#arma3_model
1 messages · Page 34 of 1
But they can't be edited
You can use them on terrain sure
But you can't edit them
If you want new models, you got to make new ones from 0
Is it more deficult them terrain bulding
Yes
Why
What if i only want to place a box in the game
Still same
Well you have any advise where to start from
I know in sketchup
Obsolete knowledge
And how to convert it to blander
I would also advise to learn how to import a simple box in arma get all the stuff you need.
From Lods. UV. texturing. Geometry. Other maps like Normal map. Specular map, Ambient oclusion map.
Then configureing in object builder and in config.
When you learn how to do that with a simple box then you can move to more complex objects.
Sketch up does not make good models
Yeah thet the thing i wanna learn thet before i learn how ti build a full house in blander
No
But 😦
You are again trying to jump to the end
Why would i start model before i know how to make it into the game
Learn how to model its alot to learn
Because then you know If you will ever make the model
Making it into arma 3 is the basic
It is not
Arma specific requirements need you to know basics of modeling so you know what any more advanced tutorial or guide talk about
You have already got bored with terrain making so guiding you with this without you doing basics feels little bit pointless
Im not
Im making it olmost every day
Then why do you try to take on yet another massive thing to learn?
There is less specific guides for model making for arma than there is for making terrains. So there is even more you need to figure out on your own.
Cus its fun and i wanna add thing to may terraines
And make gear 2
I dont think im smart enough to figure thet out
?
Had to say, we're believing you are not good enough not to ask Alpha to Omega
?
One extra not so I corrected but yeah
?
What is best to use to texture buildings?
I would suggest using trim sheets
I prefer blender because I have made a node material that represents the multimaterial Arma uses and I can paint the texture mask directly on the model in it.
I have posted example of that not long ago if you search the chat history
Trim sheets can work nicely in multimaterial. But also sometimes one might want use super shader type material for say metallic parts like doorknobs and such
Learn how to make your blender donut first
Most of the studf modeled, a few items are done by a friend or just commissioned
Hey guys, first time doing arma 3 modding for anything more than balancing changes or music. Is someone able to help me out and break down the process in full from when you have a 3D model that is textured and riggedt to actually getting it in game?
Tried looking online but unfortunately there's no up to date tutorials
depends obviously on what kind of model, so can point to the right direction
I'm looking at how to make armour (vests), uniforms, helmets, backpacks and weapons
@neat iris
Do I need to use a certain arma 3 rig for gear?
https://www.youtube.com/watch?v=GxGIgurkzW4
is a good-ish guide to basic to basic porting, the blender interface is old, but i understood with it as well
0:00 model presentation
1:30 substance painter
3:32 Linking source folder to P drive
4:15 ArmA export properties in Blender
6:10 Resolution LODs
9:50 Shadow LOD
11:56 Exported to Object Builder - first basic operations
15:00 Geometry LOD - essential concepts
17:10 How to create Geometry LODs in Blender
24:18 FireGeometry LOD : vehicle sample
27:...
https://www.youtube.com/watch?v=yqU3K9m2kMc
https://www.youtube.com/watch?v=EaA7uaNZKV8
these will help with rigging
I'm sorry for the poor resolution, hope it doesn't burn your eyes out, if not this video, the pboProject errors will. It's just making your suffering a bit longer.
I'll add timestamps later on
main hurdle for me was the interface being old blender, but if you know blender basics youll get through it
Ah okay, I will watch it now
Make sure to watch the second part as well... you may not use Blender, but unless someone releases an equivalent to Alwarren's Arma Toolbox for other 3D modeling suites it feels like the most supported of 'em
Does anyone know the steps to connect a large structure model ffrom blender to arma 3? Far as I know engine is limited to 50 x 50 meters, but like with large ships in arma I did hear there is a way to make a connection. Anyone know how?
scripted, you make the parts and do scripting magic to make them fit. Usually the creator of the structure pairs up with coder(s) or code it itself
Thank you for the reply, quite mew to this so figuring some things out
is there any other "as easy" way to close non-closed like in object builder?
object builer doesnt seem to like bigger poly models and freezes during the close progress
For shadow lod?
Blender for example has similar "close hole" tool. But if you have that much hole to close, the design is all wrong to begin with
blender does? havent atleast found from my googling a tool as easy
the one in OB makes mistakes too
it does sound easy sure but like you can have "holes" in mesh that should be fixed by fixing the mesh instead of using automation like that
like unwelded seam of 3 points is open mesh
is a hole
but it should not be closed with a face
but by merging the points
ah! okay that maks sense i guess
i suppose Blender's Select > All by trait > Non-manifold (in Edge/vertex edit mode) should have similar enough criteria to the shadow LOD's "must be closed" 
I was wondering, when creating a cfgWeapons class, there is no way to change handAnim on the fly right?
Would it be possible to simulate it through a gesture or something similar?
You can make two CfgWeapons entries and script the swap
this is the best way if you want it to be 'simple' and stay that way
but yes you can use a gesture - spearhead has deployed animations for MGs and the like that do it, think RHS has it too
Yeah, I get that but simple sometimes is not best way imo.
Having 7/8 variants per classname just to add different deployment poses or any other variant of grip doesnt sound that effcient.
Is there any document in how gestures actually work or how are they used?
yeah, imagine having for example the amount of classnames cups has for the m4s and then atop of that having 5/6 variants for each to have nice grips/thumbstops,etc xD sounds nigthmarish tbh
i seperate the model in smaller parts and close them, its time consuming but works well
whats the correct way to name points in my path lod?
is there a specific naming convention ?
The names for entry and exit points need to follow convert ntion I believe, others just need too be connected. The samples have paths in the house, check it out
Does anyone have any ideas on how to fix this?
Watch Untitled and millions of other Arma 3 videos on Medal, the largest Game Clip Platform.
Barrel is properly marked in memory lod, and it only varies per scope
Thanks for the toolbox @shrewd jay
OMG 🤣
maybe scope points are not aligned right or scope is not straight
or the barrel points are not straight and scoping just multiplies the effect
Hm, should I just verify my memory points then?
I’ve already checked them several times
And it appears fine
do you visually check them or snap/scale them to same side and top plane?
is the scope proxy straight?
Visually
Should I snap/scale them?
It’s only one point in my lod for the barrel
barrel should have 2
I believe I’ve got just usti hlavne(muzzle of barrel)
Gotcha
does someone know what needs to be done to have the mounted machineguns of vehicles have reload animations ? i animated them like feedtray cover, bolt movement, trigger, referenced them correctly in the config but they dont animate in game
Are they modelled in the vehicle itself or proxied in?
If they're proxies, they wont animate
they are modelled in
do the animations work in buldozer?
yes
source is "reload" and reloadmagazine
have you defined them in the animationSources?
yes
with weapon = "weapon used in the turret" parameter?
is that the actual weapons class name?
yes
Described with example here: #arma3_animation message
it is like you described
something of it its not right then if it does not work 😅
because thats all there is to it
okay so the bolt does move but the feedtray dont open, is this because i didnt inherited the reload_anim1 for the reloadmagazine_1 ?
cant be because its from my model where it works
is it all set up to work inbetween 0 and 1
you mean minphase and maxphase ?
i think i found the issue
nevermind, i thought its because animationSourceBody isnt there but still dont works
can someone help me with converting .obj files to p3d? I’m completely new to working with models
Use Blender, ArmaToolBox. No point to convert from OBJ
I guess you are using model from interwebs. Can't skip learning the basics of modeling with such things.
I’m trying to mod eagle 1 from helldivers 2 into ARMA 3
Is it against TOS for me to make my own model that’s very similar to the one from helldivers 2
By that I mean basically blocking the 3d model to make my own version
I'm terrible at descibing things so please bear with me:
Has arma got the ability to create custom rope objects which when dropped leave an object in its place on the floor? Imagine a ship dropping its full anchor chain, or a wich completely unrolling and the rope dropping out?
I mean ACE does it with the fuel hose
And towing
Also whenever you sling load
So when they detach they fall to the floor and stay there?
You might have to attach it to an invisible object but yeah
Ok, I'll look into the ace code. cheers.
If you have permission to use the IP and likeness then doing your own model would be fine.
The permission to use the IP should come first though.
You can of course make something new and unique that is similar but not same
Do I need to ask the helldivers 2 devs lmao
How are there so many Star Wars/ HALO mods?
yes
star wars mods are not allowed, none of them have permission to make them
Halo IP enjoyes quite special permissivive fan fiction rules
and we respect each makers/IP owners wishes
As far the the tier list of getting lawsuited goes
I’m guessing straight ripping assets is a no go
definitely
If I make my own eagle 1 loosely based off it is that cool
I just wanna be able to fly eagle 1 lmao
if its loose enough and you dont call it the same should be alright
Peagle 1 it is
the 3 trillion Star Wars mods on the workshop
it’s all such a silly thing lmao
In a way yeah. I enjoeyd the old Star Wars much more than what it is now. but this isnt the place for such discussion
truthful statement
Why does people dont make something original, similiar thing to star wars and make their own ip ?
because then it gets hit with the “oh that’s just Star Wars” and still ppl get mad
There is already one such mod for reforger.
Tbh you might know i was a ripper when i started modding but i tell you when i created my own stuff, get models made for me and do inspired Factions of one of my favourite Games its so much fun.
Actually putting the Kit together, make new textures is way more fun then taking a model and port it.
I got bit off topic here but what i wanted to say is that a Star Wars like mod can be more fun than the original
It could be
Will anyone do it?
Probably not to the extent of content 3AS and JLTS has
plus webknights stuff for droids and all that
There are few original scifi mods that are cool
those 3 should just be one team
there is only jolly cooperation if the teams are willing to do so. It's basically fantasy as different people have different workflows and opinions/standards.
loud incorrect buzzer
they all do stuff differently
same with all the halo mods
who is thomas
he doesn’t know
former optre dev
known for a lot of stuff
true so who wants to help me add some furry models
need some tactical furry content fr
any chance anyone could give me some guidance on this issue? Im currently making an MRAP and when i tried adding different camo variations for the Appearance editor the camos dont work and my antennas show(antennas are typically hidden on spawn and have an option to hide in appearance editor). i've removed the stuff i added involving the Camo options and my antennas are still unfunctional.
Already checked model config and model itself, i still have the proper selections.
also good to note that my base MRAP works fine, no issues. Only my Armed one.
Need some help with muzzleflashes, the left minigun won't show the muzzleflash, while the right one does. I looked at the Sample and it didn't do much, but keep it in one spot. What do I add in the model.cfg the appropriate entry so the game puts a muizzleflash on it? I have one entry for the new Samples one, but do I need to modify and add that to the .cfg so the muzzleflash shows? And yes, I have the proxies in the right spot
hit me up i can help you
Are you using your own weapon config or vanilla ?
My own config
Okay do you have defined the muzzleflashes in the section part of the model.cfg ?
So far one, the right minigun works fine, but the left one is the issue. They all have proxies too
Do you have the muzzleFlashes defined in the model.cfg ?
So far one. I tried to add a MuzzleflashROT_1 but it didn't do anything
Okay I'll give it a shot
Do you have the correct SelectionFireAnim in your turrets ?
I think I do, and noted there wasn't a "zasleh" in the area you specified. I'm packing it now to see if that was the issue
Is your Muzzleflash called zasleh ?
Yeah they're both listed "zasleh" and "zasleh_1" in the properties of the model. I think that it wasn't llisted in that area you specified it wasn't showing
Still borked, didn't work on this test. I'll have to mess with it tomorrow though.
each muzzleflash selection that is used in turrets need to be defined as sections in the model.cfg sections list
and match in model and in the above mentioned selectionFireAnim parameter
thats about it
What Text programm do you use ? Those colors look nice and useful
Nice looks easier to read
default c++ syntax highlight
I use sublimetext3, it does highlight stuff for me to but only if converted to .cpp my model.cfg is always white
You might have to set it to use c++ highlighting. Sometimes notepad++ doesnt default correctly either
Notepad++ allows setting of custom file extensions for any language highlight
custom muzzle flashes are plane proxies that display an image right?
Typically yes. But shape can be anything
Okay thanks
@stuck oyster could it be possible that my Reloadanim for the mounted lmg dont work because it has no reloadmagazine time like it instantly reloads
Vehicle weapon doesn't consider RTM animations
no i mean feedtray cover up, hide magazine etc
It is a part of CfgWeapons or CfgMagazines entry. The reload time to re-set magazine is defined somewhere around there
i know but could this be the issue that it dont show the animation when it instantly reloads ?
If it instant, anim is also
kinda makes sense
Thank you so much it works!
Do I have to name the proxies different too? I added what you said, but still no worky with the left minigun muzzleflash. I do have two of the same muzzleflashes and that could be the problem?
should not
each proxy is independent thing
Okay
only thing I can think of is typo somewhere
Anyway I tried it and didn't work. I'm thinking that somehow "zasleh" is bugged
Maybe
But I'll go over it and see
try some other name
Okay
myMgFlash1 and 2
Okay
in config/turrets, model.cfg/sections, p3d
Right
Thanks HorribleGoat, it did the trick, renaming the muzzle flashes.
👍 maybe there was some weird typo that was not visible 😅
or some inheritance that did not work right
Maybe or something, whatever it worked and that's good 🙂
I learnt through this one, was hard cus couldn´t see shit with 720p
use the 1080p quality
On weapon models for like F18 and drop a cruise missile, is it possible to run animations in that?
that one max has 720
the video you quoted has 1080p
huh then I got confused, I remember a video by a guy with strong german accent working with similar like-trenches and importing into arma
Hello there, I'm trying to create a mod, right now I'm working on the character, I managed to import the skeleton for the body and work on it but I can't find a usable one for the face and expressions, when I try to export it from the samples (bust.p3d) I find all the bones collapsed on the pivot, does anyone have a complete skeleton with facial bones for 3ds max/fbx or can you tell me how to import them without errors thanks :)
Guys quick shading question: Why it goes banding like that? It is somehow related to shadow but I´m not entirely sure how it is supposed to work. Thanks in advance
also there are bands on the floor as well
Ok guys it´s the texture normals, if you rotate the texture layer together with normals it does this weird thing
Why would you rotate it?
Whats your mesh look like?
And do you have a shadow LOD?
is there any info on wiki in how decals should be used?
I want to add "tactical stickers" to camos
are they limited to which kind of asset could they be applied or is it something that can be usable everywhere?
Uniform and backpack are the only dynamically setObjectTexture able
ah, so decals are more in line with something that is dynamically changed then?
Perhaps im thinking of the wrong terminology then
Still, what exactly is your goal?
if the term to be used is not decal, I would say basically make a stamp to be applied in textures
but that more in line to actually texturing whatever with the stamp in
right?
Nothing is different than insignia or any other sections
I see, then its not something you could change rapidly without modifying the texture of the objects themselves
alrigth, thanks!
Yeah A3 does not have that kind of decal on texture projection.
Some things can be done via second uvset and different rvmat stages but that's not dynamic either so probably not what you are looking for
i cannot have import any of the p3ds from the samples. it only shows the res LOD
it seems i get the same error as if theyre binarized??
- Blender? Which Blender ver?
- Which ToolBox version?
- You sure it has more LODs?
v4.0 blender, with 4.0.0 toolbox and im checking the plane and car p3d
they should have more LODs because i have imported them before
You sure that P3D is openable in OB? You sure you didn't overwrite it accidentally?
ok they areopenable in OB, so i didnt rewrite any of them
but how can i put that into blender
this is the error message
Maybe update Toolbox, check pinned
that worked, thanks alot
@last spindle "There is currently no text in this page."
i dont understand the question Jonas... can you rephrase it?
do you mean you want to animate the missile model?
it seems that my message has been ignored so I'm writing again, I need the complete skeleton with all the proxies and facial bones to import it into 3ds max because the one available in the samples is not complete and I can't import the rest correctly, someone would be so kind to provide me with one in a compatible format such as fbx or 3ds? Thank you
it will be launched from airplane
I´m not sure about shadow LOD, I tried making them using simple polygons but they would cast weird shadows or cast none at all so I usually would just leave it without shadowLOD. I tried reading the wiki for shadow LOD requirements but didnt understand a thing. If you could explain what shadow LOD has to have, that would be perfect. This is the LOD 0.000. Then the Geometry. And then FireGeometry.
What exactly it does mean by not complete and can't import the rest?
Hi, the example file in the sample does not have head bones, I'm referring to the one in .fbx and .max format, the p3d ones are complete but i cant manage to import them correctly
you can animate with a constant time base animation, e.g. rotation. i remember someone making a throwable spinning "razorblade" disk in Arma 2)
I just need the complete arma man skeleton with body and facial bones to create a character (the body and the face) i managed to create the body but i cant import the bones for facial expression (when im tryng to import from p3d the bones are all dummys collapsed in to the pivot so i cant figure out animations on the face)
idk if other animation controllers work
Body and face uses different RTM, different P3D, if that is the question
yes i just need the skeleton for the face
bust.p3d have the bone
as i said i cant manage to import from p3d correctly
if i try to import the .p3d directly in to max the file is not recognized, if i try to export a compatibile format form oxygen such as fbx the skeleton is missing or not in the right position for the facial expressions... there is a standar procedure for importing p3d?
Screenshot? I don't think I am following this at all
lets say i have to create a new head/face for arma... firs you create the head mesh (done) then you have to rig the mesh face in to the bones for making the expression animation working... so you need a skeleton for the face and you can start making the skin weights to it... i just need a working head skeleton for max , i dont know what screenschot do you need
How it is not aligned
all the bones are in the same spot x 0 ,y 0, z 0 so if you rotate the jaw bone for example the jaw will drop on the floor xD
i dont know why but i cant drop images here
Maybe you import it at wrong scale?
What sample do you try to import?
That would be the one yes. Though it probably does not contain skeleton info at all so that's why you get fake bones at 000
You need to complete verification at #✔role-selection
You don't need the skeleton to be in right shape to export weighting
But it is of course helpful to test it in source instead of iterating through game
exactly so where i can find these bones?
You can't.
Though there may be community made head skeletons somewhere around
You can still export it and put it in game
P3d does not contain the skeletal information
yes but without knowing the original position of the bones i cant manage to do correct weighting and making facial expression... meaby just the eyes and neck
btw thank you for the help ... at least i know what the problem is now
@inner venture https://community.bistudio.com/wiki/LOD
for your model just copy the geometry and made it a little smaller
also make sure is triangulated and closed
it should fit inside the visible geometry?
form the wiki " Shadow LOD must be slightly shrinked compared to resolution LOD otherwise the Model may look partly or completely shaded in the game. ", just make a bit smaller so the shadow not collide wit the main lod
I hope reforger does not do this weird stuff
This does mean your Shadow LOD does not meet the proper condition
I think you just use the main lod resolution as shadow, you can notice the knob part for example is emitting his own shadow trace, instead you should use a simple shape like you did for the geometry collision and fire geometry... just a bit smaller.. in your case is just a box but make sure faces are traingulated [/]
Gonna try shrink it more
Ok I shrunk it 0.99mm and enclosed all smaller items. But why it now has this dark gradient on the lower side and a hole in the upper side¿
what shape are you using for the shadow? as i said your shadow is detailed you should NOT use the main lod resolution for the shadow
Smooth shading edge on the model
Or artifact baked in Normalmap
Ok i just decided to ignore for now the gradient, why it does something like that on the top of the object? How can I make all normals on the upper side point in same direction in Object Builder?
Ok for anyone who finds same thing, select the flat object with weird shading, and selecting Sharp Edge and Recalculate Normals both at the lod 0.000 and ShadowVolume solved it for me. I didnt do it for the rounded stuff
You gotta make something simple, like a rectangle to represent the shadow of the box. It needs to also be triangulated. For something as simple as that box, you can just use a rectangle and be done with it. It only gets interesting when you have to do something like a vehicle and such. But remember basic shapes for the Shadow LOD
How should I approach this kind of retopo? http://snag.gy/ee3mQ.jpg Should I just do one single mesh or seperate the buckle from whole mesh and do the retopo of it seperately?
ok gang
it's time to cry
im learning how to do pip
going to turn this entire black screen in front of me into a view of the camera
I imagine pip is actually pretty simple, you set up the origin of the view with the direction, make sure they move with your camera, and then assign the face of the screen to be where the pip is displayed. I've done it with car mirrors before and its pretty easy

saying it is one thing
doing it is another
added render targets
set the material
added a new vertex selection
added the pointpos and dir
does nothing 💀
Check Video Settings then
How can I find and delete this rogue texture user?
im guessing it's a p3d triggering that right
and do u know what p3d is being placed when you get that
open the p3d
select all
ctrl e to open material menu
find that texture
replace it
yeah I dont think it has any users, maybe a rogue material left when importing an .fbx?
it's a png not a paa?
Yep its a png
it is in the textures for this model, is there a way just to delete it?
Its some rogue mention stuck somewhere
You can select mesh for it
Deleting it would leave the mesh with no texture
Png and tga extensions in p3d paths is fine. It gets transformed into paa when P3d is binarized
Using tga enables texture to show also in the OB viewports
Png might load in too
how?
Right click the texture entry in the list
Should pop up menu thta has stuff you can do with it
This is what happens if I right click it, all options are pretty much greyed out
Look at current lod list instead and change lods to ones that actually have the texture
Now you are looking at whole model list but the texture is in another lod
Got it brother, it was in the RoadWay LOD
👍
You do want correct surface paa set on there for audio
what would be the generic wood .paa?
okay no problem
But their names say what they are
Some are also for either interior or exterior surface
So that walking and shooting can sound different outside and inside for exampme
pointPosition and pointDirection are memory points.
You set the texture of the face(s) to contain the PiP to #(argb,512,512,1)r2t(rendertarget0,1.0) and make sure it's not included in any section[] selections, such as camo or zbytek.
You also need to UV map those faces, typically across a whole UV island.
bboxes[] = can be used to improve performance, but only on static PiP; when the memory points are animated, bboxes breaks the auto-update of the image.
yeah so i got all of those 💀 
copied the faces from the optre pelican by opening the p3d
so it should work
Why it goes like this?
- Make sure steam is open and your P: drive active.
- Check that the arma3.exe is not running as administrator
- Try to select again the path to the arma3.exe , you can also try the arma3_x64.exe (works for me)
- This is the command line: -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
- Other info: https://community.bistudio.com/wiki/Buldozer_Manual
Some animations controllers work, time does not.....clockSecond / Minute / Hour do work
For the missile anims talked about above
https://youtu.be/mt8S0DfS4ZI this uses clockMinute for the fins
section counts
if you have stuff on the viewpilot like pip
will it have as big as an impact on everyones performance
because it's not like the pip is rendering on anyone else, just the pilot
PiP is generally hard on performance for whoever can see it, although improved in an update with the introduction of bboxes[], but you have to set them up.
i thought you couldnt set them up on vehicles
bboxes are fine unless the memory points are animated - so for viewports, mirrors etc, no problem. For a targetting pod with moveable optics, can be an issue.
what would the best way to set up bboxes for this? i havent done it
3 draw calls, the two side reflectors come from the same camera
Is there any video tutorial on adding body armor to the game, I couldn't find it myself
standard lessons from arma are not productive
the one from sokolonko for uniforms is pretty much it.
Vest are weighted in the same manner as a uniform to chest selections. Damage is pretty much calculated with your geometry and the config values which are in themselves really self-explanatory
self-explanatory 
well, having a config entry called hitXXXX in samples might point you somewhere 
Anyone know how to fix this on my vest? it also shows in-game.
best solution for getting pip accurate to outside colors? it feels very washed out or too dark randomly
is it related to
renderQuality = 0;
renderVisionMode = 0;
bc i see there's a HDR option for vision mode
and idk what quality even does, explanation aint too clear
pip just does that most of the time
That looks like a lod definition, you likely don't have the lod defined correctly. If you dont want it in general then you can just delete that part of the mesh
Well why did you make such triangle?
Such things don't appear from nowhere you know😅
inb4 it's a misfigured pistol proxy for the holster or something
It’s the pistol holstered proxy
Don't apply exported Arma material to it
By any chance, was the problem some mods had with PIP scope scenes in the past (the one when the character leaned the scene skewed on the pip window) due to how the memory points were being placed or that was due to an entirely different situation?
Hello. How make bike?
Are there any differences from a regular car?
Basically it is same
Just different shape
Hello, I'm wondering how I can delve into this world of vehicle modding.
Wanting to work on a project of transporting an IP into Arma 3 and I will need to make some vehicles to do so.
WIP tank turret.
I have ABSOLUTELY no scripting experience but I have around almost two years of modeling experience.
But I believe that there are some pre-existing vehicle templates for the scripting portion, but it doesn't explain the modeling workflow, animating, etc.
what IP
First of all, setup your arma3 development environment, this includes installing arma3 tools, arma3 samples and possibly the arma3 development branch, all this from steam, then proceed with installing the P drive, a virtual folder where you can find all the necessary extracted files of the game and used as workplace for your mods. Once you have all this ready and running you need to learn how arma3 manages game files and the correct way to create them, in your case for the development of 3d models/vehicles you need to learn the various geometries/lod, collision, shadow and so on ... when all your assets are ready you have to export and import them into object builder, assign the various parts of the model to names and selections that the game recognizes for ingame logic, export the obj as .p3d, create a model.cfg which contains other information about the model, and finally configure your addon via the config .cfg and then package everything with a tool to create the addon file (.pbo) such as addonbuilder or pboproject from mikero tools. This is obviously in broad terms so you will have to delve deeper into each step.
Alright, bit by bit that is approachable.
However, I am curious will I need to know the scripting engine to make vehicles or are there templates out there for certain vehicle types?
You can find some examples in the arma3 samples folder
open them and see how they are made
Alright, what about animation? Don't want the tank just hovering.
You want it to look and act like a tank.
Already have Arma 3 Tools installed.
I can get the samples from steam?
Arma 3 Samples is also a part of Steam
Now what are the rules about n-gons, tris, and quads?
n-gons = a face with more than 4 verticies. Which is always invalid for various game engine due to it is mathematically complicated to calculate
So stick to tris.
Technically you can use quads. But yes, if you better always stick to tris
Works for me, quad topology makes me suicidal. Anyway, alright I'll try to digest all this and see what I can get done tonight.
The part that scares me the most is the scripting portion.
For animations i think the vehicle use selection of a specific part like the wheel and the movement is done by config that tell the game to rotate that mesh but I'm not an expert in this
So it's best to keep things like the tracks, wheels, chassis, and turret their own separate models?
But have them share a texture map.
you can setup the texture maps as you want but adopt general guidelines for games like not 100 maps for one model xD
Yeah that's what I saw from poking around some vehicle texture maps from some mods because I was able to successfully retexture something last night.
Alright what is the rough ballpart for polygon count? What is too high?
If you use Diag exe and diag_drawMode "Wire"you can compare easily
Shouldn't be that bad.
The IP I'm implementing is from a form of media that isn't known for high poly models per se.
Of course I take liberties so.
Ah, yeah I'm gucci.
I think there might be some missunderstanding there, as a general concept. It doesn't matter with what face type you model anything in your 3D Tool of choice. In a game ( in any game), it has to be triangles, because thats how GPU's render it. But exporters will do that for you anyway. Only point is that they might do it differently than you expect, so you might as well triangulate before export yourself.
Having quads or ngons in your tool doesn't matter. And you are not forced to stick with "just one type" in your tool either.
the only thing where quad-only matters is for subdivision workflows, but that is generally not done in games, because it is so expensive (in terms of calculation) to do, and is used only for high-detail modelling, for the purpose of creating nicer textures.
Can’t you import quads to p3d?
I’ve seen someone do it
you can. But when you binarize it will get turned to triangles anyhow... and it might choose a different triangle orientation than your normal map was created for... which makes it look all wrong
RVMat is applied when you open the object in bulldozer through object builder, but when you look at in game they seemingly disappear
any ideas on what it could be?
Check the path to files in the config also the addon folder/structure can be wrong
how do you pack the pbo?
that lets you pack faulty paths so most likely the paths dont correspond to the folder structure that gets packed into the pbo
ugh
I hate addon builder why did ppl have to decide to use it
try packing with mikeros
spits out 3 gajillion errors
Arma itself is full of errors, so it just makes sense that the modding tool creates mods with errors as well

use hemtt 🫡
Hi All, is anyone making a bedford or an old Unimog i can use for the Tonali Defence Forces for CUP?
You can but not via blender
That never happened to me once, idk why people are saying AddonBuilder is bad or the A3 tools, i literally never had problems like faulty paths etc
Yeah the issue is it doesn’t tell you anything
Addon builder itself works as intended
it has nearly no debug info on mistakes you might make. but if you got no problems with it good for you
also Blender does export quads, but there is not reason to do so
Yes but not with the Arma Toolbox i think
it does export quads.
but not ngons that have more than 4 points
but like it has been discussed, quads are not really good for export.
model should be triangulated before uvmapping to make sure the triangulation does not mess up UV when its done
yes agreed, also i heard that arma triangulates quads in game is that true ?
Pretty much all games do.
i see nice to know
(Sidenote: because math can't solve how the face should shape if is not tri or maybe quad)
The CLV mod has an old unimog
No, it is not a proxy, proxy objects cannot be animated.....not sure how missiles on planes work, I would think you could get animations too work during flight.
this yeah
when I’m working at 3 am and path something wrong
I want to know
instead of just seeing failures
So after I’ve got a few buildings in game all of a sudden I can walk through some of the doors on a couple buildings and this was not an issue before when testing each individually. Could this be a naming conflict?
What exactly you're doing? What you work on? What building has issue?
how big buildings are they?
walking through typically means geometry is not valid or does not exist
I have 3 buildings, the first one is fine. The second houses doors were fine until I added the third building. Now I can walk through the second and third buildings doors but all other geometry related functions work for both. Testing them as their own individual mod the doors worked fine but packing them into a single addon seemed to have done something
How do you pack the PBO?
I use mikeros, I pack each building as their own pbo
I'd ask this to make it sure too
One of the houses is 20m long, like I said the doors for that one were working correctly. And the other, most recent addition, is 12m long
when you say can walk through doors, do you mean when they are closed or open?
classes dont affect geometry
unless something gets hidden
When they are closed. I’m an idiot, sorry to bother the group. I believe I’ve found the issue. The doors are properly named in the geometry lod but they ie “Door_x” but don’t have aren’t assigned a “Component_x” like the building that is working correctly does.
okey, i figure it out
i have just forgotten to change the model path in config
the game cant find the p3d file
is there a way to update uv coordinates in a p3d model/selection without having to re-export from the toolbox or any other file compatible format?
No
ty
it is possible to animate uvs via config
not what im looking for but thanks.
Hi, first-time on this channel, please be kind. I'm looking to dip my toe into making models. I'd like to start with a simple panel - literally a cuboid. Is there a guide or video to this simple task somewhere?
for making models you need to get familiar with your choice of modeling program first
like Blender
there are lot of tutorials that go through basics of modeling, UV mapping, texturing and anything else modeling related
once you understand your tools, you can start looking into the Arma requirement part
(for Arma stuff there are very very little in way of specific tutorials, so you need to have good grasp of the modeling basics to get forward)
thanks
let's take it i'm able to make my cuboid in blender
is there a guide on specifying that it's made of wood, for material visuals and bullet penetration purposes?
Next step is to download and install the Arma toolbox for blender to allow you to export to p3d format
there are some Blender to Arma tutorials, you can look up ElTyranos, Sokolonko and Battlestad for starters
I think there was some newer ones too but cant remember the name
Then setup Arma dev environment with p drive and tools, such as mikeros pboProject
they go over various topics so you will need to mix match information
I need to make a tutorial, the number of times we go over this for new comers
Poke me with a stick until it's done
i have object builder, buldozer, mikeros working
also might add, in case you have models from somewhere on the interwebs. using models from other games is stricktly forbidden
Excellent. Export your cube to p3d.
Generally create a config.cpp text file and also possibly a model.cfg file for animations.
ok i will look into arma toolbox for blender and those blender to arma tutorials
Textures are 2^n x 2^n in size. Use tga, which will get converted to .paa
Materials are defined inside rvmat text files which are applied to faces in blender or in Object builder
ah so that's done still in blender
For common super shader, the material file links the normal (nohq), specular (smdi) and ambient occlusion (ao) along with other parameters to each face/uv
nearly everything can be set up in blender model wise
inb4 firegeo rvmats, proxies and model.cfg animations kick in
simple and "intuitive"
imr
i have a vehicle 3D that doesn't have hit-points on it's turret, to add hitpoints to it, is as simple as creating "memory points" and assigning them all to a selection? (i know there's the fire geometry after that)
yes it is same as adding hitpoints to any part of the vehicle
the thing is, i never made new hitpoints, i was given the model to tweak damage issues and i noticed the turret doesn't have a hitpoint, are they just a bunch of empty points that works through tying them to a ~~hidden ~~Selection and then calling them in the code or do i need to do something else?
still a newbie in modding vehicles
hitpoints have no connection with hiddenselections
but they do need named selection to connect with config yes
ok ty
How does LOD calculates the distance it will change? is it based on amounts of polygons Res 0 and Res 1++ have or is it something else?
i'm asking this because a mod i'm a fan of has a problem with all LOD's appearing in sequence in a very small distance between each other
The game changes LOD's automatically based on a number of factors relating to your PC's ability to display the scene. You shouldn't consider trying to control it, but instead only use modded assets that are well made - poor ones have either no additional resolution LOD's or don't follow the 'rules';
When making an asset, start by making sure its LOD 0 triangle count is within the "typical" range for that type of asset, and minimise "section" count (draw calls).
Create each subsequent resolution LOD with half the number of triangles. ie. LOD 0 was 32000, make LOD 1 at 16000.
Keep making res LOD's until you've reached somewhere in the region of 500 tri's to 2000 tri's (asset dependant). This will typically require up to 7 res LOD's.
eg: 64k, 32k, 16k, 8k, 4k, 2k, 1k
If you've got an asset which perhaps has far too high a poly count, or has poor LOD creation, consider junking it.
With good assets, you should barely see any visual change as you move away from it.
ty
Actually, what is more resource heavy?
One texture set (section) at 4k resolution, or two texture sets (sections) at 2k resolution?
one 4k uses more memory.
2x2k uses more cpu for passing the textures around
Tradeoff. Usually you have lots of memory but are cpu limited, in A3 atleast
so I can pick my poison, nice
But also, the 4k texture is more likely to be down-scaled and only load the 2k mip. So you'll have lower quality
Yeah I gravitate towards 2k more
afaik below extreme settings arma instantly downscales any 4k to 2k
Also if you're using substance adobe needs a you to have a 40k$ computer for 4k textures
Bit of a pain for bigger pieces that require more sets, but it is what it is
multi-mat is your friend with bigger objects
ie for static planes I made for the map I'm working on uses multi for the fuselage and on places where I need fine detail (ie. warning stickers) I overlay another face with an alpha texture
i have all eye points marked in memory lod and i have a View pilot but my eye position goes in my rear sight post, any ideas?
howdy folks, having some issues with my propellers for my amphib APC. I have it floating and everything works etc etc, but when its floating on the water, i cant actually move/turn the vehicle any. I have the engineeffectl and engineeffectr mem points in the memory lod, with the memoryPointsLeftEngineEffect and memoryPointsRightEngineEffect entries in the config set to the mem points. Im using the marshall IVF (APC_Wheeled_01) config as a reference guide, and I'm at a loss as to why its not working as intended.
Those memory points are not doing what you think.
Try playing around with the config parameter:
engineShiftY = 1;
use positive and negative values
slide the memory point backwards, its inside your selection from 2 to 3 inches is enough, if you want to get more technical and the length of your weapon allows it, you can align the memory point to actual reference position for that weapon
Ill try -1.0 then and see what happens
It depends on where your CofG or model centre is. Try a range of numbers from -3 to +3 before giving up.
should be slightly above the mem points
The mem points are irrelevant
i slid it back a lot and nothing had changed
its really odd
place the mem point in your first view lod and activate the mixed view to be able to see poligons and vertex, send a screenshot
whats the memory point called?
Are you inheriting from vanilla config or you created your own?
created my own config
never had this issue either
and ive been using the same config for weapons forever now
does your weapon have viewpilot lod?
press the mem point selection and check if you dont have a duplicated vertex, afaik, if there is more that one point called the same it will get the first point and ignore the rest
yes
I think it might take the middle of the whole selection in some cases at least
i only have one it appears
Tried +/- 1 to 3 with no luck. so idk what im doing wrong now. Same with -5
ended up using a free alternative but i still have this on my sights.
The texture quality and mod size have drastically improved after setting a texel goal thankfully. Went from 2.5gb to just below 1gb. Its incredible how much it has changed in the past 2 weeks of iterative improvement
i dont believe theres anything in my config that could change my eye point
Has anyone seen a problem where their structures geometry will sometimes not work in eden but move it slightly in eden and it works just fine?
Geometry not working in eden? Could you elaborate a bit more
I can walk through parts of the buildings wall but if I move the building then the I can't walk through it
Is this a large building perhaps?
Say, around 70-80 meters wide
I have it within the supposed 50m from center bug that BIS says
That might be your problem there
afaik that info isn't complete
Your objects width should not exceed double the texture size of the terrain its going to be used on
Most terrains use either 32 or 40 meters for the texture size so that limits you to 64m or 80m maximum width
The structure is 55m x 44m so it shouldn't have a problem. The fact it doesn't work in one x-y pos then move it to a new x-y pos and it does work is what the main problem is
how far from the shoulder is the weapon?
Sorry to necro this. I think I understand what you meant by this now.
The original question was:
When making a 2D scope model, what considerations should be done to convert from the 3d scope to 2d?
However, the question has changed since then.
Let's assume I want to make a 3D sniper scope that has a x8 magnification.
Vanilla Arma handles those by creating a texture overlay and zoom in order to simulate the inside of the scope.
Whatever other scope that has lower magnification or even red dots uses the 3D model of a scope.
For red dots and x1 magnification scopes, the scope seems movable on par with the weapon when using ADS. It will readjust position constantly and other type of movements.
For 3D scopes that are magnified they seem to be glued to the center of the screen and then zoomed in.
What I wanted to know originally is if this type of scopes (3D scopes that are magnified and somewhat static) use a different model in the view pilot with geometry adjusted or if they use the exact same 3D model with some different config than red dots.
And if that's the case, where I could read about that?
the red dot/holosight reticle moving is achieved by a special material that causes the effect
if reticle uses just normal super shader for example, it does not have that parallax effect but remains where it is
not the reticle but the actual scope model
for example, the model of an ARCO keeps aligned to the center of the screen while the model of the ACO keeps aligned to weapon. If you move while ADS with the ARCO the whole scope and weapon wont wobble (only the camera I believe)
well models are same at least, that much I can say off the top of my head
theres no special scoping lods
I see, so then it has to have some sort of config for those specific type fo scopes
ty
yees I believe so
I think these may be things you want to compare and experiment with
ty. I will ask in config makers and see if anyone knows more about that and once i have the chance test in game, the pointer is greatly appreciated
👍
its been a minute since I made my last scope so good to hear other experiences too 😄
Been trying to get a turret to lower and raise the view and it's stumping me. It rotates fine so there's that and it works more or less. Just trying to get the small "turret" to move up and down so a player can engage aerial targets. I'm basically trying to do what the Titan AA turret launcher does, lower and raise so I can see aerial targets and engage them.
I got the memory points setup but I think I'm missing something for it
It's part of a turret too, just trying to get the viewport basically moving so it's practical
The turret is named OtocVez and Otochlaven for reference as that works fine, I don't need to mess with that.
Sounds like you need to add a parent to otocvez, which will be the bit that you animate up and down.
Okay, I'll try that
Parent selection doesn't even need to be "real", can be a dummy bone. But when you animate it, the child selections of otocvez and then otochlaven will follow it's movement.
Okay
im back, and im still having issues with my amphib vehicle. Confirmed that the engine stays on and doesnt flood, double checked my geo phys and bouyancy lod works since the vehicle stays floating. But i have no movement at all
buoyancy = 1 in the Geometry LOD property?
Yes, same with autocenter = 1 per the boat creation wiki
try without that
just makes it sink everytime without it last i tried
but ill try it again since i changed the weight around
otherwise you can send me the files in dm and I'll have a look
So i didnt sink without the autocenter = 1, but its still not going anywhere. I added a shape into the reso lod thats tied to the propeller animsource thats supposed to rotate when in water and it doesnt actually start rotating even though it does in OB
@Apollo I may have to have you look at the files as I'm still not grasping anything. I tried doing like my helo turrets, but no luck
The missile will just have 2 wings that will deploy/rotate outwards from the missile
lmk Apollo, ill send the zip over to you whenever
yeah send it
make it quick as it's 2am...
hang on im packing now
So it was just the effect of having a closer eye position and tighter FOV by config.
Im going to have to create a p3d for what i want to do with the modelOptics situation and either making reticles or using PIP solutions.
Thanks for the feedback
what happens if i go beyond the limit of triangle? and just to confirm, triangles are the same as faces right?
What does it mean by limit of triangle?
A triangle is a closed 3 sided face.
A quad is a closed 4 sided face.
A polygon is a closed face with any number of sides.
i'm aware ArmA 3 has a limit to 3D polygons or something right?
per lod, yes
Yes, sort of.
What do you want to make?
I want to know what happens if i cross that 2^16 limit
It's no longer 2^16, much higher.
really?
i was aware it was 2^15 and they updated it to 2 ^16
which changed from ~32k to ~64k
ty
what is the recommend amount of polys for assault rifle in arma 3
Keep it below 20k tri's, aim for 10k.
Res LOD's down to below 1k.
1 to 3 textures depending on attachments.
you will still want to keep your model optimized and in within reason
the more complex mesh you have the more performance it will take
Ok
would i have to make animations for the model. This sounds stupid to me but i want to ask anyway
Yes
do the barrel memory points define where bullets are created?
I've noticed that on some placeholders i have bullets that can collide with geometry before exiting the barrel when shooting, same with gas clouds popping from handguards
ok
can i check in blender or website to see how much poly it has
Is it your model? What file format is it in?
fbx?
You're asking me if it's fbx? How would I know?
And the first part of the question?
the model is in fbx format i believe
Is it your model? What file format is it in?
We have established the answer to what the file format is. It's fbx.
What about the first question?
u can look at blender with statistics
ok
or look on sketchfab if u got it from there
there's a count beneath the model viewer usually
i got it from cgtrader
as it kinda sounds like you did not make it, you cant really skip knowing how to 3d model by using such models
yeah that should give you a count as well
If he can't answer a question like "is it your model" within a page of asking, there's little chance of making it into a mod. Sounds harsh, but no point wasting time.
im gonna guess it most likely is nowhere near game usable
Usually aren't given how detailed some get.
And then even if it eventually gets into the game it will be basically unusable due to a lack or resolution LODs, because the author has no idea how to create them
I've tried some models that were done, but they're too high poly. You can get lucky but overall sometimes it' s better to modify some BIS stuff
Or even work on your own, but it's possible to keep them detailed without breaking the game too.
Thanks to Apollo, i was able to get my amphib vehicle working, now the issue i have is its much faster going in reverse in the water then forward. Not sure how to fix this
what was the fix if I may ask? amphib vehicles are pretty tricky things.
whats your mass center like? I think that could play part in the speed
according to apollo
memoryPointTrackFLL type memory points. was what i was missing.
COM is fairly center and near the bottom
it comes down to the small things 😄
although the wiki doenst mention that i need them is all. but its fixed now, amphib wise so im not complaining
wiki is unfortunately incomplete in many places
has anyone else been getting weird issues with sharp edges in blender 4.2 during modeling? IE the cylinders
turn off autosmooth and turn it back on maybe
and remove manual sharp seams if there are any
oh and could be baked ind custom normals too from somewhere
i have manual seams but not on the cylinder
i may just try to redo the cylinders and see if thats a problem. It is an older model imported back into blender from a saved p3d of the model
this is gonna suck lmfao. redoing the whole cylinder seems to fix the issue
is there a proper documentation to implement Passenger/Cargo TurnOut/TurnIn Action?
//edit: answering my own question https://forums.bohemia.net/forums/topic/176408-adding-firing-from-vehicles-feature-to-existing-addons/
Hi, I´m not sure if this has been documented completely yet (indeed there are other posts discussing it under this section like http://forums.bistudio.com/showthread.php?186260-FFV-GunnerActions) so just in case here we go... Probably we are wrong but this worked for us. Please feel free to corr...
why does the back bit of the excal round there spin?
this helped me understand how it works
The problem is definitely baked normals like goat said. These can be removed very easily in Blender. Its in the same menu as the checkbox for autosmooth, the little green triangle thing, I think the tab is called data or somrthing
I'll take a look on another model. I just redid the cylinders since it was fairly easy to do. Thanks
Clear custom split normals
Shade smooth
Auto-smooth 180 degrees
Mark all edges that are supposed to be sharp as "Sharp"
If there are still artifacts, add WeightedNormal
This fixed all issues for me. In case I still have issues after these steps, it is almost always bad topology. But in the case of a single cylinder this will not be the case.
Anyone an idea for adding a memory point to a backpack to use it with bone rotation with attachTo command?
I have a custom backpack which needs a memory point as a attachTo point on my backpack
as you can see it is not where it want it to be
do I have to add it as a bone to the model cfg?
unitBackpack player selectionPosition "pistolholster" returns a position
So, still fairly new to 3d, does sharp edges/shade flat/shade smooth transfer into oxygen 2? Does it work via importing .obj's?
From blender... to be specific
It works as a p3d, unsure about an obj. Id suggest exporting as a p3d anyway
Thanks... is the only way to export to .p3d to install the blender arma 3 add on?
Yes
How do i change the direction of a CargoTurret, i've been playing with the CargoTurret Settings and the only thing i managed to make is increase the rate at which i can look around, but not change the direction my character is looking when Turned Out
I specifically want to when i'm turned in the player to be facing a same direction everytime, and when turned out they're facing a different direction, i saw that with CUP Tigr Gaz, they are sitting looking to the sides of the vehicles but when Turned out they're either looking foward or backwards depending on the FFV slot
needs custom FFV action where the animation turns the character to face where you want it to face (proxy faces always same direction)
is there a documentation or something that does that?
You can also find the mod if subscribed (good luck with that) and find the config, and convert the config.bin to a config.cpp to figure out how to do it. Hell, it's a necessity to figure out how to do things around here, as I don't think there is any documentation.
But I would think the proxy has you facing in that direction, and then when you turn out, it puts you in a new direction. You can find the Discord and see if they will show you how to do it
not really. it requres some understanding of the configs and how to make animations
i'd have to make a new animation directed to the position i want?
yes
i see, ty
but the direction change needs to be done in the pose space
since the proxy will always face same way
For FFV, cargo proxies can face any direction you like in the res LOD and just use standard BI FFV rtm.
how would that work, do i set this in the model or is it on the config?
Just position the cargo proxies pointing the direction you want them to face.
It's only weapons in vehicles that must face forwards in the p3d.
in the Lod 1.0 or in the ViewCargo Lod?
All res LOD's, ViewCargo (Pilot/Gunner), View Geometry, Fire Geometry
wouldn't that change the direction that seat is oriented when Turned In?
Oh, maybe I read your question wrong - do you mean you want the character to rotate during turn-out, so facing one way when turned in, facing another way when turned out?
yes
using your image as reference i want the seat like that when turned in but when the player turns out they are facing the back of the vehicle
i'm aware of 2 mods that have something similar
We do it in multiple places in the SOG: PF DLC...
CUP with their Tigr Gaz where if you Turn Out in the slot with the hatch, the Turn out animation is 90 degrees to the front or to the back depending on which hatch you're using
like you're sitting facing the side of the vehicle but when turned out you will be facing the front or the back depending on the hatch
You can make a custom FFV animation as HorribleGoat said, or you can rotate the proxy on turn-out using the animationSourceHatch animation source in model.cfg.
Example code snippets from a 180 deg rotating (and translated) FFV turn-out on SOG's M113.
omg thank you, this sure will help
In the above example, the cargo proxy is given the selection name cargo05 and is set-up as a bone in the skeleton.
Do you still have this File and could you please send it to me? Having no Idea how I implement custom Muzzle Flashes and an example would help immensely!
i just noticed i had the cargo selection proxy be the same, how should i proceed with it like this? will it work if i use selection = "cargo01"; on both of my hatches animation on the model.cfg or should i separate them in the 3D proxy and then select them separately
class gunnerhatch_1
{
type="rotation";
source="hatch_1";
selection="cargo01";
axis="cargo01_axis";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad 180";
animPeriod=0;
initPhase=0;
};
Keeps it steady i guess? increaces the accuracy or something
why the HitHull doesnot take damage
the shots have touched both the armorComponent and hitpoints
the armorComponent name and hitpoints name are correct
@stable marsh single mesh, it is easier to weight. and there is no chance of clipping/and or weird protusions
Reduce the HitHull minimalHit to 0 and check again.
figured it out, changing the penetration rvmat from 5mm to 20mm fix it
when i applied armour_plate_5mm.rvmat on it, FG became like this shape in game
no hitpoints in FG anymore
@quick terrace and what about the buckle itself? If I want to maintain the detail I would have to seperate right? Or just don't bother and do the bump in that spot?
hm, then keep it, just make sure you weight correctly the entire part
what happens if you have pip-ception
like a pip camera pointing into a mirror to another pip screen
does it get funky
or does it just show up as black
the issue is that the underlaying geo is gonna be simpler
and will most likely deform differently
but well, you'll see once you get there
iirc shows up as black but try it
anyways, if you keep it as separate, i recommend having a loop edge just below where the belt is
I will probably do one mesh at the beggining. I will see how the normal map looks like. If I'm not happy I'm gonna retopo the buckle seperately then
rigid parts should deform differently on the other hand, so you could make it a separate object either way
lmao I’m away from my pc rn that’s why I asked but I’ll try it tonight
also wonder if u could make a scroll wheel action to show/hide pip
Yeah it can be controlled by action. If nothing else then by hide animation
stupid idea but like
cloaking
square that matches the bounding box of whatever ur cloaking
pip cameras opposite the faces to make it “seamless”
would be 6 extra section counts tho
and then camera FOV isn't synced properly and the cloak looks funny
It's a bit weird looking most of the time yeah. Needs more directions and it can be seen easily by disabling pip xD
adacas i think you might want to increase the roundness of the edges on the entire belt+buckle if you make one mesh. Otherwise there will not be gradient for the normal to pick it up nicely
ive tried to do "see through" pip before and it was thoroughly meh
The belt is not subdivided yet
I know it should have 90 degress angles
should not*
For my optical camo implementation I preferred to hide the whole character and add some fuzzy refraction effects on top
the best option for the cloaks is using transparent like mats, i think you can even use water as a mat
Extensive experimenting with Arma materials and shaders has proven The effect we want to produce to be out of our reach due how the materials handle with static objects (where it works) and men and vehicles (where it seems not to work as we intend).
This is first testrun on alternative method of applying the effect on moving man with still ke...
there is this one crisis mod that does something like that
ah this is how the predator mod works, pretty good effect, makes unit effectively invisible like >20m or so
ugh I wish I could figure that out
Yeah you can see the fuzzy refraction close up
id love to implement cloaking right into halo for the semi-powered infiltration armor
any chance u can share some scripts/how u did it or no
its rather simple tbh, you can pretty much achieve it by creating multiple particle vehicle thingies and attach it to the upper parts of the character. Really depends on how you want to do it and what kind of effect you want, We did a mirage like monster like that by creating a shower of refraction particles
since tweaking the particles themselves is what takes the most time
you can acchieve a lot with that specific particle
although its incredibly cinematic on video, images wont do it justice ever
@cursive sleet Aircraft, when a missile is not fire, use a proxy for the weapon obviously. When you fire the missile/ bomb, it will change to the actual projectile model. They can be different - i do not think that you can animate the wings to fold out for the projectile model. The animation controllers are lacking for that. Unless you could catch it by script somehow, but i find that dodgy... Just make the projectile model with unfolded wings and the proxy model with folded wings
I have a topic about it on the BI forums
Something about optical camo testing or concept
My journey with it is document there
the real optical camo is friends you've made along the way
splendid
I will read it and be confused lmao
think I’ve seen it before
cuz I’ve definitely seen that video
Yea that works :) thanks
What could be the reason for Proxies not appearing in the Buldozer?
what am i doing wrong? they do work in-game
Maybe wrongly set up P drive.
Or object builder
i also have a Proxy from within my folder, it does not appear also
what would that mean? the file i want to use is there, in that folder, but i doesn't come
Do you have p:\ set as path to textures in object builder settings?
It is possible to have P drive in way that the tools can't access it fully. Often happens if p drive is mounted through the Arma Tools launcher and if OB is started from the launcher shortcut
you might wanna check this https://forums.bistudio.com/topic/108667-tutorial-weapon-proxy-handling-on-planes-choppers/ most of it still applies
I did mount the P drive through ArmA tools for the first time but i did remove the P drive and re-mounted it through the Arma3P
i may be stupid but
Deleting everything inside and doing
subst p: /d in the console should've done it right?
The tools launcher mounting may be set to automatic and can persist over restart
how would i do a clean re-mount of the P drive without any issues?
hey guys, someone know why a 50 kb fbx get 23mb big in object builder
re-did all proxies after reinstalling thew P drive it worked,
now i'm trying to adjust the Turn Out animation, i managed to get the RotationY right
but i need to adjust the Translation to make the final Posistion after rotating go back to normal but i can't seem to make it work,
type="translation"; only moves the model in the Z axis
type="translationx"; doesn't move at all by changing the values but the starting post is somewhere else outside of the vehicle like 1 meter off the X axis
are you providing the axis for "translation"?
class gunnerhatchl_posx
{
type="translation";
source="door_2";
selection="gunner_hatchl";
axis="gunner_hatchl_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
offset0 = 0.0;
offset1 = 10.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
i think so
the offset value is currently 10 so i can figure it out when i manage to make it work
and is that axis by any chance aligned with Z direction?
i redefined the axis wrong
now it is working, i selected the wrong memory point when defining it
ty
a piece of paper with 250 verts , gets so big in object builder 
exporting fbx with blender worked
weird bug in maya
maya exporters are really messed up rn iirc
have a friend who uses maya as well and also talked about something like that
yea maya is a bit special atm
canbeoccluded is set 1 by default for an p3d , is that correct ?
like I dont need to add the property
some one should make the lancer mk2 from gears of war
Then you do it.
how can i handle multiple muzzleFlashes of different guns in one turret ?
think so
look at MLOD of rhs little bird maybe?
MLOD has memory points right
and that thing has dual mini guns
- model + config

all u say is “I did a lot of testing here’s a sample rvmat” then no one posts any other actual files/ideas on how to do it, or I missed something
it’s all theories
game theories
Spawned in 10k custom objects 500meters away into arsenal.
Without Empty LOD (Objects are Visible) : 45fps
With Empty LOD (Objects are all hidden): 47fps
Putting down Object Draw Distance down to 400 meters:
Fps going up to 80.
if I use {_x hideobject true;} forEach allMissionObjects "All"; 80 fps
If I delete all the objects 300 fps
Like whyyyyyy? Its not even a complex object. It dosent have an geometry , neither a shadow lod
Theres geo somewhere, thats what the yellow is in the screenshot
thats the lod 1
I delete even the geometry , which dosent matter anyway because it was empty
I would like to know what the difference is in an non visible object which also has no geometry vs object draw distance not rendering the object.
like the non visible object should not get rendered at all
Whats your fps with no objects spawned?
if I use {_x hideobject true;} forEach allMissionObjects "All"; 80 fps
If I delete all the objects 300 fps
So you're confused about the 47 fps then
I'd have to guess that its still trying to render the the object, like calls are being sent to the gpu
I'm confused why empty lods are still getting calculated even tho there is nothing to render. It would work similiar to hideObject , which should make a huge impact on the fps
I would think hideObject would tell the gpu to not even try rendering, where as having no visual things in it still means that arma is telling the gpu to try and render it, as well as all the calculations required to decide which lod to use whether the geo lod does anything even if empty. Try deleting your lods and having an entirely empty p3d and see if that does any difference
I tested it once with no geometry and only the lods, but it was the same. can try tomorrow with an empty p3d
for baked in objeects on a map I guess/hope it is different
Why would you have empty p3d's be apart of your map...?
What 😂 No I mean in general for objects, when they have an empty lod that it actually show a difference in performance
Again, why do you want to have empty lods?
when an object is super far
it wont render
period
is how i understand it\
like why would paper on the ground render at 3 km
then when u get close it's actually detailed
That is correct, however does not relate to Hungry's question if thats what you are referring to
im referring to what u asked
bc that's what i understand hungry wants
based on what he was just working on lol
Ah I see what you're saying. I've never heard of having your last lod be empty as something you should do. Arma stops rendering things that arent visible to you by itself anyway. A piece of paper on the ground 3km shouldn't be rendered either way
Yeah but like if ur in a plane loitering then you’d still see it bc of arma logic
I think that’s the idea
Occlusion culling is cool but it’s sadly not a catch all
I highly doubt arma 3 only uses occlusion culling
This is just speculation at this point though, a dev would have to chime in
Okay thanks :)
Isn't that enough? 
dual miniguns are different since you select both muzzleFlashes and link it to one. The BTR needs to have seperate ones
for my goofy ass??? nuh uh
ohh, yeah check the BTR from RHS then maybe lol or just any base game vehicle
So I made some more tests and, yeah, HideObject actually gave me a lot more FPS, obviously because the engine knows it can skip the object. But one thing that is just weird is that even though the object has no shadow, no geometry, no physics, just 3 LODs where one is empty, it still costs so much performance for the renderer to check if the object can be rendered or not. Like, the object itself costs no performance, but the render checks do.
putting objects quality setting on very low gives you a lot of fps since it decreases the calculation range , same for object visibility range setting
like its probably even faster to make a script which unhides the object using hideobject if you getting close to it than having a empty lod , especially for not so complex objects like debris/trash on the ground
It may be keeping it ready for draw or it still is involved in various simulation checks even if it passes them faster than other objects
Even if your object is hidden you still spawning something in so the engine is reading the data for the spawned object just a bit less because it can't be seen
There's visual view and then there data/software view.
Is there a reason why whenever i import a model into object builder as an OBJ the vertex groups from blender aren't transferring over?
That sounds like either your object isn't exporting correctly or you didn't assign it as a arma property so the object doesn't export
Yes, model format technicalities. Best to use Arma toolbox addon to export directly to p3d
So there's no way to preserve vertex groups upon import? I've had issues with smoothing groups when exporting as a p3d that weren't present when exporting as an obj
it should be exprorting correctly, whenever i import it back into blender the groups are there
Just checking but your using arma toolbox addon right
yeah
Toolbox should translate into P3d as it is in blender
If it does not you do something wrong you need to fix
I don't know how to explain it or if it's just an issue on my end (i've had multiple people experience it doing the same thing) but when exporting as a p3d the smoothing groups would be incorrect on some of the edges but just exporting as a obj instead fixed it
Do you have saved custom normals?
Hmm then it should be exporting vertex groups and all, exporting it as a new model so not over saving your old one and see if that does it, you can also try copying all you assets in blender loading a new blender project paste your stuff then export it again, blender has a weird bug where sometime thing don't all export.
Are you using blender sharp edges
Smoothing group are you using modifiers or vertex groups?
Blender and object builder/P3d both use sharp/smooth edges instead of smoothing groups
im not super familiar with the modeling side of things, i just import primarily, but the edges aren't marked out as sharp/smooth i just leave it as auto smoothed and export from that
As goat said sharps & seams are the only thing you need, modifiers will not be carried over either
The model probably has custom normal saved then. That does not transfer properly
On edit mod if you right click on edge mode hit (2) you can mark sharps and/ or seams this is what gives us the sharp edges with p3d's
i think this is the case, is there a way to work around it/make it functional for arma use?
So I have to go through and manually mark out sharp edges on my model in that case
Pretty much
Autosmooth would also export out but you can't see it right with custom normals. You need to remove those
There's a blender feature that can mark sharps & seams but that's not always perfect so Manuel is the best way
If you hit alt left click on a edge you can grab the hole loop
Alright, thank you both for the help I appreciate it
btw scout i fixed it
Niceee
flat plane
Can't you use visualEx rather than Shadow LOD?
Anyway to like have a model and a tool to auto create collisions?
nothing that automatically does it does it well
best thing with automation I’ve found was decimate -> weld -> simplify
does this work for geometry stuff ?
any idea of why my textures wont be showing on my selections?
Only boots show for whatever reason, according to blender, I actuall exported the correct uvsets but im not sure anymore 🫠
fixed it, jesus christ what a convoluted way blender has for merging UVs
e
