#arma3_model

1 messages · Page 33 of 1

stuck oyster
#

Launchers can use magazine proxies yes

limber haven
#

Hello. I want a clarification. The p3d Arma Samples models are free to be used and edited, correct? I want to use one of the planes models as destroyed airplaned wrecks.

grizzled halo
#

yeah, but they are NOT ideal to do final models

limber haven
#

One more question, I have a undamaged p3d model and when gets destroyed, I want to change it to the damage model. Is there any config example of that?

inland pawn
limber haven
#

Yea, that didnt work sadly.

#

The object is still undamagble

inland pawn
#

Then you must’ve messed up elsewhere

limber haven
#

Yes. That it is why I am asking for a config example.

inland pawn
#

There is none. You create a wreck p3d, proxy that in, in a wreck LOD and use the code I sent

limber haven
#

Still, object is undestrutable

marsh canyon
#

(Which means APL = Arma Public License means)

limber haven
#

Yes, I know it was only for arma. Thanks anyway for confirmation.. at anyway if I cant make the object destructable it will no matter anyway, lol.

limber haven
# limber haven

Anyone has any clue on what I am doing wrong please? I have been stuck with this like 12 hours..

#

Anything I try, I just cant destroy the object..

inland pawn
limber haven
#

I removed the similaition house, and even set it to thingx

#

No change

north sundial
#

Is that a tenticle? im scared

#

D:

charred bolt
cloud zealot
#

Wrecks are not working for me neither

#

I've followed the tank sample exactly and my submarines do not switch to wreck when dammage = 1

cloud zealot
#

Does anybody knows how to make a wreck for a ship ?

#

Everything appears to be fine but it's not working

cloud zealot
#

Hmmm i think i solved half of the problem

cloud zealot
# limber haven One more question, I have a undamaged p3d model and when gets destroyed, I want ...

Actually visual damage on the model is not handled by the Wreck LOD. I'm not even sure this LOD is still functional, it's not documented anywhere. Damage on the model is handled by the Damage class:

class Damage             // damage changes material in specific places (visual in hitPoint)
        {
            tex[] = {};
            mat[] =
            {
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1.rvmat",            // material mapped in model
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_damage.rvmat",    // changes to this one once damage of the part reaches 0.5
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_destruct.rvmat",    // changes to this one once damage of the part reaches 1

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_destruct.rvmat",

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat",

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_in.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat"
            };
        };```
#

Check the plane sample

#

My problem now is why my submarines doesn't sink when damage reach 1 ? Do i have to do it by script ?

woeful viper
#

more like a boat...

limber haven
desert notch
#

When you use a proxy in the Wreck lod, does the game use every LOD defined in the proxy? Or does it only use a specific LOD? (e.g. Geometry only)

cloud zealot
# limber haven I tryed that. No change

You're doing something wrong. I just did it for my submarines and it's working for me. The Damage class is changing the texture and material for sections specified in your CfgModel. For example, one of my submarine CfgModel is like: C++ class Platinium : Default { skeletonName = "IARTS_Platinium_boatSkeleton"; sections[] = { "camo" }; class Animations { ....................
And the config of the submarine is like:

class Platinium
{
....................
  class Damage {
    tex[] = {};
        mat[] = {
                "iarts_military_submarines\textures\submarine.rvmat",
                "iarts_military_submarines\textures\submarine_damage.rvmat",
                "a3\data_f\destruct\default_destruct_exterior.rvmat"
  };
};
................
#

"iarts_military_submarines\textures\submarine.rvmat" is the material for camo when the submarine damage = 0

#

"iarts_military_submarines\textures\submarine_damage.rvmat" is the material for camo for when submarine damage = 0.5

#

"a3\data_f\destruct\default_destruct_exterior.rvmat" is the material for camo when submarine damage = 1

#

You need to define a section in your CfgModel in order to use it to change the texture or material on damage

cloud zealot
limber haven
#

But I am not making a vehicle. I am making an object. That object, yes, is a airplane, but its not usable.

#

I manage to spawn a wreck but I cant make the object dissapiar.

limber haven
#

I am really noob at this, lol, sorry.

cloud zealot
limber haven
#

But its need to be a mod object, it will be a map object, not an eden one.

cloud zealot
limber haven
#

This was my last attempt, useing playground vanilla object as reference

#

Nothing happened

cloud zealot
limber haven
#

I want now to make a mod with that objets, so mission editors can place the airplane and blow it.

cloud zealot
limber haven
#

Anycase witll do.

#

If you can blow a play ground object, why not an air plane?

cloud zealot
limber haven
#

Sorry for bad english btw

limber haven
cloud zealot
#

My bad, i just saw it

#

According to the picture, it will be destroyed if you attack it, you can check it with getDammage

#

But buildings do not blow up

limber haven
#

At this point I take anything.. but I drop a nuclear weapon on it and nothing happened

#

I tryed this in the geometry lod

#

Nothing

limber haven
#

Yes, it just loss the geometry and you can walk through it, but the visual model stays.

stuck oyster
#

No thingX stuff

limber haven
#

It is alrady on simulation house

#

The other part didnt understend it, can you please elavorate or give me an example?

#

Thanks

stuck oyster
#

Wiki has a page about it

#

Sample house config probably too

#

I'm on mobile. Too much to write to explain

limber haven
#

No problem, you at least open a door, I am investigating

cloud zealot
#

If you want the plane to dissapear when you destroy it, why don't you use a script ? You can do it easily this way

#

Because basically, buildings doesn't dissapear when they are destroyed

#

Some of them just collapse but they don't dissapear

#

If you want your object to dissapear, you need make it a destroyable plane or do it by script

cloud zealot
stuck oyster
#

dissapearing is part of destruction effects

#

by default class house_F child classes inherit the base destruction effects from way down the parent line

#

if correct inheritance is not set up or destruction effects are not inherited at all and fully custom set is wanted, all the necessary effects need to be written in there

limber haven
#

Ok, I manage do it. Thanks all for the help.

stuck oyster
#

the importing part can not be commisioned since it requires use of arma tools

raw vault
#

Thank you

#

I will bear that in mind

inland pawn
#

Is the hitpoints HitAmmo a thing for vehicles like tanks and stuff?

#

Or is that for like planes or something

charred bolt
inland pawn
#

I cant seem to find anything regarding it

grizzled halo
bright echo
#

it might have been for damaging the pylons

#

which is a feature just unused

#

(stops the pylon from working, cant drop t he bomb/fire the weapon etc)

bold flare
#

Yes, but I don't know if its being talked about what the obstacle is. We are mostly just waiting for things to happen.

junior ibex
#

Well, that's something at least

#

Cheers for the response

mossy mulch
#

its been Soon™️ for like 5 years now

desert notch
#

I'm pretty sure it's the wreck LOD. I think I first saw it in the samples

cursive sleet
#

haha no :P just worked with the basic design of the AGM-158C

charred bolt
#

Destroyed vehicles use the Wreck LOD yes, if destrType is set correctly.

cloud zealot
#

Yes but i just figured out not all types of object uses the wreck LOD. I think only the types with wreck in the samples can use wreck LOD

#

I tried to use the wreck LOD for a submarine and its not working

lone robin
#

I’m running into a an irritating issue with my geometry lod in OB, OB keeps stating that areas where blocks are placed in a way to create window openings are both non-closed and non-convex but in verifying blender shows the exact opposite

stuck oyster
#

Or you apply some modifier that breaks it maybe

#

It is rarely wrong

stuck oyster
cloud zealot
lone robin
#

Figured out it was some non manifold edges, absolute rookie mistake

exotic quail
#

Alright all, what would you guys say is the limit with Vertices on a uniform?

finite stump
#

Im using a vanilla glass texture and I find in Bulldozer that some of the texture you see on the other side disappear. The door you see is made up of the same texture the windows frame is. Anyone got and idea why this is and will it be the same when in Arma?

marsh canyon
marsh canyon
umbral shuttle
#

Can backpacks support having any animations? For example sake lets say source = time for a part that just spins

marsh canyon
stuck oyster
stuck oyster
#

Depends of course on the complexity of the design

#

A lot of fold etc detail can be put in the normalmap and textures

#

The most important thing is the joint topology so that the animations work nicely

real crow
#

Hey folks, i got a "small" problem with hiding bullets under the revolving animation: i know that in game the source go from 1 to 0, so in bulldozer the hiding animations will be displayed in reverse if correctly set up. This means that, within buldozer, my flak magazine -which has 10 bullets- should have no bullets present at the state of animation source revolving = 0, and gradually showing (orderly) the bullets up untill revolving goes to 1. With that said, i tried every possible combination of tweaking hideValue and unhideValue in order to have what i have explained above, but i can't get it right.

#

Bit of the model cfg part of interest

stuck oyster
#

revolving isnt the right source I think

real crow
#

Oh god

stuck oyster
#

revolving plays always when you shoot basically

#

except last round

#

so its the cycling of the weapon

real crow
#

What should i use then? I tried "ammo" but despite having declared the source in the config, it doesn't work

real crow
bright echo
#

although both work that way

#

but revolving does play on the last round

#

ammo does work so something must have been set up incorrectly

#

your animation isn't working because of the unhide/hidevalues

#

unhide has to be greater than hide

#
// Macro for hiding bullets
#define BULLET_HIDE(x,from,count) class Bullet##x\
{\
    type=hide;\
    source=revolving;\
    sourceAddress="mirror";\
    selection=bullet##x;\
    minValue=-1.000000;\
    maxValue= 0.000000;\
    hideValue=((count+x-from-2)/count)+0.00001;\
};
#

I made this modified one that uses ammo instead:

#define BULLET_HIDE(x,from,count) class Bullet##x\
            {\
                type="hide";\
                source="ammo";\
                sourceAddress="clamp";\
                selection=bullet##x;\
                minValue=    0;\
                maxValue= count;\
                hidevalue= 0;\
                unhideValue=(1/count)*(from-x)+0.0001;\
            };

as the problem with revolving is you have a fixed 'max' ammo count. so if you for example have a machinegun that can feed from 50 round or 100 round belts you will encounter issues with two bullets disappearing when one should etc, ammo doesn't have that problem

real crow
real crow
real crow
#

class ammo
{
source = "ammo";
weapon = "TNO_Flak_37mm";
};

#

Using this in the config doesn't seem to work

#

After changing the source and the values for hiding the bullets

real crow
#

In game the bullets stay hidden, no matter what, probably there is something wrong in declaring the ammo source within the config

bright echo
#

this is the setup from the SPE MG42 static:

        class AnimationSources
        {
            class ReloadAnim
            {
                source = "reload";
                weapon = "SPE_MG42_Tripod";
            };
            class ReloadMagazine
            {
                source = "reloadmagazine";
                weapon = "SPE_MG42_Tripod";
            };
            class ammo
            {
                source = "ammo";
                weapon = "SPE_MG42_Tripod";
            };
            class ammoRandom
            {
                source = "ammoRandom";
                weapon = "SPE_MG42_Tripod";
            };
        };
#

most likely your weapon class is incorrect

real crow
#

same as the other ones for revolving or reload

#

strange

#

that's why i can't understand

#

class AnimationSources
{
class recoil_source
{
source = "reload";
weapon = "TNO_Flak_37mm";
};
class muzzle_rot
{
source = "ammorandom";
weapon = "TNO_Flak_37mm";
};
class revolving
{
source = "revolving";
weapon = "TNO_Flak_37mm";
};
class bullets_ammo
{
source = "ammo";
weapon = "TNO_Flak_37mm";
};
class reloadanim
{
source = "reloadMagazine";
weapon = "TNO_Flak_37mm";
};
};

bright echo
#

is your source in the model.cfg 'bullets_ammo'

#

or 'ammo'

real crow
#

Tried both

#

same results

bright echo
#

well it needs to be the former, other than that blobdoggoshruggoogly

real crow
#

tried with bullets_ammo just to check my brain fart lol. But yep, doesn't work with just ammo neither

junior ibex
#

What's a good vert count to aim for when it comes to vehicles?

#

Including all parts, wheels and view pilot

inland pawn
#

Rough “decent” amount is like 40k I think

#

I think 60-70k if you want to push it

junior ibex
#

MRAP, but a decently big one

#

And yeah, I'm including the interior model in the total vertcount

inland pawn
#

Though, performance is also a thing you need to take into account. Make it as detailed as you want, but try not to end up with a HP poly count for the main model

junior ibex
#

Of course

inland pawn
#

Basic workflow is HP > LP or it’s the other way. One of those. Basically, start with making as detailed as you want. Then make a LP version

junior ibex
#

The model's vert count is 121,161, but just looking at the wireframe I can see a lot of stuff to bake down or low poly

inland pawn
#

Model should be a middle poly essentially

#

In between high and low

stuck oyster
#

above 100k is very high end

junior ibex
stuck oyster
#

yeah the wheels eat probably 50k

inland pawn
#

Could probably cut down on the wheels

junior ibex
#

Basically anywhere thats flat grey is gonna be simplified

inland pawn
#

The wheel design could be baked instead probably

junior ibex
#

Mmmmhm

rapid tree
#

Does someone ever made a custom uav in arma 3 ? Mine refuses to move

stuck oyster
#

technically they should work the same way as any vehicle

marsh canyon
#

*Literally

rapid tree
marsh canyon
#

Anything is possible until investigate and tell us what exactly is happening out there

rapid tree
#

and i used the apex heli drone config and adjusted some things like model path, classnames

stuck oyster
#

could be broken geometry lod

#

or too small thing

#

copy pasting config wont really work

rapid tree
rapid tree
lone robin
#

I have the rvmats assigned to my building in OB and paths are correct, the paths in the rvmats are also correct but in buldozer the building is white. Where should I be looking to correct this ?

rapid tree
lone robin
rapid tree
#

@stuck oyster its solved btw, but idk what was wrong

stuck oyster
#

👍

real crow
#

I have no more options to go through 🤷🏻‍♂️

lone robin
# stuck oyster 👍

I hate to blow you up but was just curious as to what your process was for painting the mc with your multimat set up in blender

stuck oyster
#

I'll show a example

#

so SOGPF hanoi trainstation exterior is like this in its bare Multimaterial

#

and with MC painted on

#

there is some generative node setups involved in creating the MC here

#

the node setup is a bit more complex than in the Multimaterial Example

#

this stuff is what everyone needs to explore to see what they want to do

#

but there are generative passes that add dirt via various masks

#

and hand drawn wear

#

that together combine into this

#

which is then baked out

#

@lone robin this help?

#

Blenders material system is very powerful, but it requires some practice to get results out of

stuck oyster
#

the mc itself looks about like this

#

for interior

#

and this for exterior

clever solar
#

dp-12 shotgun

real crow
# real crow Hey folks, i got a "small" problem with hiding bullets under the revolving anima...

With the holy intercession of Saint @charred bolt , the issue about hiding bullets with animation source "revolving" got fixed. Here is a pastebin with the working configuration for the model cfg: https://pastebin.com/KswmPhtx

last spindle
#

hmmm, i watched that the other day aswell

mossy oxide
#

Is it possible to make a path LOD force AI to crouch or go prone? I made a low piece of building and I want the AI to crawl underneath it, right now they just walk through.

inland pawn
#

If you make your geo properly, I think the AI might auto crouch

#

Or they walk through it

finite stump
#

How do I combine multiple Components in a Geometry LOD into one component? I got a door with glass in it and had to build my geometry around it. Now I got 4 Components that need to be one for the door. Or do I just put the Component names into the model.cfg?

finite stump
#

Nevermind, I think I figured it out

tribal rain
#

so im making a headgear right not my first time doing it so i should know what im doing by this point yet ive hit a snag

no matter what i do i cannot get the headwear to actually go on the head.

Its tracking the head as i can see it moving around as it should be but its not sitting in the right place?

Only thing i can think of is theres a problem with Autocenter named property but ive checked it and it seems fine (see screenshot) weight paint is fine and correct, it has the correct setup in model cfg.

Im missing something can anyone spot it because i cant lol

the code for the config.cpp

class SOBHospitaller : ItemCore
    {
    
        author="Papafox";
        scope=2;
        weaponPoolAvailable=1;
        displayName="[TOH] Adepta Hospitaller Headdress";
        picture="";
        model="\PilotsShields\addons\headgear\HospitallerHeadpiece.p3d";
        hiddenSelections[]=
        
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\PilotsShields\addons\headgear\textures\SOBHospitaller_co.paa"
        };
        class ItemInfo: HeadgearItem
        {
            mass=50;
            uniformModel="\PilotsShields\addons\headgear\HospitallerHeadpiece.p3d";
            modelSides[]={3,2,1,0};
            hiddenSelections[]=
            {
                "camo"
            };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitpointName="HitHead";
                    armor=60;
                    passThrough=0.5;
                };
                class Face
                {
                    hitpointName="HitFace";
                    armor=60;
                    passThrough=0.5;
                };
            };
        };
    };
};
    
stuck oyster
real crow
iron tundra
#

When I load a p3d file into Blender, this error appears. Can anyone help me fix it?

marsh canyon
#

You can't load it

crimson moat
#

its probably been binarized

#

thats my guess

#

where'd u get the p3d from

#

cause if its from arma's assets that probably why

iron tundra
crimson moat
#

yep

#

its been binarized

iron tundra
#

I extracted it like this

marsh canyon
#

Binarized P3D can't be loaded

iron tundra
marsh canyon
crimson moat
#

basically encrypted or zipped

#

they do it so people can't reuse their assets

iron tundra
#

okay

#

Is there any solution at all?

marsh canyon
#

No

crimson moat
#

ask whoever made the asset to give you the asset.

#

¯_(ツ)_/¯

grizzled halo
crimson moat
#

got a quick question, some of my objects sound like you're interior when standing on top of them (ex. walking shooting sounds have reverb), any idea on how to fix that? I'll get a reference vid in a couple of minutes.

lone robin
stuck oyster
grizzled halo
# crimson moat

Hi normal, it can be 2 possible things.
Simulation type and how is the prop created.

I believe arma automatically decides what is an interior accoing to the ammount of walls in a room, which seems to be defined by engine too.
I might be wrong, but you can actually force sound occluders to work/be ignored via config.

You might want to ask about that in #arma3_audio

#

whoops, wrong channel link haha

#

Nice motherbase model btw.
Are you making only structures or its something mgsv oriented?

crimson moat
#

mainly just the base

#

its on the workshop as Mother Base Project, i dont want to put the link for fear of being smited

tribal rain
#

i forgot to apply the rotatiom, scale and most importantly Scale
(Armour is not mine im just making extras for a fren)

lone robin
stuck oyster
#

I can show more of it later though

lone robin
grim crag
#

any p3d or?

stuck oyster
#

Or you cab reoath the proxy to its new folder. It is close by to the old location. Don't remember the exact place though

grim crag
#

If its the same one?

stuck oyster
#

No it's not but that will work too.

#

Only the name bysta is important

#

Not where it is

grim crag
runic plover
inland pawn
crimson moat
#

they're all made in house so no worries

mild flint
#

Im not really sure what channel to use but, i am trying to use a broken plane mod but it is stuck to the ground even when at full throttle, it fly perfectly though when you put it in the air via editor. Is there any solution

robust bramble
#

Totally not me now wanting to do something based on Star Fox in this

wraith urchin
#

hiya, VERY new to modding and i'm coming across an error with p3d files, (am I in the right place for help?)

marsh canyon
#

What error

wraith urchin
#

unable to load file error in object builder

marsh canyon
#

It is a binarized P3D that you can't open/edit

wraith urchin
#

unsure, all I know is I exported it from blender (as a p3d) and I have tried opening OB through steam and through system files

marsh canyon
#

If that's what you've done, make sure the P3D is not 0KB, if it is, reread ArmaToolBox manual

wraith urchin
#

it is indeed 0kb i will go read up 🥲 thanks!

marsh canyon
#

Usually because you didn't set the object to export-ready (or whatever its called)

rapid tree
inland pawn
#

SoG has access to the source models. Of course

mossy mulch
#

substance is pretty limited in what it can do for arma

stuck oyster
#

used programs dont matter really

#

if one does great textures with paint thats just as valid as great textures with substance painter

rapid tree
# stuck oyster why?

cause i heard that Eggbeast said that he wants the textures be made in Substance Painter iirc

rapid tree
rapid tree
charred bolt
#

Substance Painter was used extensively in SOG:PF, especially with vehicle models.

polar fiber
#

Texturing buildings with multimat for Arma is a wholly different workflow to texturing other assets like vehicles, characters and weapons, and not something that substance painter was built with in mind

#

So it wouldn't make sense to do multimat in SP, except for perhaps generating some of the masks

stuck oyster
#

truth

lone robin
#

My dumb question of the day, I made a small house and used a plane for the roof, in blender it’s not see through but buldozer it’s only one sided. Is there something I can do in OB to correct that or do I need to go back to blender and remake the roof ? I unchecked face culling OB but that had no affect

stuck oyster
#

so if you want 2 sides you need to duplicate and flip the faces

stuck oyster
#

in blender you should keep backface culling on so you can see same as what arma would use

rapid tree
lone robin
# stuck oyster Arma draws only frontside of faces

Thats what I did, thank you. Now Ive run into another issue. Initial loading into buldozer the windows are the opaque texture and then I move them to top and that somehow makes my doors and window frames a red texture

stuck oyster
#

most of the time you dont need to see the inside

stuck oyster
#

if im not mistaken

#

also you would have some thickness to such roof

lone robin
stuck oyster
#

Should work.

#

realistic measurements in these things work best

grim crag
#

I am making a gun, and magazine model doesn’t show up in game. Like i can choose magazines in arsenal But i can’t see the model itself

#

Any idea why?

stuck oyster
#

no magazine proxy maybe

grim crag
stuck oyster
#

where to?

wraith urchin
#

i'm getting an error saying 'player additem error invalid number' when trying to add my item into arma, maybe i don't understand how to craft a config file properly, does anyone have a tutorial for this?

grim crag
polar fiber
#

magazine, optic etc. proxies should be pathed to where they are in BI's pbos

grim crag
#

Will try that

#

It was empty p3d just there for No errors ”missing file”

polar fiber
#

you can make your own, but then you have to configure it in cfgnonaivehicles else it wont work. So it's easier to just use the BI proxy paths

wraith urchin
stuck oyster
finite stump
#

'class UserActions
{
class OpenDoor_1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "Open Door";
position = door_1_interact;
priority = 0.4;
radius = 1.5;
onlyForPlayer = false;
condition = ((this animationPhase 'door_1') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
statement = ([this, 'door_1'] call BIS_fnc_DoorNoHandleOpen);
};
class CloseDoor_1: OpenDoor_1
{
displayName = "Close Door";
priority = 0.2;
condition = ((this animationPhase 'door_1') >= 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
statement = ([this, 'door_1'] call BIS_fnc_DoorNoHandleClose);
};

        class OpenDoor_2: OpenDoor_1
        {
            position = door_2_interact;
            condition = ((this animationPhase 'door_2') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
            statement = ([this, 'door_2'] call BIS_fnc_DoorOpen);
        };
        class CloseDoor_2: CloseDoor_1
        {
            position = door_2_intereact;
            condition = ((this animationPhase 'door_2') >= 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
            statement = ([this, 'door_2'] call BIS_fnc_DoorClose);
        };
    };'
#

Does anyone see a problem with this code?

#

One doors works fine but door_2 wont move when I use the interaction. OB shows the movement just fine.

fluid copper
#

Did you try using the same doorNoHandleOpen function for door 2?

finite stump
#

of course now I cant close it

#

nv mind, I cant spell

finite stump
#

Whats the code in the config to make an object have an inventory? Like a crate has inventory.

finite stump
#

nv mind. I found it

neat iris
#

what would cause texture/uv mismatch between object builder and arma?

Textures are correctly set in the 3d view of object builder, but when i use the model viewer in it, the texture is all over the place?

stuck oyster
#

broken model

neat iris
#

hmm yeah re-exporting it from blender fixed it somehow

frank hatch
#

Question
I wanted to revamp the helipads with new textures and create other ones.
These models are not allowing texture swapping.
Could anyone explain me what they are so I can create new ones?
Are they simply 1024x1024 flat square objects with mapped textures or is there a trick?
TY

stuck oyster
#

but basically yes they are simple 2 triangle square plane with a texture mapped on them

#

possibly with land_decal named property to make them draw on the ground

frank hatch
#

texture is.

stuck oyster
#

also if you want the helipad behavior for AI you need to use the vanilla helipad class as parent

frank hatch
lone robin
#

Running into an issue with my windows, my first texture wasnt rendering as transparent at all so I used a vanilla glass material/texture. I selected the windows and moved them to top but the actual glass texture is barely visible and only from the interior of the building. I this possibly a problem with the window objects themselves ?

stuck oyster
lone robin
stuck oyster
#

face direction might be wrong

#

or you have only 1 face

foggy pivot
exotic quail
#

Hello all, I'm getting a strange issue I've not come across before. I've added a new hat and in-game it appears as a base game helmet. In O2 everything works fine, it's defined correctly in my model.cfg & all paths and names are correct in my config. Does anyone know of any other issue that may cause this ?

foggy pivot
#

What does the cfg look like?

stuck oyster
foggy pivot
#

Or base item

#

I was referencing the wrong vest once and it showed up as the sash bandolier

exotic quail
#

Apologies for the flashbang: The top entry (SC2) works perfectly, the other one (GScap) is the problematic one. I'm not sure what the issue is as they are identical other than Texture & Model

foggy pivot
#

Class Weap or Class Vehicles? Are you also referencing the base item as well?

exotic quail
#

Yeah, as I said the one above it is identical but works; that's why I hit a wall. I assumed at first I did a typo but I've checked like 10 times and all is good

foggy pivot
#

I.E

CfgWeapons {
class H_HelmetB: ItemBase
{
class ItemInfo;
};

class stuff

#

Try adding uniformModel = "\Better_BD\GScap.p3d"

#

Also you are missing ModelSides in your item info for you GS Cap

exotic quail
#

Yeah I forgot to delete it from SC2, I'll give it a go

foggy pivot
#

👍

#

Good luck

exotic quail
foggy pivot
#

🫡

stuck oyster
lone robin
mossy mulch
#

try recalc normals

lone robin
stuck oyster
#

turn off selection masking in buldozer settings

lone robin
#

I'm still not getting any results from recalculating normals, I'm really stumped on this one

mossy mulch
#

have you checked it with blender face orientation

lone robin
mossy mulch
#

ah

wispy orchid
#

what might make a texture appear in bulldozer and it's not there/transparent in the game? It's a boat (sampan), if that's of interest

finite stump
#

Who has a good tutorial of how to add a item to misc. section? The item I'm trying to do is just a basic item. It doesn't do anything special. I try to add it to the InventoryItem_Base_F class but it doesn't add it. It does put the mod logo on the MedKit, FirstAidKit, and ToolKit for some reason.

marsh canyon
woeful viper
#

faulty packing?

wispy orchid
#

hmm, I use mikeros pboProject. Maybe I try to simply use pbo manager

woeful viper
#

nah thats not going to fix it then

wispy orchid
#

yeah, it didn't. hmm

still trail
#

is there a way in OB to vertically align selections?

woeful viper
#

way too advanced for ob...

south badge
#

Hang on, this is a bit of a necro, but since I am about to start modelling tank tracks I might as well ask:

If the actual mesh of the tracks doesn´t move, then for Arma should tracks only be modelled in a way, where the actual tracks only contain a flat belt containing the texture and some normal map details?

Will the tracks look bad if the mesh contains additional modelled 3D components? Such as these I dont know what they are called, check the picture

Will it look bad if the mesh of the tracks contains gaps for the sprocket to "fit" into when rotating?

stuck oyster
#

the track movement is done by moving the texture

#

so the mesh itself does not go forward

charred bolt
#
selectionRightOffset = "pasoffsetP";
tracksSpeed = 3.8;```
south badge
#

interesting, cheers

charred bolt
# south badge interesting, cheers

You make a vertical track texture, UV map it to the tracks and apply the selection names, then as the tank moves the UV (or texture) slides up and down giving the impression of movement.
Each wheel can be as detailed as you like, including sprockets, as they rotate just like a car wheel, but any detail in the tracks needs to be created via trickery with transparencies in the track texture.

south badge
#

That does make sense, thanks for the info

charred bolt
#

You might also want to segment the track mesh, putting a vertex set under each wheel, so that you can apply damper selections to move the track up and down as the wheel suspension moves.

south badge
#

Yep, noticed that in the sample tank

lone robin
#

I apologize if the wording of this is bad but I’m curious as to what the process is for essentially taking pictures of my res0 and applying that to appropriately scaled blocks for my last lod

stuck oyster
#

or you can render or even screenshot different directions of the building and compile a simple texture out of that

lone robin
stuck oyster
#

the last lod has its own uvmapping and texture

west haven
#

Okay so I have a bit of a goofy question since this is something I'm still working on and I noticed not a lot of arma 3 mods currently have this but

#

currently working on a 30mm RWS for a tank I intend to include in the future, but most of the versions that I see have a flexible arrangement that would warp/change depending on angle up or down

#

this is probably the best example I have, where as it'll pivot up or down and the feed will straighten or bend out and i kinda wonder if that's something arma 3 can do or if i should just have the feed fixed and the ammunition box pivots with the gun

stuck oyster
west haven
#

ohh okay, i might give that a shot then

#

was the main thing holding me back from doing this lol

#

cheers

near pecan
#

quick question

#

is this too much faces for arma 3 engine

#

(making my first vehicle mod)

marsh canyon
#

Very

near pecan
#

how much is the best amount for performance but still good looking vehicles?

charred bolt
charred bolt
#

For that, probably 80k triangles max.

near pecan
near pecan
#

but for a 4k could I put it into 100k or is it limited by engine

charred bolt
#

There's no (meaningful) limit in game, but buldozer will crash at somewhere around 120k tri's.
However, the more polys you use, the worse will be your performance.
The skill of an artist is to make a 'low-mid' poly model look high poly by clever design and use of a baked high-poly (many millions) model.
So you can go with more than 80k for that car, but it will be a poor design. You probably should be aiming for 60k actually.

near pecan
#

the doors are like 20k poly each but I'm gonna try to limit them as much as I can

stuck oyster
near pecan
#

fbx file

stuck oyster
#

so you may want to contact the author to make sure he has no issue with use in a game through a mod

#

that is going to be massive challenge to use though since its so high poly

#

I would honestly recommend learning modeling from ground up instead of trying to use models like these

#

you can not shortcut learning the basics etc

near pecan
#

idk if this comes under modification

stuck oyster
#

editorial license is a bit of boob

near pecan
#

lowering poly for usage is modification if included in bigger package?

stuck oyster
#

often authors dont even think about it

near pecan
#

cuz I making proper WW2 Civilian Vehicle pack

stuck oyster
#

yeah just contact the author to sort it out

near pecan
#

kk

#

now I need to find this guys contact info ._.

grizzled halo
near pecan
#

yeah rn I'm facing the issue of finding contact info to this dude cuz he didn't link anything to his profile

#

idk I found his other acc but here he sells this exact model

#

this acc doesn't contain contact info too ( when pressing contact nothing happens)

#

damn

grizzled halo
#

its highly probable that the models are not his then. No info + really cheap models scream "trust me bro"

near pecan
grizzled halo
#

thats a good idea

south badge
#

Damn, both the dumpster and the car are 2 bucks? yoba_zampolit

Someone stole my models off the workshop and is selling them on some roblox model website, but at least he is asking 7.50 for them

junior ibex
#

You know, it’s probably for the best that the LDPs haven’t released yet

#

Gives everyone some time to make peace with the MX before I start butchering it

stuck oyster
#

with that stock could as well make it bullpup

junior ibex
#

I did actually mock that up a while ago

#

Hang on a second

#

I’d probably change it up a bit if I actually did it, fill the stock in and cut it to continue the slope of the magazine well, sorta mimic the L85

sour bough
junior ibex
#

Plenty more where that came from

#

Integrally suppressed MXSD in 300BLK Caseless

#

Belt fed MXMG

#

MXPDW, chambered in cased .45 ACP to replace the Vermin

sour bough
#

The bullpup remains the least reasonable and therefore my favorite

grizzled halo
#

is there size image info for the weapons?

The inventory portrait and the preview icon in arsenal specifically speaking
Im having a hard time adjusting them manually

main jasper
#

Anyway to get interior lighst to light up the floor of the model evenly and not like in the below image?

main jasper
#

It has an RVMAT

#

Any specific properties?

runic plover
#
VertexShaderID="Super";```
main jasper
#

That is what I already have

white oak
#

Don't think I'd like to dabble with modeling guns atm so if anyone's looking for a cursed idea

#

Take this

stuck oyster
#

xD

mossy mulch
#

i do need to model an m870...

still trail
#

wondering if i can translate in Y axis relative to a pin?

finite stump
#

The fire and smoke doesn't show through the glass. Where should I be looking for a fix? Its vanilla glass and its rvmat.

charred bolt
stuck oyster
#

Try super shader rvmat instead of glass too

wispy orchid
#

riddle of the missing hull texture fixed: it's a hiddenselection, duh.

finite stump
stuck oyster
#

a3\data_f\ has default one you can try

#

I dont know what shader your current rvmat uses

finite stump
stuck oyster
finite stump
#

the one for a3\structures_f_aow\civilian\gallery_01\data\glass_tinted_ca.paa

stuck oyster
#

I still dont know whats in it 😅

#

just suggesting trying out the default super might have different results

#

unless you already solved the issue

finite stump
#

the default super didn't fix it

stuck oyster
grizzled halo
#

Ive been trying to find them but either im blind or plain stupid haha

#

where would they be?

stuck oyster
grizzled halo
#

thanks!

valid lantern
#

Hey guys, I'm new here and am wondering what would the average polycount be for a tank in arma 3?

inner venture
#

Dear 3d modellers, out of curiosity, if you did it for money, how much would you ask for making this building Arma-3 ready (vanilla level of quality, not top notch ultra high quality with animations and whatnot but not shitty either) complete with geometry, shadow, firegeometry, etc, and texturing. And how much time would it take you?

Also if you outright would refuse to do it, please tell as well

You only have these two images for reference. No others exist.

stuck oyster
#

up to 80k

#

it varies a lot depending on needed details, smooth round shapes etc

stuck oyster
inner venture
valid lantern
#

Okay Thanks guys, I'm a bit of a world war two history buff and have been working on this Panzer I. I was thinking of making it useable for Arma

stuck oyster
#

since its already 10k+ tris and its just the turret 😅

stuck oyster
valid lantern
#

Haha yes absolutely, all the nuts and bolts are on a separate layer. I can paint these on with normal maps at a later date

stuck oyster
#

👍

valid lantern
#

Without it;'s 4K

woeful viper
#

40k without rivets is impossible 😛

inland pawn
marble arrow
#

Not sure if this is more of a model or config question, but does anyone know if arma3 has an internal limitation of how many muzzle flashes can show from a weapon at a time? I’ve tried as many different selection name changes and proxy selections I can think of, but the most I can get to work is 2 maximum.

#

I’m going a little insane trying to figure it out, but if there is a hard limit within armas coding, I can end my insanity, there is just nothing anywhere I could find that supports if there is a limit

bright echo
#

vehicle or weapon

marble arrow
#

Weapon

#

all the muzzles show up in object builder when I test it in bulldozer, but in game it only displays 2 at most

charred bolt
charred bolt
#

Why more than 1 though?

marble arrow
#

hurricane bolter for 40K

#

but i assume one isnt made becuase of this issue

#

well, non vehicle anyways

charred bolt
#

Don't know anything about 40K but guess the weapon has 6 barrels?

marble arrow
#

yes

#

i know only 1 can be shot out of, but i was hoping i could get all 6 to at least show muzzle flash

stuck oyster
#

You may need to make a custom muzzle flash object

marble arrow
#

cuz i even tried a poor mans way with trying to get the muzzle flash to show as a particle but that didnt work

charred bolt
#

Can you put the 6 muzzle flashes onto one texture?

marble arrow
#

no clue, i only tried making a proxy flash a custom particle

#

any basic cloud particle worked on all 6 barrels, but couldnt get the muzzle flash to apply

#

unless someone knows a way to do that properly

stuck oyster
#

Yea it would not really look great I think

marble arrow
#

now is it just proxies than cant apply, or all muzzle flashes

#

or are all muzzle flashes setup only for proxies

charred bolt
#

Make a custom muzzle flash proxy with 6 flashes in the texture.

stuck oyster
#

so yeah tested that myself too and looks like it does not affect more than 1 proxy 🤔

#

I'll try different types of proxies too

#

but you can tie any piece of mesh to the muzzleflash selection

polar fiber
#

Can try using the reload anim source to unhide it rather than relying on selectionfireanim?

marble arrow
#

tried everything

#

it seems like arma is limited to 2 indexed muzzle flash proxys

stuck oyster
#

you can also model in the muzzleflash straight into the weapon

marble arrow
#

so im gonna try that 6 flash proxy

stuck oyster
#

they are made as proxies mainly so they can be shared between weapons

#

they can be straight parts of the model

marble arrow
#

oh?

charred bolt
polar fiber
#

But in vehicles it's probably less of a problem

stuck oyster
#

too much alpha surface?

#

its a "character" weapon hes making for a warhammer Dreadnought robot

#

the weapon is pretty far to the side and wont really be much visible from first person view

#

only 1 proxy shows despite there being multiple

#

but the added mesh cubes do work

#

for dramatic effect looks like my buldozer started into thunderstorm

polar fiber
#

Wonder if it works if you make a .p3d containing the proxies of the muzzle flashes and assign that as the muzzle proxy.

#

Some proxy in proxy stuff works, but others not

stuck oyster
#

proxy in a proxy does not usually work

#

but worth a shot

polar fiber
#

Works on things like pylons and air weapons. Hence wondering if it works in this use

stuck oyster
#

pylons on hand held weapons would be awesome (but I digress)

polar fiber
#

But otherwise I think the best practise would be to put the proxies in, define it as a skeleton bone instead of a texture section, and use a reload.N anim source. Like we had to do to put muzzle flashes on dynamic gunpods

#

Presumably there's already bones for rotating them, so just parent them all to a common base

stuck oyster
#

something in it detects the first proxy of the group and shows only that.

#

I removed my original proxy and now one of the others show

#

so they are still in there

polar fiber
#

Even if it's not called zasleh or anything else defined in the model.cfg as a section for selectionfireanim?

stuck oyster
#

as selectionFireAnim that is

#

was just curious on how it behaves

last spindle
#

You can flatten points to an axis.......if that is what you are meaning

#

If you mean align pieces of geometry, you could do it with O2Script if really necessary

restive pond
#

is this kind of mesh allowed for a shadow LOD? because it does not work in-game (its where this part of the shadow is seen on the ground than the rest of the model)

woeful viper
#

yes it's allowed, but describe the problem better... you prob did something else wrong. Read the wiki again

restive pond
#

it is closed, triangulated and has sharp edges as you can see

#

ill send an ss of whats goin gon

woeful viper
#

closed - thats often not so apparent from just looking at it. Some verts might be detached from one another

white oak
#

Haven't used OB in long while, did it tell you what's wrong when you validate LODs?

#

Or just mark the broken ones

restive pond
#

i found the issue, appararently i forgot that the other side of the mesh (which i left with no face) can actually be seen from the other side of the object, so it was in fact not closed. oopsies

restive pond
white oak
#

Ah fairs

charred bolt
#

Shadows don't need to be convex.

polar fiber
#

But also there's not much point having convex details in a shadow LOD unless they're big enough to have meaningful impact on how the model is lit

still trail
#

my issue with LHD is that the runway is bumpy, i've moved the roadway lod to 0.1m above geo lod, but no success.

#

There are very small differences in height between joining roadway lod sections, so assuming it is that

analog garden
#

does the EULA say anything about suggestive content being published onto the steam workshop, bc I’ve heard varying things but based on the fact Unsung has full nudity in it, I’m guessing it’s ok?

#

(and no it’s not me making it it’s someone else lmao)

still trail
#

so was going to vertically align the roadway lod sections relating to the flight deck

last spindle
#

if they are just planes, copy them all into a single temp LOD select all the points, make the top/bottom view the active one, and 'P' -> Current View Plane

still trail
#

Ah cool thanks

finite stump
#

If I wanted a sign to have a light, would that be a cone shape to imitate the light or a memory point and config?

white oak
honest atlas
#

How can I add structures to the game?
I am new to this and I would like to learn
or any tutorial that may be helpful

stuck oyster
honest atlas
#

of course

stuck oyster
#

😅

#

there are some decent tutorials that go through various parts of adding things into the game. the basics are all same for any entity

#

Sokolonko, ElTyranos BattleStad are names you can look up on youtube.

#

And there may be some other more recent ones too I recall, just dont remember the names

#

anyway, You will also want to learn to understand multimaterials and how the set that up so you get your buildings properly textured

#

you can find lot of info on that on the chat history here and also the basics are explained on the BI wiki

honest atlas
#

thank you so much

#

one more doubt
Are actual measurements used for the models? centimeters or meters

marsh canyon
#

1m is 1 Arma meter

honest atlas
#

ty

valid lantern
#

For those interested in the Panzer I'm working on it's not quite finished with the model as it needs some smaller objects placed on top of the track covers
anyway here is the High poly model, the low poly model will be making it's way into an Arma mod soon...

stuck oyster
#

Looks cool!

south badge
#

not enough ERA

stuck oyster
#

later variant 😅

cedar garden
#

Does anyone know why in one P3D my model/texture looks like this (first image), but when I copy it over to another model file, it looks like this (second image)?

stuck oyster
#

for some reason the uvmapping breaks

cedar garden
#

Right, anyway to fix that?

stuck oyster
#

where do you copy them?

cedar garden
#

In OB, I had them in one p3d which was exported from blender, I copied the mesh, and pasted them into the place where I need them which one was another model

stuck oyster
#

I would recommned trying to combine the stuff directly in blender and export out single file

#

You can also check the uvsets in the uv editor that you dont have more than 1

#

in OB

subtle bison
#

check if there are multiple uv sets

#

that's likely what is at fault here

tranquil coyote
#

i'm having a weird issue where fire geometry doesn't work above the red line, bullets just go through

#

but if I aim at it from a lower angle it works just fine, anyone encounter something like this before? no idea what might cause something like this

stuck oyster
#

it used to work though

tranquil coyote
#

goofy ahh game

honest atlas
#

How can I add my own uniforms modeled in blender to arma 3?
Someone who has a guide.
I'm just learning

desert notch
#

Try adjusting the bounding radius of the anim state

tranquil coyote
stuck oyster
tranquil coyote
#

nothing that createvehicle, attachto and sethitpointdamage can't fix though, time for the ArmA™ solution

stuck oyster
#

yeah it seems its somehow stuck at the ~2 meter radius

#

maybe we can one day persuade Dedmen to figure it out

bright echo
#

atleast for vehicles its based on bounding box

#

remember having to deal with an issue a long time ago where units on a static couldnt be shot from certain angles, cuz part of them was outside the bounding box 🙃

#

makes me wonder if the animation geometry is what its based on for units

stuck oyster
#

Im fairly sure boundingsphere used to work but it does not anymore

grizzled halo
#

what can be done if texel density is really poor on a selection in a model?

I've tried simplifying the geometry but going even lower makes it lose its appearance, I'm even using a fairly large texture size for this particular selection (2k standard) I know I shouldnt be that worried about it but it really breaks the overall aspect of the model once you notice it

stuck oyster
#

if its big object you would typically want to use multimaterial on it

grizzled halo
#

its not big per se, but its just a very busy model for the size it has

#

the unwrapping is a big and tight as possible to use the most out of the uv space for that selection

#

ive been considering reimporting the textures like that one with a lot crammed in a higher res and just downscale everything else that does not require so much space, I guess it must be obvious for model/texture maker but sadly im still learning about game ready assets. I guess trial an error haha

stuck oyster
grizzled halo
#

sure, I can do so later today

grizzled halo
#

let me get a ss of the uvs

#

to compare

#

this is the uv correspondent to the left side

#

this is correspondent to right side

#

although, i could have sworn the uvs were bigger yesterday

#

🤔

stuck oyster
#

ok as you can see the uv space/texel density is wildy different between the models

#

so that accounts for the quality issue you have

#

first thing is that these both should basically be on same texture

#

as if they are on 2x 2k textures they will never have same texel density

#

since the other part is like 1/3 of size

#

you might get close to same with 1k and 2k texture

#

or 2k and 4k texture

#

but even then the uvmapping needs to be sorted out

#

I would recommend investing into UV packmaster

#

for Blender

#

it is very good UV handling addon

grizzled halo
#

i will check it out, auto unwrap can only do so much and even then I need to fix a lot of overlapping but that on my geometry i guess

stuck oyster
#

thats what the packmaster handles

#

check it out, they have pretty strong examples

grizzled halo
#

but you do make a good point, I guess I was just half awake yesterday night while doing the last bit and bobs and didnt really consider the size of the component

stuck oyster
grizzled halo
#

for the moment being I will reexport smaller components on lower res and bigger on higher, although as far as I have noticed, this is the worst offender of the 20 something thing ive completed

mossy mulch
#

theres a texel density checker plugin that lets you set the density of each island

#

v useful

#

i dont have a link to it tho sadly

marble arrow
#

Question. In regards to the size of rounds, do I have to increase the size of a model, or can that be done via custom particle

marsh canyon
#

What size? Visual?

marble arrow
#

ya

#

like making a GL round bigger

marsh canyon
#

Yep just make a bigger visual LOD

marble arrow
#

So I will need a model that’s the size I want? That’s fine, I was just trying to use the base arma GL round as a particle and size it up but it wasn’t working

exotic quail
#

I've returned sooner than I would of hoped, the joys of modding! I've created an insignia slot for a uniform by duplicating the arm and cutting away the excess then finally moving it slightly above the arm. This way I know all the weights should line up exactly where they need to be. However once in-game the rigging seems to change and it doesn't work, it's clipping into the arms and seems like the insignia is not lined up at all, I've applied all transformations but I don't really know what else I can do. Does anyone know of this issue?

fluid copper
exotic quail
#

Actually let me check, I have like 15

exotic quail
fluid copper
#

How are you adding it? Is it apart of the uniform?

exotic quail
#

Yeah, it goes on the uniform as the insignia slot

fluid copper
#

Oh, so not actually apart of the uniform. Im not familiar with the insignia setup, but its possible they dont use the same model.cfg setup

marsh canyon
#

An insignia is simply defined in the same way with any retexturable parts

#

Model wise, config wise

fluid copper
#

Alright, then it seems like you just don't have the weighting correct

exotic quail
#

That's strange, since it is a exact copy from the model it shouldn't be like that; I'll make it again and see if that fixes the issue

fluid copper
#

Can you look at the weights, are you using blender?

exotic quail
#

Blender & O2 yeah

exotic quail
grizzled halo
grizzled halo
# stuck oyster check it out, they have pretty strong examples

I've decided to get it during next month, hopefully gumroad get some sort of sale soon, I've known they do so from time to time.

I've got a question though, what would be a good TD to aim for?

I've actually got back to previous models I've made with the density checker plugin and I get that it would benefit form giving them a export pass with adjusted texture size for smaller resolution and still get ok results.

south badge
#

And obviously the physical size of the object, unless you are making call of duty and will have 200gb of just textures pain

#

I dont know if you need more than a single 1k for a handrail attachment / component

south badge
#

You should also probably have uniform TD across the entire model in the case of an infantry weapon

limpid swallow
#

does anyone know of a good way to do an accurate geo for a dish, but as simple as possible so i dont have an insane overcomplicated geo?

#

model for reference

white oak
#

how big will this thing be
if its about the size of a home tv satdish you can get away with a simple cone that just fills the inside aswell
if this is something massive ie something you can walk on the dish you're kinda SOL

tribal timber
#

Hello. How fix?

tribal timber
#

Blender 4.1 does not import p3d models for some reason unknown to me.

stuck oyster
tribal timber
tribal timber
marsh canyon
#

Which ToolBox version?

tribal timber
#

3.0.4

pallid island
marsh canyon
#

Try the pinned

tribal timber
last spindle
#

Is artstation realllllllly slow for anyone else, many hours i havent been able to upload to it......no poly porn to share as a result :(

grizzled halo
neat iris
#

is there a sample model for machineguns?

stuck oyster
stuck oyster
#

Don't over think it.

neat iris
#

the ammobelt is just causing me issues so that it goes nicely when reloading/firing

#

though not sure how useful it all will be at this point considering i might have to learn to animate for its reload

edit:
yeah the whole ammobelt process makes no sense

stuck oyster
#

In essence it is combination of same basic elements. But yes it can be tricky and it's mostly very much faked to look like it moves.

lone robin
#

Quick question, if I have broken windows on my damage model would I still need to reference via Glass_x_unhide in the res and geo lods of the damage model ? There are no animations for them like there is for the undamaged model

charred bolt
# lone robin Quick question, if I have broken windows on my damage model would I still need t...

There's broken as in "damaged" glass, and there's broken as in "destroyed", so you need to consider both.
At 50% and 100% damage to each glass selection you can use class Damage material swapping - here it is common for both damaged and destroyed rvmats to show the same cracked / bullet hole glass overlays.
Then you have a choice as to whether at 100% damage, you want the glass to be removed completely - maybe if it's a bullet proof pane you want it to stay, but if it's a "normal" car window, it should disappear.
In the case where you want it to disappear, you'll need to set up the glass selections as bones in the skeleton and then to apply a hide animation in model.cfg - this is where the hide/unhide selection names can come in. You'd also want to mirror those selections in the geometry LOD's so that when the glass is gone it no longer registers tinkle tinkle bullet hits.

lone robin
charred bolt
# lone robin I have the hide/unhide selections in my non damaged model, I also have just the ...

"hide" selections are usually the name given to the window selections which will be made to disappear.
"unhide" selections are often applied to new parts of the model which will be revealed once the damage is done, so in your example, perhaps just shards of glass around the edges of the frames. If you just want the good glass to disappear and for there to be empty frames, you don't need the "unhide" selections.

last spindle
wraith tendon
#

Uh, a futuristic Beercan

last spindle
#

yeah, expolodes in your face, its the new thing these days, no need to drink it when you can wear it

wraith tendon
#

Yeah, i like the idea

#

Beersuit - would buy

lone robin
#

Finally getting around to getting my models into game is this is my first result, I don't know what I did wrong to cause this. From afar the last lod loads in correctly. Any help would be greatly appreciated

dusty meadow
#

Morning. 3 questions:
I'm modelling a helmet, for context.

  1. Can I still have multiple objects in blender at the end of modelling or am I required to combine all of my objects into one single one at the end?
  2. Do I need to have all my objects be watertight (aka have a volume
  3. If I "hide" the bust I used to model the helmet around is it actually not visible in the final model or do I have to physically delete the bust before I finish it up?
white oak
foggy finch
#

:D

white jay
#

Guys i wanna learn how to create my own bulding model, any tutorial?

marble arrow
#

is there a special way baking muzzleflashes into a model is handeled?

#

my model previously worked with them in it, but once i added more stuff to the base of it, its giving me an EOF when i extract it including the muzzleflashes, when previously it worked fine

charred bolt
#

Lots of words we recognise, but not in that order and all together...

#

muzzle flash is usually a proxy to a p3d containing the muzzle flash mesh/texture
it's named something like zasleh and activated by selectionFireAnim = in config and also placed in model.cfg sections[]
it may also be a bone in the skeleton and randomly rotated, or even manually hidden/displayed when using coaxial weapons

south badge
# white jay Guys i wanna learn how to create my own bulding model, any tutorial?
  1. Download Blender.
  2. Watch a bunch of youtube video tutorials at the end of which you think to yourself this is not going to be as difficult as you thought.
  3. Try to model something primitive and fail miserably. Crying and swearing at your monitor out of frustration is optional but welcome.
  4. Question your life choices.
  5. Repeat steps 2 to 4 until you either succeed or delete Blender forever.
neat iris
#

if anyone has a decent sample model, or can point me towards a guide that helps with animating LMGs ammobelts, would be really appreciated

neat iris
#

yeah, ive tried looking at them and working with them but cannot get the belt to work good

marsh canyon
#

So your task is to make belt movement upon fire look better?

neat iris
#

more or less, cause all models ive looked at and roughly tried to copy or look at what to do makes everything work wrong or be at the wrong places

marsh canyon
#

Theory:

  • you basically need multiple memory points to tell the original position of the bullet bone (those points may be reusable to tell those bones where to go)
  • upon fire, a bullet should move backwards in the first frame to prepare the movement, then move back to the original position and rotation
  • if you want to make the link wob... good luck with it. It is definitely not the comfiest struggle for you
neat iris
#

the belt wobble is whatever to me, basically just bullet moving (cause i dont get that at all) and ofc reloads as well

marble arrow
neat iris
#

like more or less what bones and memory points i try my results is something like this always;

neat iris
#

sorta went past that point now, next problem is i can only get 7 bullets moving, and not the 10 i need

grizzled halo
#

are animation types limited to the animation sources you use to activate them or is there something I'm missing?

Specifically speaking, I'm trying to do a rotation happen if hasOptic changes, can't seem to make it work (even translation won't happen) but for example hiding selection works just perfectly.

polar fiber
grizzled halo
polar fiber
#

hasOptics, not hasOptic

grizzled halo
tribal timber
#

Is it possible to make the model turn the wheels 90 degrees to move sideways?

fluid copper
#

You can make the wheels turn visually that far, but actually making the car move like that is likely impossible through base features. (Very complex script work might be able to emulate it)

charred bolt
charred bolt
grizzled halo
sour bough
tribal timber
umbral shuttle
#

does geo phys have any impact on how a drone a handles? or is it all just in the geo lod?

neat iris
#

having a random issue;
my MGs built-in bipod only expands when im reloading?

marsh canyon
umbral shuttle
marsh canyon
#

Maybe maybe not

charred bolt
umbral shuttle
stuck oyster
#

I recall also model center relation to mass center may play some part in the handling

umbral shuttle
#

oooof, yeah I didnt center it correctly either

lone robin
#

Is the actionNamedsel something that is declared as a bone in model.cfg ? I just can’t seem to get some doors working and I feel my lack of understanding of the actionNamedsel has something to do with it. The doors are properly named in the models and are convex in the geo lods as well as class animations set up correctly on my understanding of the samples model.cfg, so I’m not sure what I could be missing

stuck oyster
lone robin
# stuck oyster Do your animations works in buldozer preview?

It does not, it just references a no entry for my "door_1_action" type. Which leads to i suppose my biggest question is where/how would I define the door_1_action etc in the model cfg in order to use the actionNamesel ? in animations in the model.cfg would I use "Door_1_action" in selection= instead of just "Door_1" ?
The exact error reading “No entry ‘model.cfg/CfgModels/my_house/Animations/Door_1_action_1.type’”

pallid island
#

if the error calls out missing "type" - you're probably missing a type in your animation blobdoggoshruggoogly

#

fully defined (i hope) animation from the house sample looks like this: ```hpp
class Animations
{
// Animation for rotating door #1 (without a door handle)
class Door_1_rot
{
type = rotation;
source = Door_1_source; // Controler defined in class AnimationSources in config.cpp.
selection = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton.
axis = Door_1_axis; // Axis of the rotation.
memory = 1;
minValue = 0; // Value of the controller at which the rotation will be angle0
maxValue = 1; // Value of the controller at which the rotation will be angle1
angle0 = 0;
angle1 = (rad 110); // "rad" converts from degrees to radians
};
...

#

(people with proper experience retorting that A3Samples advocate bad practices in 3...2...)

lone robin
pallid island
#

why is there a "No entry .../Door_1_action_1.type’` then? Can you maybe post a relevant part of your model.cfg?

stuck oyster
#

Nothing from config. Cpp is read

charred bolt
#

Going to guess it's one of those class Rotation {...} and class Door_1_action_1: Rotation {...}, but in this case the inheritance is missing.

#

Unfortunately DrSeuss died before he could post his model.cfg

lone robin
pastel heath
#

Just out of curiosity would it be possible to make aircraft carrier capable with out setting animations ?
Like if i just put this in config of a vehicle would it make carrier capable or do i still have to mess with model.cfg ?

    
tailHook = true;                                                                        
class CarrierOpsCompatability
{
    ArrestHookAnimationList[] = { "" };    
    ArrestHookAnimationStates[] = { 0, 0, 0 };                                        
    ArrestHookMemoryPoint = "pos_tailhook";                                                
    ArrestMaxAllowedSpeed = 275;                                                        
    ArrestSlowDownStep = 0.8;                                                            
    ArrestVelocityReduction = -12;                                                        
    LaunchVelocity = 300;                                                                
    LaunchVelocityIncrease = 10;                                                        
    LaunchAccelerationStep = 0.001;                                                        
    LaunchBarMemoryPoint = "pos_gear_f_hook";                                            
};
charred bolt
charred bolt
pastel heath
verbal slate
#

Hi, can some one make it

charred bolt
smoky lava
#

Hey, everybody. Is there any way to make smoothing groups work correctly in OB? Tried importing via fbx and directly from blender to p3d but the result is the same... The prospect of hand clicking all polygons in OB scares me. The strange thing is that sometimes it works fine but now it's bad)))

fluid copper
smoky lava
fluid copper
#

In the viewport, press N and then arma tools

#

Send a screenshot of that

smoky lava
#

The N button doesn't do anything, probably because I have an Autodesk keyboard layout.
PS I changed the layout. It opened the same thing. Yeah.

#

Is that what you mean?

south badge
#

Excuse the dumb question, but what do I need to look into if I want to make my air freshener bounce around together with my vehicle instead of being stiff? pain

Some physics object rigging?

lone robin
charred bolt
south badge
#

cheers!

umbral shuttle
charred bolt
umbral shuttle
charred bolt
#

I always use rudderRTD as the AFM fly-boys really notice if everything doesn't move properly and sadly the SFM'ers don't get any rudder pedal movement. Fortunately the cyclic and collective sources work in both flight models.

grizzled halo
# polar fiber hasOptics, not hasOptic

sadly, this was not it 😦

heres the config:

class BackSight_optic_hide
            {
                type="hide";
                source="hasOptics";
                selection="backSights";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=1;
            };
            class BackSightLeaf_optic_hide
            {
                type="hide";
                source="hasOptics";
                selection="backSights_Leaf";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=1;
            };
            class BackSight_optic_unhide
            {
                type="hide";
                source="hasOptics";
                selection="backSights";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=-1;
                unhideValue=0;
            };
            class BackSightLeaf_optic_unhide
            {
                type="hide";
                source="hasOptics";
                selection="BackSights_Leaf";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=-1;
                unhideValue=0;
            };

            class FrontSightLeaf_optic
            {
                type="rotation";
                source="hasOptics";
                selection="frontSight_Leaf";
                axis="frontSights_axis";
                memory=1;
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad 90";
            };

Source hides for 2 of the selections, ignores the thrid one, but it works when using oner source for the front leaf

polar fiber
#

Why do you have an unhide animation? you don't need it

grizzled halo
#

force of habit\

polar fiber
#

Unhide's only needed if you have an animation that hides something and then shows it again while the anim runs from 0 to 1 like a magazine reloading sequence. Or you have something hidden at init (hidevalue 0) and want it to show when it's non-0

umbral shuttle
#

I guess say fuck it and make it a vtol so its airplane simulation, but then hovering becomes a pain thinkW

polar fiber
grizzled halo
#

yeah, quotes while using rad work in my other models

charred bolt
#

I've always used "rad 90" etc

grizzled halo
#

it actually even works on bulldozer

polar fiber
#

yeah, I checked another weapon. Seems valid

charred bolt
#

I seem to remember someone once saying it was preferred or optimal for the engine too, but could be mistaken

grizzled halo
#

probably dedmen

#

I saw him recommend it at some point

polar fiber
grizzled halo
#

yes

#

I actually reimported the whole model recently in order to do better uvs

#

and made sure selections were ok etc

charred bolt
#

You removed the unhide class as monkey suggested?

grizzled halo
#

not yet, would that impact the other selection?

charred bolt
#

Yeah

#

maybe

#

depends on skeleton

grizzled halo
#

they use different parent bones

#

but i can try removing them in a bit

charred bolt
#

Can you remove the unhide, then post the relevant skeleton bones and all animations that use the selection which is broken

grizzled halo
#

the ones I posted above are the only one broken

#

let me get the skelly

#
        skeletonBones[]=
        {
            "muzzleFlash","",
            
            "Magazine","",
            
            "Lower","",
            "Trigger","Lower",
            "Fire_Selector","Lower",
            "pistol_grip", "lower",
            
            "Upper","",
            "ejectionPortCover", "Upper",
            "Bolt", "Upper",
            "ChargingHandle", "Upper",
            "marksman_stock", "Upper",
            "ris2", "upper",
            "BackSights", "Upper",
            "BackSights_Leaf", "BackSights",
            
            "FrontSight", "",
            "FrontSight_Leaf", "FrontSight"
        };
#

back sights hide, front should flip

charred bolt
#

why have a hide on backsights_leaf when you have one on backsights (parent)?

polar fiber
#

If you select frontSight_Leaf in the .p3d (in object builder), right click and then open the "Weights" menu does it show any other selection names in there other than frontSight_Leaf?

grizzled halo
#

back ones do hide normally

grizzled halo
charred bolt
#

oh I missed this - it's only the front sight which isn't rotating?

polar fiber
#

okay, try the same with FrontSight, maybe it's breaking further up the skeleton

charred bolt
#

I was going to say the same, yep

grizzled halo
#

rotate the parent too?

polar fiber
#

No, check the weights

grizzled halo
#

ah, sec

polar fiber
#

See if it's not overlapping another bone

grizzled halo
#

oh god

#

you guys are going to kill me

#

...

#

that explain a fucking lot

#

🫠

charred bolt
#

Your selection is frontSight_base, not frontSight_leaf?

grizzled halo
#

the selection parent is broken

#

in the skeleton

charred bolt
#

Doesn't necessarily matter, you can have bones that don't "exist"

grizzled halo
#

packing right now to verify

charred bolt
#

What are you packing with?

grizzled halo
#

addon builder

charred bolt
#

If you're getting into some serious modding you'd benefit from using pboProject or HEMTT

grizzled halo
#

i will likely do the change once i get to the pbo size limit which im really close to

charred bolt
#

addon builder will build any old rubbish, but pboProject will not and gives you messages to explain what is wrong

grizzled halo
#

its just that there is just too much to tackle at once and i get beaten up by all these new tools at once xD

#

nah, the bone did nothing

charred bolt
#

check your memory LOD for the axis name - spelling and 2 points

grizzled halo
#

not the issue, it actually works on Bulldozer

charred bolt
#

usually that indicates the animationSource is not working as you expect in game then

grizzled halo
#

yeah, it why in the original question I was wondering if the rotation animation might just not be compatible with hasOptics

charred bolt
#

change the anim source to something else like reload then

#

to verify that the animation works in game with at least some source

grizzled halo
#

alr, packing

gusty parrot
#

anyone able to help me figure out the stuff needed for facewear items like balaclavas n stuff. Im tryna make bunny ears as a facewear item but i cant find any references on how to set up the model in blender

grizzled halo
#

muzzle, back sights work normally

#

full skeleton definition

class CfgSkeletons
{
    class Default;
    class M4A1_Skeleton: Default
    {
        pivotsModel="";
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]=
        {
            "muzzleFlash","",
            
            "Magazine","",
            
            "Lower","",
            "Trigger","Lower",
            "Fire_Selector","Lower",
            "pistol_grip", "lower",
            
            "Upper","",
            "ejectionPortCover", "Upper",
            "Bolt", "Upper",
            "ChargingHandle", "Upper",
            "marksman_stock", "Upper",
            "ris2", "upper",
            "BackSights", "Upper",
            "BackSights_Leaf", "BackSights",
            
            "FrontSight_base", "",
            "FrontSight_Leaf", "FrontSight_base"
        };
    };
};
#

borked anims

class CfgModels
{
    class Default;
    class M4A1: Default
    {
        sections[]=
        {
            "muzzleFlash",
            "ejectionPortCover",
            "marksman_stock",
            "ChargingHandle",
            "pistol_grip",
            "ris2"        
        };
        
        sectionsInherit="";
        skeletonName="M4A1_Skeleton";
        class Animations
{
            class EjectionPortRot_Open
            {
                type="rotation";
                source="reload";
                selection="ejectionPortCover";
                axis="ejectionPort_Axis";
                minValue=0;
                maxValue=0.5;
                angle0=0;
                angle1="rad -190";
            };
            class EjectionPortRot_Close
            {
                type="rotation";
                source="reload";
                selection="ejectionPortCover";
                axis="ejectionPort_Axis";
                minValue=0.5;
                maxValue=1;
                angle0=0;
                angle1="rad 190";
            };
            class FrontSightLeaf_optic
            {
                type="rotation";
                source="reload";
                selection="frontSight_Leaf";
                axis="frontSights_axis";
                memory=1;
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad 90";
            };

brb

grizzled halo
grizzled halo
stuck oyster
umbral shuttle
#

for horizonBank/horizonDive min/max value would be "rad +/-360" yes?

stuck oyster
#

Yes

umbral shuttle
#

ty

neat iris
#

how do i get to fixing these being out of place a bit?
theyre in the correct places in the .p3d, but something with model.cfg, what value do i need to adjust?

stuck oyster
neat iris
stuck oyster
#

Yes

#

It's the first place to debug model.cfg issues as it just processes P3d and model.cfg

neat iris
#

first is just default, second is when i changed the revolving value thingy in bulldozer

polar fiber
#

The fact it's half size like that in the first image implies you have a skeleton issue where the ammo belt is part of more bones than it should be

neat iris
#

well i have no idea how to the fix the whole thing or what to do about it

#

theres basically no guides so im basically throwing shit at the wall and seeing if it sticks

stuck oyster
#

Scaling like that usually refers to hide animation

stuck oyster
neat iris
#

the problem is i have tried but i get nowhere cause i dont understand it, wiki page makes 0 sense to me in relation to this

i have had more progress this way even though i am currently stuck

storm wave
#

Is there a tutorial for model making

#

If yes can someone pleas give me a link

stuck oyster
#

Like with all thing you got to start from basics. And once you understand those you can start looking into how things need to be done for arma

neat iris
stuck oyster
neat iris
#

how do i tell how much a thing moves between axis points and where

edgy herald
#

Is there anyways to port arma 2 uniforms as im trying to do it and the uniform model doent show up

grizzled halo
#

@katarsa the way the model cfg works is very mechanically oriented, you can do a lot but more complex stuff like what you want to do with the belt tend to be really complex.

As for animations, there is a list of sources you can use in order use the animation with you want.

A source is a controller, or better exemplified an eventhandler analog in the sqf side of things.

Each object can do a different type of sources depending in the declaration of the class in your mod. For example, the weapon you are doing is bound to have Reload, hasOptics, isEmpty, and many other sources that most if not all the weapons share.

Each animation needs a source to be triggered, they can be engine sided as the one mentioned above or can be mod defined (but there is next to none documentarion on this).

Each animation has a different type of usable parameters, animations that run on sources that are not binary can use phases for example, this creates an interpolation between an state or other.
Sources that are binary will likely use min and max values, as they can only be one or another (0 and 1).

In sources with interpolation possible, you can set the maximum and minimum values at which the animation will interpolate from initial to final state and so on.

As for transformations such as trasnlations and rotations, translation values are relative to model center or selection position, rotation is the same but instead of using a value from 0 to 360 degrees, it uses a value from 0 to 1 radian. A radian is a revolution in a circular system, so by telling then engine "rad 35" you are asking then engine to trasnlate the 35 degrees of the axis you are using to a value equivalent in radians (like 0.10 i believe?) and so on.

Address types are another way to tell the engine what type of thing you want to do with the animation, for example, looping a rotation will keep adding the amount to the value all over without ever resetting and so on.

Its best if you ask a more specific question.

stable marsh
edgy herald
#

Thanks

finite stump
#

Im confused on the resolution LOD. Do I need to retexture the object each time or does the game engine just put my texture on top of the lower polygon object?

charred bolt
finite stump
#

Ok. Thanks

neat iris
#

I still dont also get the difference of clamp, loop and mirror

grizzled halo
#

but with how you want to do it, the logic is to use the "reload" source and have all your movements and rotation per shot execute during the 0 to 1 phase of the source

#

multiple animations can use the same source during different phases and can even overlap to generate more complex movement but its harder to keep track tbh

#

the phase duration in this case, is what ever you definte for the reload in between each shot in config, be it 10ms or 2s or whatever, that is what constitutes your 0 to 1 phase

#

what you see in bulldozer preview animation is the execution of the phase from 0 to 1, not during an specific time frame

neat iris
# grizzled halo but with how you want to do it, the logic is to use the "reload" source and have...

its just, i get the reload source and selection, and axis selection, but the rest dont make sense, i guess i do translation for bullet_move_axis, and use some lines (minvalue/maxvalue, maybe?) and then rotation for bullet rot axis to rotate the bullet a bit at the same time so it stays rotates correct way when it moves so the belt links still ”work”, but im confused on the values and lines for that

#

like, im once again dumb or something, but i require like eli5 level explanation before i grasp it, and wiki doesnt really provide it

grizzled halo
#

and it will never do, I too struggle alot with some of how the wiki explains stuff but it basically requires you to tinker alot until you grasp the concept. Once you do going back to it makes much more sense

neat iris
#

yeah but i dont know where to begin to tinker with, i cant understand cause i dont know what to base anything on

grizzled halo
#

try doing a bolt action, its basically the same of what you have to do but with a much more manageable single selection

#

the only diference is the axis of translation

neat iris
#

i dont understand how it is the same?

grizzled halo
#

it requires multiple movements in a single phase interacting with different axis at once

#

which is what you do with the links right?

neat iris
#

i guess? i have no idea

grizzled halo
#

have you shared your cfg?

neat iris
grizzled halo
#

share your full skeleton

#

did you define it yourself?

neat iris
#

ill reply and do it in the morning, currently not on pc

but mostly yes, by mostly i mean ive tried looking a bit at others on what bones to link where

grizzled halo
#

alright, also on the video you shared on animation makers it seems like your muzzle is offsetting from the bore, is your barrel axis correctly aligned and selected?

neat iris
#

it wasnt at the time, but i fixed it

south badge
charred bolt
# south badge Isn´t the texture retained only in case all UV islands are also retained? I´d wa...

The texture and material (rvmat) used on a face are defined in the face properties.
If the UV map for that face on a lower resolution LOD has been poorly reduced, then the texture will not be mapped nicely and it could look ugly.
Part of the skill in producing good lower poly res LOD's is in maintaining accurate UV maps that do not noticeably distort or tear textures, which is why manual intervention is usually required rather than just auto-decimation.

inner venture
#

Guys why the wood texture near the doors look inverted in SubsPainter?? It looks allright in Blender. Its not inversed as well, it is blue.

stuck oyster
#

Hard to say not knowing how you built your model.

#

Substance painter is not really very useful for building texturing though

meager bronze
#

my first modeled vest

stuck oyster
#

That is very nice! 👍👍

storm wave
#

How do i convert p3d to obj

pastel heath
storm wave
#

Thanks

stuck oyster
storm wave
#

Ho

#

Why cant you edit them

stuck oyster
storm wave
#

But in a3