#arma3_model
1 messages · Page 33 of 1
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.
yeah, but they are NOT ideal to do final models
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?
You create a wreck LOD in your p3d and then use destrType="DestructWreck";
Then you must’ve messed up elsewhere
Yes. That it is why I am asking for a config example.
There is none. You create a wreck p3d, proxy that in, in a wreck LOD and use the code I sent
Just in case and just a clarify, yes it's free, to make Arma content, no export to elsewhere, as you might already notice though
(Which means APL = Arma Public License means)
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.
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..
Maybe because the simulation is set to house
Do you have a Fire Geometry LOD?
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
Does anybody knows how to make a wreck for a ship ?
Everything appears to be fine but it's not working
Hmmm i think i solved half of the problem
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 ?
more like a boat...
Hello, I tryed both with and with out. No change
I tryed that. No change
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)
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
I don't think the wreck LOD is still used. It's doesn't appear to have any use and it's not even documented
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.
It doesn't matter
I am really noob at this, lol, sorry.
I think you need to speak about this problem in #arma3_scripting
But its need to be a mod object, it will be a map object, not an eden one.
I don't understand what your problem is. You made an object, you can spawn it but you cannot remove it ? Is that happening in eden editor or terrain builder ?
This was my last attempt, useing playground vanilla object as reference
Nothing happened
What is the problem exactly ?
I am making a map and the map objective is to destroy an airplane. I want to create that airplane. The models and retextures are both done.
I want now to make a mod with that objets, so mission editors can place the airplane and blow it.
If you want to do this, you need to place the airplane with eden editor, not terrain builder
I haven't seen the line where you define the model of you object
Sorry for bad english btw
That is all I have, lol.. I am noob, can you point me to the correct direction? A guide or an example?
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
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
Did you try a satchel ?
Yes, it just loss the geometry and you can walk through it, but the visual model stays.
If its a map/terrain object you need to have it as simulation house in config and you need land_ classname prefix to connect config with the terrain placed p3d
No thingX stuff
It is alrady on simulation house
The other part didnt understend it, can you please elavorate or give me an example?
Thanks
Wiki has a page about it
Sample house config probably too
I'm on mobile. Too much to write to explain
No problem, you at least open a door, I am investigating
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
Well, actually i think submarines don't sink in Arma 3, you need to sink it by script
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
Ok, I manage do it. Thanks all for the help.
the importing part can not be commisioned since it requires use of arma tools
#creators_recruiting is the place to look for people to do stuff for your project
Is the hitpoints HitAmmo a thing for vehicles like tanks and stuff?
Or is that for like planes or something
It only occurs once in the config dump under UAV_05_Base_F, so not a common thing.
Is there a "Should a shot hit this hitpoint, instant boom"
I cant seem to find anything regarding it
its probably something handled with eventHandlers, hit or handleDamage and check if specific hitpoint have been damage above a threshold or so
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)
Yes, but I don't know if its being talked about what the obstacle is. We are mostly just waiting for things to happen.
its been Soon™️ for like 5 years now
Well what does, say, a destroyed vehicle model use then?
I'm pretty sure it's the wreck LOD. I think I first saw it in the samples
haha no :P just worked with the basic design of the AGM-158C
Destroyed vehicles use the Wreck LOD yes, if destrType is set correctly.
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
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
You might have loose duplicate geometry or un merged corners
Or you apply some modifier that breaks it maybe
It is rarely wrong
Or you don't actually have them as separate parts
Object Builder menu >> Structure >> Convexity >> Component Convex Hull
Figured out it was some non manifold edges, absolute rookie mistake
Alright all, what would you guys say is the limit with Vertices on a uniform?
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?
What limit? Number of vertices?
It is because a face is not visible from behind of it. If you are sure there is a face, make sure it is facing correct side. Also Buldozer literally is a in-game model viewer, so what you see is most likely happen in-game too. Also you can try it in-game, too
from inside the face is there
Can backpacks support having any animations? For example sake lets say source = time for a part that just spins
That's what you mean by "inside" and "other side" I see... check RVMAT and or face settings
Possible shader or alpha sorting issue
We typically refer to triangle count instead. Nice looking and well working uniform can be achieved with 5k- 10k triangles
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
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Bit of the model cfg part of interest
revolving isnt the right source I think
Oh god
revolving plays always when you shoot basically
except last round
so its the cycling of the weapon
What should i use then? I tried "ammo" but despite having declared the source in the config, it doesn't work
True
thats reload
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
https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies has a good macro at the end that makes it fairly easy
// 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
Macros are new to me, but if i can make a classic animation from using it as reference i think i should be able to make it work then 
i messed up them to test the possible outcomes, originally the animations worked with the hideValues and the unhideValue set to -1 for all of them. It was working in game too but in reverse, so for each shot a bullet got spawned
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
Which work in buldozer but not in game
In game the bullets stay hidden, no matter what, probably there is something wrong in declaring the ammo source within the config
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
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";
};
};
well it needs to be the former, other than that 
tried with bullets_ammo just to check my brain fart lol. But yep, doesn't work with just ammo neither
What's a good vert count to aim for when it comes to vehicles?
Including all parts, wheels and view pilot
Depending on vehicle type
Rough “decent” amount is like 40k I think
I think 60-70k if you want to push it
MRAP, but a decently big one
And yeah, I'm including the interior model in the total vertcount
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
Of course
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
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
above 100k is very high end
yeah the wheels eat probably 50k
Could probably cut down on the wheels
Basically anywhere thats flat grey is gonna be simplified
The wheel design could be baked instead probably
Mmmmhm
Does someone ever made a custom uav in arma 3 ? Mine refuses to move
technically they should work the same way as any vehicle
*Literally
could be possible because i scaled the model down and checked to all lods and all animations that the geometry got corrupted ?
Anything is possible until investigate and tell us what exactly is happening out there
i place the unit down and give it a waypoint but it wont take off
and i used the apex heli drone config and adjusted some things like model path, classnames
could be broken geometry lod
or too small thing
copy pasting config wont really work
its a bit bigger than a human, idk why that shouldn't work since the vanilla drones are smaller
when i take control of it it flies like it should, its only the ai that wont work
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 ?
do you have your building folder on the pdrive ?
Yes, looking at the rvmat it may have something to do with the _MC as it’s pathed to one but I currently don’t have an actual _MC. Maybe I just use a procedural for time being
@stuck oyster its solved btw, but idk what was wrong
👍
Can this be related to the fact that my weapon base class inherits from static cannon?
I have no more options to go through 🤷🏻♂️
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
just manually painting stuff where I wanted it really
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
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
hmmm, i watched that the other day aswell
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.
No, that’s Config/Scripting
If you make your geo properly, I think the AI might auto crouch
Or they walk through it
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?
Nevermind, I think I figured it out
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;
};
};
};
};
};
I have the requirements listed in pins
Perhaps you need to tweak the model cfg
When I load a p3d file into Blender, this error appears. Can anyone help me fix it?
You can't load it
its probably been binarized
thats my guess
where'd u get the p3d from
cause if its from arma's assets that probably why
I extracted it like this
Binarized P3D can't be loaded
What does that mean?
tldr
No
The model center must match the head center.
If you already have the autocenter property as 0 then you are probably working on the middle of the workspace.
Adjust the height using the a3 man reference perhaps and try again
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.
Whats the possibility of sharing that node setup ? ive been trying to play CSI agent and clearing the image you posted to try and ID some of the node types and thats just not possible
It's very specific to my use case so don't know if there is much use of it for you
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?
mainly just the base
its on the workshop as Mother Base Project, i dont want to put the link for fear of being smited
ive got it working do you wanna what it was
i forgot to apply the rotatiom, scale and most importantly Scale
(Armour is not mine im just making extras for a fren)
That makes sense, I don’t want to come off like I’m trying to steal work
Not much to steal but just not much to reuse in meaningful way.
I can show more of it later though
I would greatly appreciate that, I’m just trying to add more to my toolbox and you’ve been a great help
any p3d or?
For checking the path any file m, even empty txt renamed as bysta. P3d works
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
Found it in animation rtm?
If its the same one?
No it's not but that will work too.
Only the name bysta is important
Not where it is
Can’t find the new location of it just to be sure 😭
In Geometry or Firegeometry or Roadway LOD im not sure where but there is a .rvmat
If it’s not ripped, you have nothing to worry about
they're all made in house so no worries
i figured it out check in #arma3_audio if ur curious
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
Totally not me now wanting to do something based on Star Fox in this
hiya, VERY new to modding and i'm coming across an error with p3d files, (am I in the right place for help?)
What error
unable to load file error in object builder
It is a binarized P3D that you can't open/edit
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
If that's what you've done, make sure the P3D is not 0KB, if it is, reread ArmaToolBox manual
it is indeed 0kb i will go read up 🥲 thanks!
Usually because you didn't set the object to export-ready (or whatever its called)
i thought SOGPF used Substance for all Model Textures
SoG has access to the source models. Of course
substance is pretty limited in what it can do for arma
used programs dont matter really
if one does great textures with paint thats just as valid as great textures with substance painter
cause i heard that Eggbeast said that he wants the textures be made in Substance Painter iirc
i never said the opposite 😄

dont take stuff so literally
im german i take everything literally and serious, there is no fun in life 😄
Substance Painter was used extensively in SOG:PF, especially with vehicle models.
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
truth
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
Arma draws only frontside of faces
so if you want 2 sides you need to duplicate and flip the faces
in blender you should keep backface culling on so you can see same as what arma would use
im just curious, is this due to optimization ?
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
possibly. most games do that
most of the time you dont need to see the inside
thats selection masking
if im not mistaken
also you would have some thickness to such roof
In blender I made roughly an inch of thickness but that didn’t translate too well
My interior doors and door frames were also red which is weird since those area different material
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?
no magazine proxy maybe
No there is magazine proxy, i repathed it
where to?
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?
Same pbo as the gun
magazine, optic etc. proxies should be pathed to where they are in BI's pbos
Got it
Will try that
It was empty p3d just there for No errors ”missing file”
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
Arma3?
yes
May be best to explain in detail what you do.
'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.
Did you try using the same doorNoHandleOpen function for door 2?
THANK YOU!! I have been staring at this and that didn't catch my eye at all!
of course now I cant close it
nv mind, I cant spell
Whats the code in the config to make an object have an inventory? Like a crate has inventory.
nv mind. I found it
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?
wrong uvsets
broken model
hmm yeah re-exporting it from blender fixed it somehow
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
the size is of the object is not 1024. texture might be.
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
yes, it is 1x1. sorry.
texture is.
also if you want the helipad behavior for AI you need to use the vanilla helipad class as parent
sure, not a problem.
Only creating the new object.
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 ?
what do you expect it to look like if not see through like glass?
You got me there, I’m just not sure why it’s not visible from exterior
unbelievably common
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 ?
What does the cfg look like?
typo somewhere maybe. only wrong path in config.cpp can make that happen
Or base item
I was referencing the wrong vest once and it showed up as the sash bandolier
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
Class Weap or Class Vehicles? Are you also referencing the base item as well?
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
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
Yeah I forgot to delete it from SC2, I'll give it a go
uniformModel = "\Better_BD\GScap.p3d" Fixed the issue, thanks man!
🫡

They’re 2 planes facing opposite directions and both faces are facing outwards
try recalc normals
What’s weird is when I select one window, every other window becomes transparent aside from the one selected
turn off selection masking in buldozer settings
I'm still not getting any results from recalculating normals, I'm really stumped on this one
have you checked it with blender face orientation
I believe I just figured it out, for some reason the path to the face texture in blender wasnt correct so I had to manual paste the path and that seems to be working now. I apologize for blowing up the channel
ah
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
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.
faulty packing?
hmm, I use mikeros pboProject. Maybe I try to simply use pbo manager
nah thats not going to fix it then
yeah, it didn't. hmm
is there a way in OB to vertically align selections?
way too advanced for ob...
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?
you can look into how Warthunder has set up layered tube tracks but Arma by defauly has very simple tracks
the track movement is done by moving the texture
so the mesh itself does not go forward
selectionRightOffset = "pasoffsetP";
tracksSpeed = 3.8;```
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.
That does make sense, thanks for the info
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.
Yep, noticed that in the sample tank
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
I typically use simple baking in blender
or you can render or even screenshot different directions of the building and compile a simple texture out of that
I guess my follow up question to that is how is that then referenced in the whole model if it’s using a different UV/material or is there nothing more to it ?
the last lod has its own uvmapping and texture
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
Yes soft/partial weighting is possible (characters use it)
It's controlled by the isdiscrete property in cfgSkeletons in model.cfg
ohh okay, i might give that a shot then
was the main thing holding me back from doing this lol
cheers
quick question
is this too much faces for arma 3 engine
(making my first vehicle mod)
Very
how much is the best amount for performance but still good looking vehicles?
What kind of vehicle?
Does it have a detailed interior that you need to see from outside?
it's open top
For that, probably 80k triangles max.
thx
but for a 4k could I put it into 100k or is it limited by engine
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.
the doors are like 20k poly each but I'm gonna try to limit them as much as I can
😅 whats the source of the model?
idk some free stuff from a website
fbx file
ok looks like its not from any game. but the editorial license does not include use in mods
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
I can lower it by big amount but it won't be that pretty
idk if this comes under modification
it does yes
editorial license is a bit of boob
lowering poly for usage is modification if included in bigger package?
often authors dont even think about it
cuz I making proper WW2 Civilian Vehicle pack
yeah just contact the author to sort it out
the poly hog are the wheels, you can really simplify them and make them use transparent textures instead of actual geometry.
Once the car gets simplified and then some tweaking applied to the wheels, its should be much more manageable
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
its highly probable that the models are not his then. No info + really cheap models scream "trust me bro"
yeah I will just use model for shadow of my own modeling then
thats a good idea
Damn, both the dumpster and the car are 2 bucks? 
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
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
with that stock could as well make it bullpup
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
This is awful and I love it
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
The bullpup remains the least reasonable and therefore my favorite
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
Anyway to get interior lighst to light up the floor of the model evenly and not like in the below image?
your floor needs a rvmat
VertexShaderID="Super";```
That is what I already have
Don't think I'd like to dabble with modeling guns atm so if anyone's looking for a cursed idea
Take this
xD
i do need to model an m870...
wondering if i can translate in Y axis relative to a pin?
The fire and smoke doesn't show through the glass. Where should I be looking for a fix? Its vanilla glass and its rvmat.
Bring glass faces to the top of the stack in Object Builder (Faces > Move Top)
Try super shader rvmat instead of glass too
riddle of the missing hull texture fixed: it's a hiddenselection, duh.
where do I find that rvmat?
a3\data_f\ has default one you can try
I dont know what shader your current rvmat uses
It uses the rvmat that goes with the glass texture

the one for a3\structures_f_aow\civilian\gallery_01\data\glass_tinted_ca.paa
I still dont know whats in it 😅
just suggesting trying out the default super might have different results
unless you already solved the issue
the default super didn't fix it
^ bump
have you compared to vanilla files for reference?
Ive been trying to find them but either im blind or plain stupid haha
where would they be?
thanks!
Hey guys, I'm new here and am wondering what would the average polycount be for a tank in arma 3?
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.
They say 20k
with or without all the interior details (furniture etc)
Without furniture, with walls
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
this might end up more a midpoly level model that may require some reduction for game use
since its already 10k+ tris and its just the turret 😅
bespoke building model with interiors and multiple surfacetypes and all the technical stuff would maybe be 1000-2000e range. It seems to have some fancy details too
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
👍
Without it;'s 4K
40k without rivets is impossible 😛
The more stuff you can paint on, the better
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
vehicle or weapon
Weapon
all the muzzles show up in object builder when I test it in bulldozer, but in game it only displays 2 at most
Just tested and I see the same thing, with only 2 muzzle flashes displaying despite there being a third in the p3d.
yeah... im trying 6 lol
Why more than 1 though?
hurricane bolter for 40K
but i assume one isnt made becuase of this issue
well, non vehicle anyways
Don't know anything about 40K but guess the weapon has 6 barrels?
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
You may need to make a custom muzzle flash object
cuz i even tried a poor mans way with trying to get the muzzle flash to show as a particle but that didnt work
Can you put the 6 muzzle flashes onto one texture?
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
Yea it would not really look great I think
now is it just proxies than cant apply, or all muzzle flashes
or are all muzzle flashes setup only for proxies
Make a custom muzzle flash proxy with 6 flashes in the texture.
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
Can try using the reload anim source to unhide it rather than relying on selectionfireanim?
you can also model in the muzzleflash straight into the weapon
so im gonna try that 6 flash proxy
they are made as proxies mainly so they can be shared between weapons
they can be straight parts of the model
oh?
Seems that way yes - I removed my second and third from zasleh so they should be permanently displaying, and the third was still missing.
Have to be careful with how you apply this though, as it can make weapons render behind the hands. forceNotAlpha might be needed to solve it
But in vehicles it's probably less of a problem
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
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
Works on things like pylons and air weapons. Hence wondering if it works in this use
pylons on hand held weapons would be awesome (but I digress)
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
Can someone help me with this: Trying to make a pylon based cannon, similar to the 20mm_twin_cannon of the vanilla buzzard. I have managed to set it up. The wing mounted cannon shows up and can be fired. Now I wonder how I can make the muzzle flash work. It must be outside of the plane config, as...
Presumably there's already bones for rotating them, so just parent them all to a common base
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
Even if it's not called zasleh or anything else defined in the model.cfg as a section for selectionfireanim?
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
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)
yes it's allowed, but describe the problem better... you prob did something else wrong. Read the wiki again
it is closed, triangulated and has sharp edges as you can see
ill send an ss of whats goin gon
closed - thats often not so apparent from just looking at it. Some verts might be detached from one another
All geo components need to be convex afaik, I know it doesn't state it specifically for shadow but it still applies
Haven't used OB in long while, did it tell you what's wrong when you validate LODs?
Or just mark the broken ones
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
the wiki doesnt say anything about shadow LODs having to be convex and it seems to work just fine now
Ah fairs
Shadows don't need to be convex.
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
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
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)
so was going to vertically align the roadway lod sections relating to the flight deck
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
Ah cool thanks
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?
Memory point and config
Need 2 points origin and direction
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
do you already know how to model them?
of course
it is not quite certain usually which is why I ask
😅
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
thank you so much
one more doubt
Are actual measurements used for the models? centimeters or meters
1m is 1 Arma meter
ty
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...
not enough ERA
later variant 😅
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)?
for some reason the uvmapping breaks
Right, anyway to fix that?
where do you copy them?
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
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
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
from previous testings it seems it dont work above certain treshold no matter what
it used to work though
goofy ahh game
How can I add my own uniforms modeled in blender to arma 3?
Someone who has a guide.
I'm just learning
It uses custom RTM animations right?
Try adjusting the bounding radius of the anim state
is that just this boundingSphere = 5; config entry? or is it something in object builder
It should be that but it has not worked I think
yea didn't work - the issue also seems to be present on any tall units that I can find on the workshop, so i guess it's broke
nothing that createvehicle, attachto and sethitpointdamage can't fix though, time for the ArmA™ solution
yeah it seems its somehow stuck at the ~2 meter radius
maybe we can one day persuade Dedmen to figure it out
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
as far as I can tell its not that either
Im fairly sure boundingsphere used to work but it does not anymore
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
uvmapping it different or using repeating texture
if its big object you would typically want to use multimaterial on it
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
if you post picture of it and the texture and uvmapping maybe we can advice more specifically
sure, I can do so later today
left side: standardized piece with good density
right side: affected piece with bad density
Both use 2k texture sizes
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
🤔
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
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
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

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
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
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
What size? Visual?
Yep just make a bigger visual LOD
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
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?
Are you trying it on the same uniform that you cut it off of?
Yeah
Actually let me check, I have like 15
Yeah it is from the same model
How are you adding it? Is it apart of the uniform?
Yeah, it goes on the uniform as the insignia slot
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
An insignia is simply defined in the same way with any retexturable parts
Model wise, config wise
Alright, then it seems like you just don't have the weighting correct
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
Can you look at the weights, are you using blender?
Blender & O2 yeah
Fixed this issue by:
Redoing the model and re-binarizing the whole pack. Thanks all for the help!
I've got it, thanks for the suggestion
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.
TD always depends of how far the player will be from the object, and how much screenspace the object will take up
And obviously the physical size of the object, unless you are making call of duty and will have 200gb of just textures 
I dont know if you need more than a single 1k for a handrail attachment / component
You should also probably have uniform TD across the entire model in the case of an infantry weapon
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
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
Hello. How fix?
Blender 4.1 does not import p3d models for some reason unknown to me.
What P3d do you try to import?
All mlod
Which ToolBox version?
3.0.4

Try the pinned
Oh fu... My bad.
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 :(
of course, Its why im trying to figure out what would an idea TD would be.
Right now its kind of all over the place but yesterday I began adjusting for 50-65px/cm, which looks quite good for the view pilot lods, its not impressive but atleast damage and wear doesnt look like airsprayed smears haha
is there a sample model for machineguns?
No, but it's basically same as rifle
Texel density is not really mentioned in any guide etc. It varies a lot between differebt objects due to model complexity, amount of textures, texture resolution, model purpose etc.
Don't over think it.
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
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.
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
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.
I have the hide/unhide selections in my non damaged model, I also have just the unhide selections in my damaged model. I was just curious if this is correct practice. Clarification, for this certain model I’m just doing good glass to full destruct, not any half destruct
"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.
HP and Diffuse Mask - http://i.imgur.com/y1W0GWe.png
now off tooooo bed
Uh, a futuristic Beercan
yeah, expolodes in your face, its the new thing these days, no need to drink it when you can wear it
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
Morning. 3 questions:
I'm modelling a helmet, for context.
- 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?
- Do I need to have all my objects be watertight (aka have a volume
- 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?
- Yes, toolbox will combine the objects together for you during export to respective LODs
- Check LOD Requirements here https://community.bistudio.com/wiki/LOD
- toolbox won't export the objects you have not marked with as a LOD
:D
Guys i wanna learn how to create my own bulding model, any tutorial?
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
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
- Download Blender.
- 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.
- Try to model something primitive and fail miserably. Crying and swearing at your monitor out of frustration is optional but welcome.
- Question your life choices.
- Repeat steps 2 to 4 until you either succeed or delete Blender forever.
if anyone has a decent sample model, or can point me towards a guide that helps with animating LMGs ammobelts, would be really appreciated
NIArms models are open afaik
yeah, ive tried looking at them and working with them but cannot get the belt to work good
So your task is to make belt movement upon fire look better?
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
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
the belt wobble is whatever to me, basically just bullet moving (cause i dont get that at all) and ofc reloads as well
Well the thing is, it’s a multi barreled weapon, so I need to have it in the model in order to make all the flashes rotate in their own
like more or less what bones and memory points i try my results is something like this always;
sorta went past that point now, next problem is i can only get 7 bullets moving, and not the 10 i need
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.
If a part is simply not animating at all, it's usually because you have multiple bones applied to one selection rather than making a proper skeleton hierarchy
its 2 separated selections in a model. hiding the selections works, but it wont rotate or translate when using hasOptic source for those specific movements.
Using any other source does let me modify them for whatever reason
hasOptics, not hasOptic
HUH, you know, THAT might be the reason, Ill check it later today. I swear to god if that the reason i will definitely choke someone
Is it possible to make the model turn the wheels 90 degrees to move sideways?
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)
https://imgur.com/SNGLxvL
The Mule from SOG:PF DLC as a working example.
I wouldn't recommend 90 degrees perhaps, but you can certainly get very tight turning circles with the right physx set-up.
what a cute little fella
He has friends to protect him, not so cute now eh? 😉
AHHHHHHHH I love these fellows
I think that makes him cuter tbh
At the moment, I consider acceleration along the axes via the Q/E keys as such a script.
But what if I need ZVM-2901?)
does geo phys have any impact on how a drone a handles? or is it all just in the geo lod?
having a random issue;
my MGs built-in bipod only expands when im reloading?
Drone is just a vehicle. So yes I guess, depends what your question is
problem I have rn is a drone I have is SUPER sensitive (like tapping w key makes it go into a 60 degree dive very quickly). Maybe mass issue? but it should be the same mass as the darter at 170. Not sure if p3d issue or config issue rn
Maybe maybe not
Geo Phys LOD, no. Only affects collision interactions with other physx objects.
Geo LOD mass and mass distribution (centre of gravity) - yes, affects flight model.
Flight sensitivity - most likely config related. As with real life, very low mass objects can be hard to control.
oh okay cause config wise I am inheriting off the darter, which is more or else the end goal handling wise and also the sameish size as my drone.
ill try changing up mass and center of gravity then
I recall also model center relation to mass center may play some part in the handling
oooof, yeah I didnt center it correctly either
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
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’”
if the error calls out missing "type" - you're probably missing a type in your animation 
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...)
Thats exactly what I currently have in my class Animations
why is there a "No entry .../Door_1_action_1.type’` then? Can you maybe post a relevant part of your model.cfg?
First thing to know here is that in buldozer only model. Cfg matters
Nothing from config. Cpp is read
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
Ive been dead a long time and modding has every bit to do with it https://pastebin.com/vegqdZCd
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
relateable
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";
};
Here's your problem. The class isn't inheriting any other properties.
Should work - model.cfg just makes things look right cosmetically.
You'll need the memory points in the p3d
Now question does this allow for AI to land on carriers or is something else that i need to mess with to allow ai to land on a carrier with a plane ?
Hi, can some one make it
class Eventhandlers: Eventhandlers
{
landing = "[_this,true] call bis_fnc_aircraftTailhookAi";
landingCanceled = "[_this,false] call bis_fnc_aircraftTailhookAi";
};```
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)))
Oh i see big thanks.
It should work by default, did you setup your arma toolbox export settings correctly?
Where are the export settings? I've only configured this once
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?
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? 
Some physics object rigging?
Animations are now working in buldozer fortunately
You can use source = time; on a loop for continuous movement/vibration, or source = gmeterx; for movement based on vehicle turn speed.
cheers!
I am a bit lost on this,but for helicopterRTD simulation, which animation source works for the pedals on a helicopter (I want to animate something when its rotating on yaw axis)
https://community.bistudio.com/wiki/Model_Config#Animation_sources
rudderRTD doesnt work for me
rudderRTD is the correct source but it doesn't work when in SFM, only AFM.
Use minValue = -1;, maxValue = 1;
ahh okay, is there a rudder for sfm? cause rudder it says is for airplanes and missiles only
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.
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
Why do you have an unhide animation? you don't need it
force of habit\
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
sadge
, yeah I got cyclicforward working. but alas I guess for SFM I cant have this, would look cool 
I guess say fuck it and make it a vtol so its airplane simulation, but then hovering becomes a pain 
Do you have other rotation anims that are working with you writing the angles in quotes like "rad 90"? I've only ever used brackets for this (rad 90) so I'm not sure if that works or not
for this model i dont think so, let me check my other cfgs
yeah, quotes while using rad work in my other models
I've always used "rad 90" etc
it actually even works on bulldozer
yeah, I checked another weapon. Seems valid
I seem to remember someone once saying it was preferred or optimal for the engine too, but could be mistaken
Have you re-saved the .p3d since your recent model.cfg changes that work in buldozer? IIRC the .p3d wont get recompiled with animation changes unless you modify the .p3d as well, or clear temp
yes
I actually reimported the whole model recently in order to do better uvs
and made sure selections were ok etc
You removed the unhide class as monkey suggested?
not yet, would that impact the other selection?
Can you remove the unhide, then post the relevant skeleton bones and all animations that use the selection which is broken
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
why have a hide on backsights_leaf when you have one on backsights (parent)?
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?
back ones do hide normally
let me try and see
I didnt knew parent hid childs too, that good to know
nope
oh I missed this - it's only the front sight which isn't rotating?
okay, try the same with FrontSight, maybe it's breaking further up the skeleton
I was going to say the same, yep
rotate the parent too?
No, check the weights
ah, sec
See if it's not overlapping another bone
Your selection is frontSight_base, not frontSight_leaf?
Doesn't necessarily matter, you can have bones that don't "exist"
packing right now to verify
What are you packing with?
addon builder
If you're getting into some serious modding you'd benefit from using pboProject or HEMTT
i will likely do the change once i get to the pbo size limit which im really close to
addon builder will build any old rubbish, but pboProject will not and gives you messages to explain what is wrong
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
check your memory LOD for the axis name - spelling and 2 points
usually that indicates the animationSource is not working as you expect in game then
yeah, it why in the original question I was wondering if the rotation animation might just not be compatible with hasOptics
change the anim source to something else like reload then
to verify that the animation works in game with at least some source
alr, packing
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
no luck.
Actually, even other selection is having animation issues but that uses the reload source 😮
I wonder is something is messed in the skeleton
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
they are configged in the same way a helmet is made, see pinned messages for headwear
fixed it, the model cfg definition was fucked. Im using multiple weapons with the same skeleton definition however each was trying to define the skeleton all over again, separating the skeleton worked.
Thanks for the help anyway
Yeah if you use same skeleton or inherit a skeleton, you got to be sure you don't need to change anything previously defined
for horizonBank/horizonDive min/max value would be "rad +/-360" yes?
Yes
ty
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?
Does it look like that in buldozer
is bulldozer the model viewer in object builder?
Yes
It's the first place to debug model.cfg issues as it just processes P3d and model.cfg
first is just default, second is when i changed the revolving value thingy in bulldozer
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
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
Scaling like that usually refers to hide animation
Which is why I recommend doing it from 0 so you might build the understanding of how the different things work together
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
You can find a lot of starter tutorials for blender on youtube
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
dont just get what i am supposed to do since there nowhere to learn from, it seems all is just vague wiki text here and there
Can you at all pinpoint at what point you fall off the wagon with the wiki?
All animations adhere to the same basic principles the wiki goes through
im just always confused what everything means, like;
all the basics like offsets, angles, rad, min maxvalue
stuff like what is differences of clamp, loop, mirror
how do i tell how much a thing moves between axis points and where
Is there anyways to port arma 2 uniforms as im trying to do it and the uniform model doent show up
@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.
Thanks
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?
To your highest resolution visual LOD you apply a UV map, which tells the engine how to fold the texture on to the mesh.
When you create a lower polygon 2nd resolution LOD, the UV map is retained, but also simplified, so that the same texture wraps onto the model at LOD 2.
Ok. Thanks
Well more specific is kinda the problem i have been having the whole time, which is setting the model config up for a MG ammo belt.
Ive got bullets, bullet move and rotate axises but i have no idea how to setup the config for each and every one of them, and nothing nowhere to guide me correctly
I still dont also get the difference of clamp, loop and mirror
you are better of doing the animation in blender tbh, you can also play animations for that kind of situations
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
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
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
yeah but i dont know where to begin to tinker with, i cant understand cause i dont know what to base anything on
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
i dont understand how it is the same?
it requires multiple movements in a single phase interacting with different axis at once
which is what you do with the links right?
i guess? i have no idea
have you shared your cfg?
This is a bit of a copied one ive tried to work with. But i dont know how to build my own, or what some of things do, i am lost in the sea and i cant swim
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
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?
it wasnt at the time, but i fixed it
Isn´t the texture retained only in case all UV islands are also retained? I´d wager if you dissolve some seams you´d end up with a messy texture? (not that you can tell the difference at the more distant LODs)
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.
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.
Hard to say not knowing how you built your model.
Substance painter is not really very useful for building texturing though
my first modeled vest
That is very nice! 👍👍
Hey man hey did you make thet
How do i convert p3d to obj
Install this addon in blender and then you can open p3d in blender
https://discordapp.com/channels/105462288051380224/105462541215358976/1226916820418822207
Thanks
Do note that you can not edit models from the game or mods. You can only open the sample p3ds or ones you have a source for.
They are not in editable form after they go into pbo
But in a3
