of rotation for the steering on each wheel (vertical)

daring dagger
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so my posun axises are acting as steering axes, which I already have

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so I'll delete them

charred bolt
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Your total mass in Geometry LOD is 2400kg?

daring dagger
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yes

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set it to it's real weight

charred bolt
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Try

springDamperRate = 8485;```
daring dagger
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will do

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I'm going to go adjust the configs real quick and report back in a minute

trim abyss
charred bolt
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Also we need to know the distance between your damper axis points.

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As maxDroop (and maxCompression) need to be equal to damper offset0 * axis length (and damper offset1 * axis length)

charred bolt
trim abyss
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Ah ha, thankyou!

daring dagger
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not a lot of difference

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although both back wheels now touch the ground

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now veers to the left

charred bolt
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refer to last question

charred bolt
daring dagger
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might leave it for today and come back to it later

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thanks for the help tho

trim abyss
charred bolt
trim abyss
charred bolt
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What software are you creating the pbo with?

trim abyss
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No p drive, referencing the texture in that folder though

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PBO Manager

charred bolt
#

ok, that's highly not recommended

trim abyss
#

Oh

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Is there something else I should be using? that one was recommended by another arma modder BlobSweat

charred bolt
#

Majority of modders are probably using mikero pboProject (free and paid versions).
Some are using HEMTT - ok if you prefer command line to gui
Best not to use BI's AddonBuilder as it doesn't contain much in the way of error checking.
Definitely don't use Pbo Manager.

trim abyss
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Ahhhhh alright, thankyou!

charred bolt
#

I was able to fix your project in a few minutes because pboProject told me what was wrong with it during build.

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plus I have a little experience 😉

trim abyss
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Both seem to help alot haha, uninstalling pbo manager now

charred bolt
#

If you're feeling brave there's the "Mikero AiO" all in one installer which can help newcomers get started.

trim abyss
#

Hmm, running it, coming up with "Missing file Armageddon.p3d"
But its there

trim abyss
#

Yeah I have no clue why its doing that, will try more in the morning 🙃

charred bolt
#

I fixed that... Needed a backslash \ at start of path from memory

trim abyss
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You can't input custom paths though, you need to physically go for it? (like hunt for the folder)

charred bolt
#

You should be building from P:\Cyno_Test
(not 100% sure if it matters but I always have done)

finite stump
#

How do I code in the ability to use custom textures like on the vanilla white boards and billboards?

stuck oyster
#

hiddenselections

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pinned messages have a tip

trim abyss
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I reinstalled it and it was still trying to pack a folder in a different location, think the settings are fucked

storm wave
trim abyss
trim abyss
#

Or does it say missing file

charred bolt
charred bolt
# storm wave

Make sure you don't have any ngons. Triangles and Quads only, no degenerated faces.

storm wave
#

what does it mean

marsh canyon
#

N-gons are polygon but it has more vertices than four

trim abyss
celest arch
#

S.O.S. and noob alert

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the cogs and front harvester rotate, they follow the wheels of course

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parts that rotate with wheels wont follow the animation, even if they're in the same named selection

jaunty rune
#

are the armas one object?

celest arch
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I have a named selection named A for the whole harvester part, a selection named B for the front spinning part (with its own axis), and a sel named C for the back cogs

jaunty rune
#

arms*

#

or bac cogs

celest arch
#

I'm fairly sure it's something obvious, looks like the wheel rotation anim takes priority

jaunty rune
#

dont have much exereance or knolage of what is working and whats not but my guess is its taking the belt and thiking it is part of the outter wheel

celest arch
#

mmmmm I think I cant follow you

jaunty rune
#

the hole belt and arms spin with the wheels correct?

celest arch
#

no just selections B and C

#

and thats correct, but I wanted a second animation to raise the whole thing up (A), while still spinning B and C

jaunty rune
#

im refering to what acctualy happens when the car moves

#

oooo

#

ok i think i under stand now

celest arch
#

didnt try in game, but from buldozer the wheel rotation is fine

jaunty rune
#

you want the front cog to move up with the other one

celest arch
#

yes

#

exactly :)

jaunty rune
#

my best guess is that one is taking priority over the other and maby try them in one section not sure tho i havn't messed with cars to much before

celest arch
#

yeah that was my guess

#

"wheel" gets priority

#

can't try them in the same section, as I dont want my arms to spin with wheels

jaunty rune
#

ya that would be interesting

celest arch
#

lol that would be transformers :D

jaunty rune
#

would be sick would just through cars

foggy finch
#

do it and load in terrain on a slope and fire it up :D

jaunty rune
#

could you include it in bought?

celest arch
#

include what?

#

I mean what selection are you talking about'

jaunty rune
#

the secontion you use to controll the lifting could you include the frount cog in that aswell as in b

celest arch
#

it's there already

jaunty rune
#

o ok, then im out of ideas

celest arch
#

the "arms lifting" animation affects selection "A" which includes "B" and "C" (moving parts) + all the non-moving parts

#

but just the non-moving parts actually gets animated

#

I'm out of ideas too, but its midnight, didnt get dinner, I might need a fresh mind

hollow fulcrum
#

either the bone structure is not proper or the selections are dorked up a bit.

celest arch
#

I call the bone problem... triple checked selections, they're fine I made them in Blender

hollow fulcrum
#

it's one of the two if everything else is doing as it should.

celest arch
#

"addon_trebbia","",
"cogs_rear","",
"cogs_front",""

#

this is inside class Car : Vehicle {
skeletonBones[]=

#

cogs_rear and cogs_front are the spinning parts

#

should I link them to addon_trebbia which is the whole part?

#

ah fuck yes

hollow fulcrum
#

👍

celest arch
#

see hatchet, just one sentence and you solve problems

#

thanks :D

hollow fulcrum
#

glad it was easy :D

restive pond
#

my vehicle's hull is not getting damaged at all? firegeometry and hitpoints are set and they are connected in HitPoints class in the config. Meanwhile, the fuel and engine hitpoints work just fine...

#

this is the karoserie and hit_hull_point selections ^

#
        {
            class HitLFWheel: HitLFWheel
            {
                radius = 0.33;
                visual = "wheel_1_1_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0; /// it is easier to destroy wheels than hull of the vehicle
            };
            class HitLF2Wheel: HitLF2Wheel
            {
                radius = 0.33;
                visual = "wheel_1_2_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };
            class HitRFWheel: HitRFWheel
            {
                radius = 0.33;
                visual = "wheel_2_1_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };
            class HitRF2Wheel: HitRF2Wheel
            {
                radius = 0.33;
                visual = "wheel_2_2_damage";
                armor = -250;
                minimalHit = -0.016;
                explosionShielding = 4;
                passThrough = 0;
            };

            class HitFuel
            {
                armor = 0.5;
                material = -1;
                armorComponent = "hit_fuel";
                name = "palivo";
                visual = "-";
                passThrough = 0.5;
                minimalHit = 0.2;
                explosionShielding = 0.2;
                radius = 0.25;
            };
            class HitEngine
            {
                armor = 0.5;
                material = -1;
                armorComponent = "hit_engine";
                name = "motor";
                visual = "-";
                passThrough = 0.3;
                minimalHit = 0.2;
                explosionShielding = 0.2;
                radius = 0.45;
            };
            class HitBody
            {
                armor = 0.5;
                material = -1;
                name = "karoserie";
                visual = "zbytek";
                passThrough = 1.0;
                minimalHit = 0.01;
                explosionShielding = 1.5;
                radius = 0.45;
            };
            class HitHull
            {
                armor = 0.5;
                material = -1;
                armorComponent = "hit_hull";
                name = "hit_hull_point";
                visual = "-";
                passThrough = 0.5;
                minimalHit = 1;
                explosionShielding = 0.1;
                radius = 0.25;
            };

            class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it
            class HitGlass2: HitGlass2 {armor=0.25;};
            class HitGlass3: HitGlass3 {armor=0.25;};
            class HitGlass4: HitGlass4 {armor=0.25;};
        };```
#

the material for the hull is metal_plate_thin.rvmat

bright echo
#

minimalHit seems very high on hithull

restive pond
#

got it, thanks

celest arch
#

one more question: can I assign a sound to one of my useractions?

hollow fulcrum
#

ermm.. yeah, how though im not sure what the best method is currently (there are inconsistencies and whatnot i think) i gave up on keeping up with sounds a couple years ago. 😕

#

then again, maybe they fixed all that and locality things are good.

celest arch
#

wait maybe I should take a look at the cargo heli ramp

hollow fulcrum
#

^^ never hurts

celest arch
#

I also have another question if you don't mind :)

#

I think since the Heli DLC, if you get close to a tail rotor while it's spinning you get squished. What does control that feature?

#

or is it just a detailed geolod section?

hollow fulcrum
#

not sure

lone robin
#

are there any tricks that Im missing for baking my interior AO ? the rendered view looks fine but the baked map is pretty much black regardless of what I do

celest arch
#

yeah well, I said its fixed too early

#

worked fine in Buldozer, but when I try it in game cogs dont spin with wheels

#

the whole thing raises though, but it seems to be ignoring animperiod 10 as it's an instant transition

#

I'll continue tomorrow, thanks again Hatchet and Bayeball

stuck oyster
#

is the interior mesh facing righ way?

#

as in do you have backface culling enabled?

#

so you see which way of face is front

hollow fulcrum
#

aye, sorry.. trying to close out the business part of the day here. that sounds a little more 'config' issue'ish there.

lone robin
stuck oyster
#

do you have multiple objects in the scene?

#

overlapping

lone robin
stuck oyster
#

check if theres any tips on rendering AO and why it comes black on the web

#

I've seen this before but cant remember exactly what it was

#

so Im fairly sure you might find something online

lone robin
lament marlin
#

hey guys, is there a uniform template sample somewhere? can't find one in samples

#

with configs and 3d models and textures

quick terrace
#

what do you mean by "uniform"

#

there is a character sample

#

and a vest sample

#

and template

north sundial
#

Shultz please tell me you plan on adding a script to that to make it so you run people over and dice them up

#

haha

lament marlin
#

well uniform, how do i describe it, thing that you can add to a character by calling addUniform "classname"

quick terrace
#

:D

#

cheeky

lament marlin
#

as i understand it it's a completely new model for the whole body every time

quick terrace
#

yeah no, there is no such thing

#

precisely because there is no such uniform

#

as an independent mesh from the half-naked body sample file provided already

#

but yes, a new mesh together with the "uniform"

lament marlin
#

okay so i build a model around that sample and add it to a game?

quick terrace
#

precisely

lament marlin
#

thanks alot

trim abyss
#

When exporting a mesh, are you meant to select the "P3D Old Version" option in object builder? Or a different format (assuming there's a newer version we should be using thats just named something else)

trim abyss
#

Trying to figure out what might be wrong with my mesh implementation

trim abyss
marsh canyon
#

Because we're more confused what is the situation or even software there

trim abyss
#

"Option in object builder"

#

Am I missing info?

marsh canyon
#

Because, since you're using OB, you already got the P3D?

#

Which makes the word or act "export" there, urm, confusing

trim abyss
#

When exporting a mesh- in object builder
You import as fbx, export as p3d
But it lists "old version" next to p3d, implying that there's a new version somewhere else, that might be called something else?

#

I'm not sure how else to elaborate on it, if its not being misread

marsh canyon
#

Urm, first thing first, what OB uses is P3D. And Old Version of it, AFAIK, is referring to OFP's format. In order to make an A3 asset, what you got already, is THE P3D already, if I solve my confusion properly

trim abyss
#

I'm making the p3d in object builder, I'm not exporting it into object builder from another program as a p3d, I'm straight up importing an fbx into object builder

#

If the export option "P3D - Old Version" is fine, then I'm not sure how or why its being corrupted during export

#

Its not being accepted by mikero's pboProject for binerizing, meaning the meshes format (or something else) is invalid, hence the question

marsh canyon
#

Okay uh, had to ask, do you do Blender? Or any other 3D model software?

trim abyss
#

I have blender but not much experience in it, usually leave that up to my team members

#

Is there a process that needs to be followed before importing it into object builder?

marsh canyon
#

Okay that is your first failure. Object Builder is not a software to make a 3D model, but to implement into Arma 3, even if you can make, it is very easy to say it's not the best tool. If you don't have any other way, find one. OB definitely is one of the worst tool to do, and easy to create mess

trim abyss
#

Ahhhhhh

marsh canyon
#

Second, Object Builder, is, in fact, a tool to generate a P3D, which is already Arma 3 compatible

#

...If you pack into a PBO properly

trim abyss
#

I have the 3D model, I'm not making it in OB, I'm just importing it, to convert it into a P3D
For some reason though its not able to be packed into a PBO

#

(Though Apollo seemed to get it working using the same tool?)

marsh canyon
#

I barely followed your posts so let me check it that

trim abyss
#

I'll check if anything else needs to be done before importing it into OB

marsh canyon
#

I don't think it is even a thing if you're after a very basic importing

trim abyss
#

hmm

subtle bison
trim abyss
#

(Also apollo I got a p drive working, able to use the tool, its just failing on binerizing the p3d)

trim abyss
subtle bison
#

probably best if you look at sample models and compare them to yours

#

there can be lots of issues with a model

marsh canyon
#

Or diag your issue and error first

subtle bison
#

using pboproject can also help with debugging since it usually gives some pointers to why it fails

trim abyss
#

Legit all I have, to work with haha

marsh canyon
#

What if you don't pack the P3D into

trim abyss
#

Then it states its missing the P3D and will fail

marsh canyon
#

Then it does mean the process to binarize P3D is throwing the error

#

(Like for sure)

trim abyss
#

Yep, that's what mikero said

marsh canyon
#

Even though your error doesn't seem alright so I think up two reasons:

  1. The P3D is faulty
  2. The entire P environment is
trim abyss
#

This happened before setting up the p drive as well, so not sure if its the second one
I seemed to have set it up properly

It might be the P3D, didn't process the model at all between exporting it from EVE > importing it into OB, so getting a team member to take a look and tell me what he does in between those two steps

#

Probably a skill issue on my part, pretty new to that rabbit hole

stuck oyster
#

Get the process all ready and verified

#

Then add the actual model

trim abyss
#

Then again- the model worked for Apollo

#

@charred bolt How did you get the model to work?

#

Did you actually mess around with it other than defining the material and texture?

charred bolt
stuck oyster
#

export to pld p3d format breaks it

#

if you used that

#

then yes that is the cause

#

"save as" p3d is the right way

trim abyss
#

Thaaaat might be why then

trim abyss
#

I got one step further 😅
Is this what modding arma is usually like?

#

How many stairs do I need to stub my toe on before it finally works?

stuck oyster
#

what resolution textures do you have there?

grizzled halo
#

that sounda accurate haha

#

speaking of textures

#

It seems like I'm having some issues with CAs having baked light and occlusion not showing, previously I wasn't using baked light into crystals and it was showing the proper tint i was using for the glass, but it now looks like everything is over transparent, If I increase the opacity is just darkens the crystal but doesn't really show any of the details I'm using unless I remove the baked stuff.

#

^ crystal clear as you can see

#

unless glasses are expected to not be occluded and im missing a no shadow flag?

trim abyss
#

Not sure why it wanted 24GB of ram lmao

charred bolt
stuck oyster
#

can you set up in the source how you would like it to look like?

#

is the texture saved as name_ca.tga/png before conversion to .paa

grizzled halo
#

yes, its saved as CA

#

and no, I dont think I can actually set transparency in substance, buts its just an slider that controls opacity when exporting

stuck oyster
#

you can preview what it looks like in ObjectBuilders Buldozer viewer

#

so you can live tweak the transparency

grizzled halo
#

yes, its what im doing rn

#

here

#

this is what it looks wihtout the baked light stuff

#

so im pretty sure the lights are messing with it

#

this is what the ca without light looks like

#

this is what it would look like with the light stuff (ignore the co, i was just testint but it does the same when exporting with transparency)

#

basically the objective is to have a slight blue tint with "dirt"

stuck oyster
#

it should not catch shadow like that

#

light goes through it

grizzled halo
#

yeah, im on that track right now, going to try some stuff here and there

#

but how does vanilla does it?
Does it uses multiple planes then?

The dirt* in the holo for example looks non-transparent

trim abyss
stuck oyster
grizzled halo
#

AH

stuck oyster
#

it can have varying strength per pixel

grizzled halo
#

i see the problem

#

I think I can fix what i want to do

#

in very high quotes

#

haha

lone robin
#

My dumb question of the day, looking at vanilla a3 buildings it looks like their doors/ window frames are unwrapped in a way that they are still intact and identifiable as said objects. Is that a necessary step ? My window and door frames once unwrapped are just a couple columns of cubes so I’m not sure if that’s going to hinder anything texture wise

stuck oyster
#

the way you unwrap things depends on if you are using something like a shared detail texture sheet and need to pick some part of it to be used on the model

lone robin
#

Maybe I'm looking at incorrectly in terms of process but on the left is one of my window frames, which maybe I should make simpler, and on the right those windows are seeminly intact. I was going to use a trim sheet for doors/window frames and have that as stage in the multimat

stuck oyster
#

so the AS is same kind of texture as the mask

#

and fills only 1 uv space

#

as it needs to add unique information about lighting on each part of the object

#

so this texture and the mask would use the one uvset

#

and the tiling textures would use the other uvset

lone robin
stuck oyster
#

its the same layout your mask has

#

and unwrapping is done by either automation or by seams you craft into the model yourself that the unwrap then follows

stuck oyster
woeful viper
#

first time i took the time to read up on how to create excel macros ... suddenly a new world opens up. Now i can finally set up my damage model and all the weapon balancing properly with automation

hollow fulcrum
#

Robalo loves that stuff, is how he's kept up with the AI and things for years. my brain just doesn't like that stuff :P

last spindle
#

ACE is also heavily macro driven, so many macros......

woeful viper
#

AI with excel macro? ... mind blown ...

grizzled halo
# grizzled halo I think I can fix what i want to do

managed to fix my issue.

In case anyone else wonder how to do Opacity/ambient occlusion effects on the CA exporting presets from Moonie in order to properly paint the Alpha Channel (this is for Substance Painter).

  • Select the layers you want to export that contains the AO/Other light effects and make sure the Opacity channel is being used in the material property by selecting the OP attribute for the layer.
  • Apply a filter to the layer(s) that will be exported with opacity using the INVERSE mode for the Opacity channel (from 0 to 1 - becomes - from 1 to 0)
  • Export as _CA
  • Profit

If the result is too dark for your liking in regard of the alpha channel, tweak the lower end of the filter (the right side) to be closer to the middle, going to far right will make the channel incredibly clear and not noticeable.

fleet storm
#

I'm making a aircraft mod for A3 but for some reason despite the plane being on the ground and having no pilot it continuously rolls forward on the ground, what's the issue?

charred bolt
#

Plane needs to sit level on runway with both nose and main gear wheels on ground (doesn't deal with tipping very well).
Centre of Gravity way off centre in Geometry LOD.
sprungMass in class Wheels not distributed correctly or adding up to total in Geometry LOD mass.
springStrength inappropriate.
That all assumes physx is setup correctly - if memory points and associated config are wrong, could be anything.

fleet storm
inland pawn
#

Properly weight your model

fleet storm
#

Not sure how to do that

#

issue is I don't actually know what I'm doing

charred bolt
fleet storm
#

so lower the model in o2?

charred bolt
#

In Geo LOD each component carries mass, so you can adjust it there. Or give each component nominal mass and use artificial gravity boxes carrying majority of mass for easier tweaking of CofG, but remembering not to give them Component names so they're not part of collision calcs.

charred bolt
#

If you're not experienced in modding A3, you've chosen the wrong asset to start with unfortunately.

fleet storm
#

wagh

#

just want cute little plane

#

but the springStrength, is that what's causing it to just roll on the ground?

charred bolt
#

I already answered that question with 4 suggestions in order of importance.

#

Read the first suggestion again, then look at your model with it's rear wheel way in the air.

fleet storm
#

It's fixed!

#

Now to just make the wheels sit on the ground

#

since it's kind of, hovering.

#

But the rolling on the ground on it's own is fixed, so thank you for that

charred bolt
#

Good to hear.
Hopefully it's not a ripped model and you have correct rights to edit it for Arma? (Q based on "port by" Lod property)

stuck oyster
fleet storm
#

It's a mod i found from a gdrive link, so I'd assume so.

#

looking into it now

stuck oyster
#

A little suspicious I'm afraid. Chances are high that it's taken from some other game.

fleet storm
#

Yea looks like it, shame.

stuck oyster
fleet storm
#

Yea I guess always a good start

winter sparrow
#

anyone know where i can get the halo open source models?

inland pawn
#

There are no open source models

#

Only rips

winter sparrow
#

what about the halo mods in arma 3

winter sparrow
boreal jolt
#

No. They're custom made by the OPTRE team.

winter sparrow
#

those guys have a discord?

boreal jolt
inland pawn
#

I can’t advocate for anything outside OPTRE though

winter sparrow
inland pawn
#

Yes, I’m an OPTRE dev

last spindle
#

Not excel, C++

winter sparrow
#

may i dm you?

inland pawn
#

I guess?

hollow fulcrum
#

and obviously im talking about for organizational purposes. although Rob does automagical generate things from a couple of his excel docs.

winter sparrow
#

why is it when i use the tools in the arma template its a bunch of shapes instead of just the body of the arma character?

marsh canyon
#

"Shapes"?

#

My wild guess says are proxies, if you mean those triangles

winter sparrow
#

this stuff

winter sparrow
#

am i doing something wrong?

inland pawn
# winter sparrow

Everything here is literally everything needed for the arma man to function. You've got proxies, geo, shadow, etc

winter sparrow
#

in that case anyone know the full body model without all the extra bits of proxies

#

or am i looking it at it wrong?

#

what im trying to do is make a whole fit( armor and clothes and what not), and im doing that around the model

#

is there no one solid model of the arma character?

inland pawn
winter sparrow
#

buts its all here and there?

inland pawn
#

I suggest reading up on stuff then

#

You seem to be green to all of this

winter sparrow
#

what stuff?

inland pawn
#

First, check out the BI wiki

woeful viper
#

yeah i'm pretty certain that even i could manage something that writes a config class - like Ammo, Magazine. Or PhysX classes

winter sparrow
#

ah, see but only for reforger?

#

is it the same as arma 3 moding?

#

Nvm i think im getting it

winter sparrow
#

my model source is from the arma 3 samples

stuck oyster
#

howabout the thing you try to fit on it?

winter sparrow
#

idk what you are refering to?

winter sparrow
#

for example a vest

#

or a watch

#

anything that goes on a body really

neat iris
#

is it possible to have disappearing/appearing attachment rails (for bipods/lasers) in the style of optic rails?

or maybe rather what is the sourcename for these if it exists?

marsh canyon
#

So like if you put one show/hide some parts? IIRC hasOptics or such source

#

Even if I recall the name wrong it's possible

neat iris
#

yeah i found them from niarms source files, source= hasAccessory and hasBipod apparently

stuck oyster
#

There is a biwiki page about model. Cfg where animationsources are listed

#

For future reference it's good place to look too

stuck oyster
mossy oxide
#

Is there any specific memory points that act as the center of the addAction radius? I'm adding an object that will be used with addAction and I want the origin to be in a specific place of an object.

stuck oyster
mossy oxide
#

Ingame.

stuck oyster
# mossy oxide Ingame.

If you look at the commands syntax on the wiki it can be tied to a selection in geometry lod if such exists or to a memorypoint

mossy oxide
#

I see, so I can just add a memory point ad call it whatever, I just need to use it in the add action,

stuck oyster
#

Yes. Though if it is a custom object already, you could also just add the action in user actions config. Less scripting in mission

mossy oxide
#

Hmm. I have a rope ladder object I made. I wanted to allow player to walk through the ladder part, so I didn't put a geometry component there, I only have one at the top. The addaction appears only if I look at that geometry component at the top, even if I use the memory point in addAction.
How can allow player to walk through the object, but still keep add action available when looking at it? Without disabling collision in the editor or other hacks like that.

stuck oyster
#

try adding a view geomtery

mossy oxide
#

Wouldn't that mess with AI? They would not be able to see though the ladder?

stuck oyster
#

make it from parts

#

or only on the rungs

#

but just test with a block first if its enough

#

I dont remeber what geometry it checks

mossy oxide
#

Is it possible to make a geometry component that does not collide with anything?

plucky depot
#

not really, you can make the thing 0.00000001 mass then it should be ignored by physx

stuck oyster
#

0 mass might work too

#

but separate empty physX lod is needed to have no physX collision at all

plucky depot
#

but characters are not physx entities so idk how it will behave with them.

stuck oyster
#

0 mass should be passable

frigid kayak
#

hi,as a new,could any body tell me where should I look for help making clothing mods?

mossy mulch
#

0 mass throws rpt errors usually

frigid kayak
stuck oyster
#

wheres the model from blobcatsweats

frigid kayak
#

😥

frigid kayak
stuck oyster
#

got a link

#

I have a feeling its not something you can actually use

frigid kayak
stuck oyster
#

its probably from some game isnt it

frigid kayak
stuck oyster
#

lets start from the actual making then

#

we dont condone ripped assets

#

which pretty much all stuff like that is

frigid kayak
#

Sorry, I won't be using any external assets in the future. But I have not used any external materials to make any finished product or released anything to the outside

stuck oyster
#

still.

#

its no point spending time debugging this when you cant do anything with it

#

unless you try to fool me to help wíth something youll share with your friends and be all like that fool goat haha

halcyon rampart
#

Interesting Idea there HorribleGoat.

stuck oyster
halcyon rampart
#

Yeah i call it gas lighting

#

I read the bottom half of your message about fooling you

stuck oyster
#

ok

restive pond
#

how exactly does flashlight textures work? Are they a separate texture? Or do they just "lighten" the selected texture part. Because I can't seem to find these "flashlight" textures

stuck oyster
#

emmissive value in rvmat

restive pond
#

I'm not talking about the lights that is reflected into the world. But how the model changes form A to B

stuck oyster
#

and yes typically lit parts are set up as second mesh that is hidden by default and unhidden by light activation

restive pond
restive pond
stuck oyster
#

it might use same texture or something like bright white or lit looking lamp

#

and yes emissive is controlled by the rvmat

#

and you can have different rvmats on different parts of the model/texture

restive pond
#

ok, but i dont understand how e.g. the Zamak has the headlight texture in the same texture as the rest of the vehicle "head" but is able to be brightened up on its own without the rest of the texture being brighten up

#

maybe it is a completely different texture, but i cant seem to find this "brightened" headlight texture file

#

or for any other vehicle

charred bolt
restive pond
#

ok, i think this is the answer i was looking for... As for the light_L/R selections, I assume it's not suppoed to have any CO texture?

#

because the rvmat you referenced does not seem to have any kinds of textures inside other than emission

stuck oyster
#

lit light planes often have flare looking _CA texture

#

but co works too if the shape of the mesh is right

charred bolt
restive pond
#

i see, i think i catch your drift, will check it out, thanks

finite stump
#

Does objects like water bottles need both Geometry and Geometry Phys LODs or Just the Geometry Phys? Also how much weight would get set on an object like that?

charred bolt
hollow fulcrum
neat iris
#

im having sort of a weird problem with my magazine proxies; they appear when i select the magazine for a split second, but then completely disappear and stay invisible

stuck oyster
#

hide animation set up wrong most likely

wintry reef
#

Any idea what's causing my building to not cast shadows? I'm doing an overhaul of all my old models and textures and noticed the old building had working shadows but the new one doesn't.

stuck oyster
#

no shadowlod?

wintry reef
#

geometry lod seems to have all manifold cube shapes, I did structure>topology>find components on everything, no reversed normals.

wintry reef
#

I typically don't and it's never been a problem

#

the default soft shadows have always worked

stuck oyster
#

if you dont use stencil shadow via shadowlod youll need to add namedProperty sbSource = visualEx

#

to your geometry lod

wintry reef
#

I'll try that

stuck oyster
wintry reef
#

it's worked for almost 50+ buildings, I've never had this issue before

stuck oyster
#

sure

#

but you have still done things wrong 😄

#

just 50+ times

wintry reef
#

I might have unknowingly used this solution before as it's one of my go-to's for fixing weird lighting and shadow issues

stuck oyster
#

👍

restive pond
#

how do i make this turret barrel follow the camera angle? because it seems to be going on off its own angle

inland pawn
stuck oyster
#

if there is offset between barrels axis and the camera axis you will need maths to make the rotation match

restive pond
inland pawn
stuck oyster
#

ah right yesh

#

you dont make the sight memorypoint have its own rotation, you just make it part of the gun selection so it moves with it

inland pawn
#

You need a memory point group for main gun and then set it up through model.cfg

inland pawn
stuck oyster
#

I am not sure what you mean

#

how can it be more simpler than memorypoint for view being added to the gun selection

#

so it moves with the gun

restive pond
#

because the "gunnerview" point is already in the same vertex group as "otocHlaven" but it still moves on its own

inland pawn
#

Be sure it’s set as animation source turret too

restive pond
#
                type="rotationX";
                source="mainGun";
                selection="OtocHlaven";
                axis="OsaHlavne";
            };```
#

yeah its right here

#
                selection="gunnerview";
                axis="gunnerview";
            };```
#

here is the gunnerview one

inland pawn
#

Did you set it in config too

restive pond
#

i dont see that they have angle degrees, do you have to put this?

inland pawn
#

gun="maingun";
                body="mainturret";
                gunAxis="Osa Hlavne";
                gunBeg="usti hlavne";
                gunEnd="konec hlavne";```
restive pond
#

im using the sample tank config

#
                gunBeg = "usti hlavne";
                gunEnd = "konec hlavne";```
#

they just have this apopareantly

inland pawn
#

That’s just defining the gun points

#

Add gun and body as in my code

restive pond
inland pawn
#

Is it included in your model

restive pond
#

do you mean in the same vertex group/selection?

inland pawn
restive pond
#

and what should it be called?

restive pond
#

i have gunnerview memory point under otocHlaven and it still doesn't work, from what I can see otocHlaven is the main gun memory point group

#

im using the a3 tank as a sample

#
                gun = "OtocHlaven";
                body = "otocVez";
                gunAxis = "osaHlavne";
                gunBeg = "usti hlavne";
                gunEnd = "konec hlavne";
umbral shuttle
#

I have a turret where when I rotate for elevation the turret elevates up but it gets smaller lol, any one experienced anything like this?

marsh canyon
#

It does mean your turret has multiple weights to consider the transformation

umbral shuttle
marsh canyon
#

Do you use Blender?

#

Check one vertex and see if it has any weights (I'm not on PC so can't recall how, it should be located in side menu T or some key)

umbral shuttle
marsh canyon
#

It usually isn't model.cfg thing

umbral shuttle
#

oh right ur not on PC lol

charred bolt
#

Delete the turret named selection.
Reselect the turret using object selection and re-add the turret name.

umbral shuttle
charred bolt
#

Not on pc to check. But with object selection when you select one vertex it then highlights the whole object mesh. Idea is to make sure you don't have any weighted (less than 100%) or partial selections which will result in object distortion under rotational animation.

umbral shuttle
# charred bolt Not on pc to check. But with object selection when you select one vertex it then...

oh okay, well for the testcube I just did crtl+A since well that is all that it is, and I am 100% sure all the weights are 100% (or watever is default) cause I didnt do any weight painting of any sorts. Now with that being said I think I found a solution?

if I have the skeleton like so and only have gun as a selection in p3d

skeletonBones[] =
{
    "turret",""//not actually a selection in p3d
    "gun","turret" //is a selection in p3d
}

and that works shrug not sure why but aye lmao

charred bolt
umbral shuttle
charred bolt
#

Remaking the selections, yes.
But gun and turret selections need to be separate objects - no "overlap"

#

turret is the bit that rotates left-right and gun the bit which elevates - no shared vertices in both selections

inland pawn
#

You can make them overlap. But, it's not recommended

charred bolt
#

If you overlap them, then you must weight them, which introduces complexity not needed in this debug situation.

marsh canyon
#

And which is I assume what your issue is

umbral shuttle
#

the problem is hte turret is a big ball so lol the evelation and rotation are the same 🙂

umbral shuttle
last spindle
#

getting side tracked by Photoshop and 3dsmax extensions that im working on on the side.....

cursive sleet
#

Nice work P1NGA! :)

subtle bison
#

looks like f'd up mass in the geo lod?

charred bolt
#

Sooo many different individual things that can break car physx... it's a long list but probably start at memory points and checking damper movement direction is correct (wheels up as 0-->1).

restive pond
subtle bison
#

mass is whatever you need it to be 😄

#

not even BI is consistent with it

marsh canyon
#

It's not even KG. Not even LBS, it's unknown, just Arma mass

#

Do the math (yes I know it's stupid pun) until do the trick

restive pond
#

do vehicles have inconsistent mass from each other, vanilla and modded?

marsh canyon
#

Nothing is consistent there

#

Literally, nothing is

subtle bison
#

whatever works for your config

restive pond
#

alright so technically I can put any mass I want, as long as its not near 0?

subtle bison
#

just keep in mind that slingloading vehicles depends on vehicle mass. if your vehicle has 200k mass, no helicopter will ever be able to lift it

marsh canyon
#

Basically, if it works it works

restive pond
subtle bison
#

depends on helicopter

#

huron lifts up to 5k i think

#

taru was 7k i think, but can't remember. you'd have to look up the config

restive pond
#

oh damn thats quite low

#

200k is a lot i guess

charred bolt
#

For Geometry LOD use realistic figure in kg. It's only "mass" in terms of things you put in backpacks that is an indeterminate mixture of weight and volume.

restive pond
#

i see, that makes more sense

subtle bison
charred bolt
#

So if your truck irl weighs 3 tonnes, put 3000kg in Geo LOD and spread that same mass among the class Wheels sprungMass

subtle bison
#

i'm sure the real thing doesnt weight 4.5 tons

charred bolt
#

BI didn't always do things right either;-)

restive pond
charred bolt
restive pond
#

i see... that clears things, thanks

charred bolt
#

Depends on where you set the Geo LOD CofG, and how you want the vehicle to behave. You might set the CofG more back and put the weight in the rear axles.

stuck oyster
stuck oyster
restive pond
bright echo
#

yeah thats that crap about inventory

#

not vehicle mass

charred bolt
#

That's not at all related to vehicles

stuck oyster
#

and inventory mass is not really a weight parameter either

bright echo
#

although I do agree that vehicles the mass - when using real values - is sometimes not a good idea. sometimes you need to tweak it to get a 'realistic' result

#

statics especially

stuck oyster
#

ha statics are so messy xD

charred bolt
#

My experience is that you can use accurate values for just about everything in vehicle physx, from mass to engine power, torque curves, gear boxes etc and get realistic results if you understand the basics. There are a few fiddle factors in the code to play with which need experimentation each time, but by and large the simulations are good when used with real numbers.

stuck oyster
#

ah but the magic sentence. understanding the basics 😄 thats not always so simple

charred bolt
#

Yes "basics" is the wrong word, too demeaning. Perhaps "fundamentals" of what is used in the physx simulation.

restive pond
#

yes its quite difficult because i dont understand much about how vehicles work in general

#

as in irl, not just arma

lone robin
#

Looking for some clarification. For my windows, do I need a single plane or 2 planes, one facing outwards and one facing inwards ?

lone robin
stuck oyster
#

if you want them to break for example sure

#

if they have no added functionality they dont need vertex group

lone robin
stuck oyster
#

no

#

preferably they would have the thickness of the glass between them

charred bolt
#

It's often a good idea to use different rvmat's for external and internal glass faces too, but that's a bit more advanced.

lone robin
stuck oyster
#

different reflections

#

for one

lone robin
#

That makes sense, thank you

still trail
restive pond
#

so im asking again since i wasnt able to find one yesterday

#

but how do i make so that the gunner view follows the angle of the barrel? (of a tank)

stuck oyster
#

should be as simple as having the gunnerview memorypoint part of the gun selection

#

if your gunner view gets extra movement you apply some input to it somewhere else

charred bolt
#

It's shown in the sample Tank how to do it.
gunnerview memory point is part of the otochlaven selection
(actually BI muck up this sample with two otochlaven selections with different capitalisation, but they should be in the same selection)

restive pond
#

im double/tripple checking things... the gunnerview memory points IS part of the otocHlaven selection

#

yes it still doesnt work

#

but not the OtocHlaven one, since it seems to serve a diff purpose

#

im confused as to their differences too

charred bolt
#

I've addressed that. They did it wrong.

stuck oyster
#

it needs to be part of whatever you call your gun selection in the turrets config

charred bolt
#

They also made gunnerview a bone in the skeleton and animated it, so the tank sample is worse than useless.

stuck oyster
#

should we make more updated samples someday 😅

restive pond
charred bolt
#

We should but there's so little gratitude and not enough time.

restive pond
#

it is very confusing compared to the car sample

charred bolt
#

They (BI) also have the htMin/htMax etc thermal properties in the Tank model.cfg which belong in config.cpp and a class Rotation;... no wonder these mistakes crop up all over the place when the official docs are so bad

restive pond
#

this was a problem right from the start for months and I asked multiple times in this channel yet nobody knew why, this entire time it was BI's fault smh

wispy orchid
#

@still trail we have a mk29 sea sparrow launcher from JDog for the Nimitz, currently being re-textured and hopefully base model will be ready before Christmas. You can also find it in the Nimitz download, the old model. But it's not configured yet

hollow fulcrum
#

not sure what else i might have laying around. have some other missile launcher of sorts. will have to dig it up.

still trail
#

cool!

#

@wispy orchid - awesome, would you share with CUP? Or should we roll our own. I know eggbeast also has a massive missile pack somewhere :)

wispy orchid
#

sure, no problem to share with CUP

hollow fulcrum
worthy widget
#

@hollow fulcrum Dayum

last spindle
#

what happened to the knurled bottom?

hollow fulcrum
#

thats the other one, the RGO. coming shortly maps exporting ;)

last spindle
#

ohhhh

fleet storm
#

I'm working on an airplane mod that for some reason doesn't fly.

When on the ground when I start the engine the airplane just shoots into the air and then explodes

when I spawn in the air, the plane has the engines on, throttle on at 100, but is stalling and just drops
any idea what's causing this?

marsh canyon
#

I would suggest to see if it works if you just swap a model of vanilla plane to see is a model or config issue

woeful viper
#

@ the aim-120 pic
its amazing what decals can do to an otherwise flat geometry

hollow fulcrum
#

ah yeah.. thats a overly complicated tube there.. turned out pretty decent. some normal buffoonery on the backend a little AO cleanup to do on it. i hate round things.

smoky lava
#

Hey, everybody. Can you tell me what could be the problem? At some point I started OB without login to Steam. After that in the arma launcher by itself appeared in the command line parameters to run Buldozer instead of the game. Ok. I removed them.
But after launching Buldozer from OB - the window changed size, and textures disappeared (everything is just gray). It became obvious that there was a reset. The window size is clear where to change. But how to activate the textures?))))

Usually when starting Buldozer there was a hint on the hotkeys, but now the hint doesnt appear as well...

buldozer.cfg

language="Russian";
forcedAdapterId=-1;
detectedAdapterId=0;
detectedAdapterVendorId=4318;
detectedAdapterDeviceId=8066;
detectedAdapterSubSysId=528617694;
detectedAdapterRevision=161;
detectedAdapterBenchmark=45;
detectedCPUBenchmark=133;
detectedCPUFrequency=3295;
detectedCPUCores=4;
detectedCPUDescription="        Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz";
winX=0;
winY=0;
winWidth=1388;
winHeight=922;
winDefWidth=1388;
winDefHeight=922;
fullScreenWidth=1920;
fullScreenHeight=1080;
renderWidth=1388;
renderHeight=922;
multiSampleCount=8;
multiSampleQuality=0;
particlesQuality=1;
GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=1;
HDRPrecision=16;
vsync=1;
AToC=15;
cloudsQuality=4;
waterSSReflectionsQuality=0;
pipQuality=2;
dynamicLightsQuality=2;
PPAA=7;
ppSSAO=6;
ppCaustics=1;
tripleBuffering=0;
ppHaze=-1;
ppBloom=1;
ppRotBlur=0;
ppRadialBlur=0;
ppDOF=1;
ppSharpen=0.5;
smoky lava
#

ohh okay. also i cant open .paa 😡texview fixed by run arma 3 tools from steam lib

smoky lava
#

simple reinstalling a3 tools doesnt help

lone robin
#

If using the blender multi-mat set up for my building. would my windows be unwrapped to my bake map or are they on a separate UV map from the building ?

stuck oyster
#

Id suppose that could be added into my example too

lone robin
stuck oyster
#

same 0 uvset

#

uv overlapping does not matter between different textures/materials

#

and p3d uses only the uvset0 and uvset1

lone robin
#

Got it, thank you

jaunty rune
#

everythime i look in here i wish i had time to model

grizzled halo
#

does any of the toolsets auto-shortens absolute paths?
Or is that something that has to be done in the p drive for it to happen?

supple void
#

Hello friends, how can I extract the model cfg file from the .p3d file?

#

I have this vehicle in my hand, I want to modernize this vehicle, I want to make a few variants, how can I edit this, I do not have the model cfg.

grizzled halo
#

cfg is not in the p3d

#

even so if you had the cfg, you cant really edit the vehicle, that is totally model sided and ripping the model is not allowed

supple void
grizzled halo
#

the only actual way of doing it is to get permission from the author and get the source files then.

#

you cannot really extract model.cfg in a eula abiding way

charred bolt
supple void
ocean mantle
#

just open olod p3d by Elitness and check the right panel

#

but you need to fix the incorrect axis in class animations, because all the aixs in the extracted model cfg will be [selection name]_axis

stuck oyster
stuck oyster
cursive sleet
#

what happen to my 3DS MAX scene? i cannot see the other vertices or click on them

#

i tried to restart 3DS MAX but that didnt help

quick terrace
#

unhinde all

#

below relax button

cursive sleet
#

ahh, i see :) thanks very much!

winter sparrow
#

what are unbinarized models?

inland pawn
#

Source files

grizzled halo
#

is there an order in which alpha faces should be sorted so the model from which they are part from is showed textured/not whitened out?
Ive tried a couple of sorting combinations but only one I managed to make it look ok, however I got a model that is much more complicated and makes it hard to sort through everything

cedar coral
#

@TeTe thanks for sharing!

charred bolt
# grizzled halo is there an order in which alpha faces should be sorted so the model from which ...

Yes face order sorting is needed particularly on transparent textures, such as glass.
Start at the face which is going to be closest to the player and bring that to the top. In most vehicle cases, this only requires you to select the glass rvmat and bring faces to top. You'll need to do this often during development, or remember to do it right at the end, as face sorting will be lost along the way.

stuck oyster
#

Lot of overlapping transparency is not recommended as it can be a performance sink.

junior ibex
#

Is there any particular obstacle that could be holding up the release of the LDPs?

junior ibex
#

At this point it might wind up being easier to let people just rip non-premium content to modify

#

Cut/tweak that bit from A3's EULA about not extracting base game assets

junior ibex
#

Rather than put together the LDP package, which is clearly taking a substantial amount of time and effort, modify the A3 EULA to allow the extraction of base game assets for modification and re-implementation

#

I am aware about the current status of rips, and I am not trying to endorse it unless BI would allow it specifically for A3's non-premium assets

#

I'm just spitballing ways that the community can play with those assets sooner

bright echo
#

it's more likely a 'legal' thing to work through rather than 'find time in the day to zip it up and upload it'

stuck oyster
junior ibex
#

I do

stuck oyster
#

Less talk about allowing ripping then.

junior ibex
#

Do I have to reclarify that bit?

stuck oyster
#

We just have to wait until such time a release happens

grizzled halo
junior ibex
#

I know that, it's just it's been over 18 months now, and not one update

grizzled halo
junior ibex
grizzled halo
#

ripping is ripping no matter the context, a3 community is not fond of it, promotes stealing and garbage uploads. Even if the intention is good in order to create new stuff. As said above, its probably just a matter of legal intricacies that need to be hurdled over before allowing to legally use the base game assets. Probably something about lifetime and capital investments and what not but im not a legal advisor nor entity.

junior ibex
#

promotes stealing and garbage uploads.
Which is why I'm not suggesting it be allowed for anything but the base game files, but sincerely, thank you for the explanation

#

In the meantime

#

Am I missing anything?

#

Most of the fine details will probably get baked down, and I might go ahead and simplify some of the warhead geometry

junior ibex
#

Could the SAAMI missile be proxied into place for this? Or do I need to model a separate projectile for when the weapon is loaded?