#arma3_model

1 messages Β· Page 35 of 1

grizzled halo
analog garden
#

poor results but it works

grizzled halo
mossy mulch
#

they were respinding ti sturm

analog garden
#

meant to respond to this lmao

rapid tree
analog garden
slim granite
#

I have my model selected.. However the mass box is greyed out? How do i add mass?

grizzled halo
slim granite
#

Ah thank you!

slim granite
#

Attempting to view/show model in background while i add collision. But its not showing

#

nm

halcyon rampart
#

If memory serves simplify the model as best you can and close all faces

stuck oyster
#

Don't skip on making good geometry lod

#

Automated tools don't make good results on collision meshes

#

We would shout it off the rooftops if there was some good solution for that.

#

Manual is the only way to make them right.

#

Automation results we can see in many games where you can't shoot through clearly visible holes or you walk on air on invisible geometry piece

rapid tree
stuck oyster
rapid tree
#

I see

rapid tree
#

@stuck oyster i had a problem with a scope not showing up but everything was correct, but when i added another scope to the array of compatibleItems it worked, how is this possible ? was something corrupt when i packed the pbo ?

stuck oyster
#

Can't say I recall something like that happening so don't know. Maybe file didn't actually save or update right.

rapid tree
#

a mate of mine thought the data got not updated correctly due to it maybe got moved to the temp folder while packing

inner venture
#

whatΒ΄s that

charred bolt
main jasper
#

Anyone have any idea why a custom Suppressor isn't showing up on my rifle, it's as if its invisible, even though the sounds change etc

main jasper
#

Proxy is there

#

I wish it were that simple lol

stuck oyster
#

Proxy not named right? Proxy being hidden by animation? Proxy not present in all lods?
No viewPilot lod in weapon?

#

Attachment model has autocenter property properly set?

grizzled halo
#

the head selection for uniform models is in the "character example" file or should the bust from TemplateRTM should be used?
Asking since my character example file doesnt have head selections in the 1st visual for whatever reason

Yeah Turns out my samples were missing a lot of proxies for whatever reason hmmyes , maybe at some point i tooks them out haha

woeful viper
rapid tree
main jasper
#

All fixed

had the asdg setup screwed slightly

class NSWG2_MuzzleSlot_300: asdg_MuzzleSlot
{
    class compatibleItems
    {
        NAVSPECWARGRU2_SCI_SIX_Can_FDE = 1;
        NAVSPECWARGRU2_SCI_SIX_Can_BLK = 1;
    };
};

CORRECT ^^

class NSWG2_MuzzleSlot_300
{
    class compatibleItems
    {
        NAVSPECWARGRU2_SCI_SIX_Can_FDE = 1;
        NAVSPECWARGRU2_SCI_SIX_Can_BLK = 1;
    };
};

INCORRECT

#

Didn't have it derived correctly

stuck oyster
#

πŸ‘

trail junco
#

why do i get this error when trying to export as p3d from blender

#

all of my lods are set up with the right properties

rapid tree
trail junco
analog garden
stuck oyster
#

you should be able to export objects with no materials just fine

#

but it does throw that error if you have empty material slot

trail junco
hard oasis
#

In the Object Builder i wanted to use the View-commander to give him a pip for him only, it says obsolete does that mean it no longer works?

stuck oyster
#

correct

#

you can use view pilot and view gunner

#

and use one for commander and other for rest of the crew

#

there is a config parameter to define what lod each turret/pilot etc uses

hard oasis
#

can i use this command to limit the Periscope pip for the commander only?

stuck oyster
#

well

hard oasis
#

i had the Pip screens on the proxy but i noticed that everyone will have it and it lags like hell

stuck oyster
#

it is what I just said

hard oasis
#

i'll see what i can do thanks

stuck oyster
#

proxy?

hard oasis
#

yeah the screens where on my interior proxy

stuck oyster
#

why is your interior a proxy?

hard oasis
#

and when the game pulls it everyone can view it, so i'll throw the screens only to the View-pilot and View-Gunner

stuck oyster
#

I got no idea what you are talking aobut

#

🀣

hard oasis
#

My unit bought this vehicle to use it but it came incomplete as the person who did it is no longer modding

#

so i took it to fix it

#

it came with several proxies

stuck oyster
#

sounds bad

#

thats not really how things are supposed to be made

#

makes no sense

hard oasis
#

what should i use proxies for then? i'm aware one of them is for seats

#

i mean player position on seats

stuck oyster
#

yeah you use proxies for that

#

and muzzleflash maybe

#

but thats pretty much it

#

normally anyway

hard oasis
#

i see thank you, i'll put everything into one P3D then

stuck oyster
#

that is the normal way

#

is this that SUSI/SISU I saw somewhere earlier?

hard oasis
#

SUSI? i don't think so

stuck oyster
#

nevermind πŸ˜„

#

you can also fake the periscope view

hard oasis
#

it was a Guarani APC like the one over at BRAF mod, we bought it a little bit before BRAF add theirs, we then switched to theirs, but their vehicle has a LOD problem by loading many lods in a small distance so the unit owner threw me the files of that old vehicle to see if i can fix it

stuck oyster
#

sounds like a nightmare xD

hard oasis
# stuck oyster you can also fake the periscope view

i could try, but the thing is unlike BRAF's Guarani this one is modelled different the Periscope is kind of hanging in the middle of the air i would have to remodel the area behind it to make a 3D periscope thing

#

in BRAF's the periscope is attached to the front of the vehicle this one is a hanging periscope

stuck oyster
#

doesnt matter, you just make the gunner view lod you use for that persicopes user offset enough so it fits where the periscope is

hard oasis
#

Oh you're talking about that one you view by right-clicking?

stuck oyster
#

no the interior view

#

for the commander

#

view lods dont all have to be in same space

#

you can use that to fake periscope views

grizzled halo
#

whats the memory point or proxy that controls the aim in custom units?
For whatever reason my custom uniform unit is not able to aim guns x)

stuck oyster
#

eye maybe

hard oasis
stuck oyster
#

so by default gunner lod

#

but like I said you can set that turret to use any lod you want

hard oasis
#

oh i thought it defaulted to ViewCargo or something

#

ok then

stuck oyster
#

well depends what you have in the model I suppose

stuck oyster
grizzled halo
stuck oyster
#

or tracing each point to equivalent config parameter

#

do you have appropriate actions for aiming

grizzled halo
#

yeah, im inheriting everything from an actual vanilla class from csat

stuck oyster
#

got viewpilot lod?

grizzled halo
#

ye

#

i know the action is actually doing something since the dof changes

#

but no actual aim

stuck oyster
grizzled halo
#

the custom weapons work with vanilla units too so its not the weapon itself

stuck oyster
#

blobdoggoshruggoogly no further ideas.

#

basic setup should not be very difficult or complex or need any alterations that I can think would cause something like this

rapid tree
#

Is the gun the problem or the uniform ?

grizzled halo
#

its the uniform, only happens when i wear it

rapid tree
#

I would make a new one

#

And copy paste it in the samples template

#

Sometimes Arma modding problems are solved by making it from scratch again

grizzled halo
#

im inclined to thinkg the issue could be the skeleton for that specifically

#

im checking the selections and there is a lot less selections compared to vanilla uniforms

#

and i even have extra custom ones

stuck oyster
#

:L

grizzled halo
#

however samples uyse OFP2_ManSkeleton

stuck oyster
#

its a normal arma man uniform yes/no?

grizzled halo
#

yes

stuck oyster
#

then you must use exact same setup as the sample character

rapid tree
#

Everything uses OFP skeleton

stuck oyster
#

no additions,

#

no changes

#

only thing you can touch is the sections of your class nameOfP3d inside class cfgmodels

#

skeleton stays the same

grizzled halo
#

class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};

class ArmaMan: Default
{
    htMin = 60;          // Minimum half-cooling time (in seconds)
    htMax = 1800;        // Maximum half-cooling time (in seconds)
    afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
    mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
    mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    tBody = 37;  // Metabolism temperature of the model (in celsius)

    sections[] =
    {
        "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
        "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
    };
    skeletonName = "OFP2_ManSkeleton";
};

class Zonenjager_CBRN_Coat : ArmaMan
{
    sectionsInherit="ArmaMan";
    sections[] = {"boots", "coat", "collar", "gloves", "pants"};
};

};

#

yeah, skeleton hasnt changed

stuck oyster
#

πŸ‘

stuck oyster
grizzled halo
trail junco
#

how do I choose a differnet UV set for a certain vertex group

#

in object builder

trail junco
#

or how can i paste the points from one uv set to the other without replacing the existing ones??

#

NVM i got it

charred bolt
grizzled halo
stuck oyster
#

there is also this

grizzled halo
#

I guess you are right on the logic part, its just a bit confusing having the first search result be the other guide in wiki that varely mentions uniforms themselves, the one with the weapon and slots explanations and having multiple "startup" guide labeled in the wiki

stuck oyster
#

it is yea

#

unfortunately the wiki lacks in many areas

lone robin
#

I have a potentially dumb question. Say I have a building model that I’d like to apply different materials to in order to add a couple variations of that structure into the game. Would I have to create a model.cfg for each variant or would one suffice since the skeleton is technically not changing?

candid rock
grizzled halo
#

^ for each different p3d, you need a different entry in model.cfg

#

as long as its variations that uses the same p3d, the same model.cfg is valid

stuck oyster
#

if the building is intended to be used on a map, then each variant needs its own P3D

#

and each P3D needs a cfgModels class in model.cfg in the same folder as the p3d

#

you can have multiple p3ds defined by single model.cfg

#

and they can share skeleton

#

and even inherit cfgmodels animations and other properties from a single parent/base class

candid mason
#

I'm trying to figure out if there's a sane way to grab the hesco textures from base a2/a3 to build custom structures...

#

Anyway, sorry, real question: What exactly determines what counts as "inside" to the engine?

stuck oyster
candid mason
#

Like, muffled weather, what counts as being Inside vs Outside

stuck oyster
#

roadway material

candid mason
#

So a roadway roof is what does it? Thanks.

stuck oyster
#

yes theres different types of roadway surfaces

#

not material sorry, texture

#

the texture defines what soundset that surface uses

#

and the soundset defines how sounds are played when a thing is on the surface

candid mason
#

Right

#

so concrete roadway on a freeway overpass

stuck oyster
#

sure that probably works

grizzled halo
stuck oyster
#

id suppose try using the sample uniform and see if that works

grizzled halo
#

I cant find any reference of what could be missing, im using the same mem points as example

stuck oyster
#

make a copy of the sample char and try it

grizzled halo
#

yeah sure, let me do that and see what happens

grizzled halo
stuck oyster
#

πŸ‘

civic edge
#

Is there any modeler I can DM or maybe someone can explain here how to connect a large building? I am trying to make a building as big as about 200 meters and I made pieces of it, the question comes in how to connect and texture it properly. Cannot find any resources on those topics. Thank you

stuck oyster
#

It was discussed here not long ago so you can finfd that in the chat history pretty easily

civic edge
#

Thank you, I'll look into it after work. All that's left is how to put building together (and in a way how to make textures work where it doesn't cut off)

stuck oyster
#

It's all just basic modeling, does not need anything fancy

civic edge
#

Pretty new myself but good to know, dunno why I didn't think of that

stuck oyster
#

Its alright to ask when you don't know. πŸ‘

rapid tree
#

@civic edge

stuck oyster
#

some weirdo making pins

pallid island
#

Pinhead?

rapid tree
stuck oyster
#

yeh thats fine. I just meant I know that guy who makes those weird pins

pallid island
#

I smell "pin"/"ping" mixup

analog garden
#

documentation for making a pip scope?

#

iirc it's a cba feature right

civic edge
grizzled halo
analog garden
#

but

#

im not sure

#

unless scopes are under cfgvehicles then i dont think u could do it with traditional pip

grizzled halo
#

well, if such is the case we can always prepare the stuff in ob/blender/etc and do the implementation scriptwise using EH.

analog garden
#

yeah but idk how to do that πŸ’€

grizzled halo
#

I would assume its possible to use the reference to the plane inside the scope in whatever lod is created, but equipment and attachments operate differently from vehicles and weapons so im not sure, assuming you can its just a matter of telling the pip function to get the camera (again from the reference of a memory point in the scope) and project to the plane.

#

but if anything, cba is always viable but has its tradeoffs, like the external render resolution being SMASHED while the pip scope it active to compensate performance. Idk if you can disable that in cba, since you can more precisely control PIP in vanilla A3 now

mossy mulch
#

prs welcome

grizzled halo
#

does the mats used in hiddenSelectionMaterials cannot have macros?
It seems to dislike macro'd files as using the same material directly in a model has no issues.

Doesnt seem to be the problem, still getting error "Cannot use file". I wonder what could be, since the file works normally on model selections.

charred bolt
grizzled halo
# charred bolt Where is the error message coming from? Hopefully you're using pboProject - can ...

im not using pboproject no. The error pops in game, after actually selecting the retextured item. Im trying to change the material of an nvg once its turned on/off.
I can check in game log and see if something pops up.

-Only Error I have regarding that:

Cannot load material file kmp_essentials\models\equipment\face\zonenjager_ausf_91b\textures\alt_glasses\glasses-glass.rvmat

and this is the definition of the material:

hiddenSelectionsMaterials[] =
{
"\KMP_Essentials\Models\Equipment\Face\Zonenjager_Ausf_91B\Textures\Alt_Glasses\Glasses-Glass.rvmat"
};

charred bolt
grizzled halo
charred bolt
#

Once you start using more appropriate tools, you'll find Arma modding an awful lot easier, as without the error checking it's largely a guessing game.

#

p drive, game files extracted to p:\a3 and mod in p, build with pboProject.

analog garden
#

unless I misunderstood what u meant

grizzled halo
# analog garden unless I misunderstood what u meant

no, the problem is not the include, im just pulling a template for each file and just replacing classes on it for my rvmats.

A3 refuses to use the file if called with hiddenSelectionMaterials, for whatever reason that might be, since using a fully made rvmat yield the same result for that selection

Problem solved: rvmats are not packed by default and get dissolved during binarization

#

and while I would like to test with pboproject as suggested above, that would mean having to adjust all the models slections relative paths to the previous project and I dont really have time to go thorugh 100s of selections right now sadly

last spindle
#

You could try vhacd, and then clean it up, works all right for complex things, not so good for simpler things

dusty dove
#

I am wanting to build flag poles and custom signs into my terrain. Does anyone have the base files for doing this? All of the .p3d models I have found appear to be locked.

empty aurora
dusty dove
#

I want to build it into my map, can't use a retexture script.

empty aurora
obtuse rain
#

Can you paint multiple channels/maps in Quixel 2 simultaneously? Bit hard to tell from the videos.

white oak
stuck oyster
#

you can build pedestals and such positions for flag pole to be placed

analog garden
#

couldn’t u add an init script so that it spawns flagpoles onto one of those invisible spheres or is that overthinking it

loud veldt
#

Hello.. I'm looking to learn how to import a rocket launcher into Arma, I have the model already, but I don't know how to import the rocket launcher itself, I've imported a few other weapons unless its just the same way

marsh canyon
#

Same thing, unless you mean "import" more than just a P3D

loud veldt
#

so, all of the proxies are the same as any other weapon?

marsh canyon
#

Pretty much

last spindle
#

Yes, if you are painting you are usually painting in all channels, i think there is a drop down where you can select specific ones if that is what you are after

grim crag
#

I made shadows and for some reason this is happening, idk why. Anyone?

charred bolt
grim crag
charred bolt
grim crag
grim crag
#

Seems like its the cuffs that are the issue of the uniform, idk what

charred bolt
#

Ok - shadows also need to be triangulated and sharp.

charred bolt
#

Any reason why you didn't bother saying any of that at the start in the original post?

#

Only other thing I can think of is that you have a rogue selection name on the cuff that is being stretched/animated/hidden.

grizzled halo
#

probably a bad weigthed selection, perhaps the roll of whatever arm that one is?

upper valley
#

Trying to import vest, weights are done, model.cfg is fine, but in game my vest still floating over the floor, any ideas what i forgot to add? Maybe missing proxies?

stuck oyster
#

principles are all same

#

just more selections

inner venture
# charred bolt Eh?

Ah I just Ctrl C Ctrl V the solution but used it only once but never remembered

blissful spire
#

Any reason why this woudnt work for AI pathing to enter my custom building?

#

If i have the building next to my other corridors, they can enter fine but its when im trying to get them to enter from outside the building it has problems.

blissful spire
#

Semi related to above, I was able to get the AI to open my doors properly in another model, but not in this one. I have the all the actionBegin and actionEnd entries in the config, and in the path lod. Animationsources are setup, and the doors do work in OB.

stuck oyster
blissful spire
#

Kinda hard to see in this image since its busy with the walls, but its set flat to 0 in blender

stuck oyster
blissful spire
# stuck oyster do you have useractions for the doors?

Yeah, all 8 doors have their own pair of useractions (one for open and one for close), each has their own animationsource in the p3d and the model.cfg. the useractions are not locked to players only, so AI should be able to use them

stuck oyster
#

Izf you remove the doors do the paths work?

It could be that because tho doors don't open the ai can't see way in

blissful spire
#

I can give that try, but ive seen them opened up before, which is why im so confused

blissful spire
stuck oyster
#

Just a debug measure to see if the paths work

blissful spire
#

i get it

tribal rain
#

so im exporting my file as a p3d in blender keep getting this error though anyone know what causes it?

#

NVM figured it out

#

had to export it to a different save and then re-export weird

grizzled halo
tribal rain
ancient bobcat
#

Can I export sharp edges from blender to Object builder?

grizzled halo
#

yes, you can

ancient bobcat
#

how?

grizzled halo
#

using Mark Sharp tool, or addons like hardops (which for A3 assets works excellently good)

ancient bobcat
#

When i marked sharp after exporting model had shadow bugs etc. and then and applied shade smooth in object builder it's all lost obviously

grizzled halo
#

shadows have to be closed + triangulated and can only be sharp anyway. Check the first 2 requisites first

ancient bobcat
#

I mean lod 0 this is what it looks like

grizzled halo
#

lodN (resLods) are not the ones that cast shadows

#

do you mean as in your resLod having extra geometry?
Because that is what is looks like

#

check you are not double exporting and that your normals are not flipped by pressing F5 in object builder

ancient bobcat
#

yep, F5 worked

#

Thank you so much

grizzled halo
#

πŸ‘

blissful spire
#

for the Path lod, how tightly do the AI follow it? It seems like my path lod works inconsistantly trying to direct a unit around my building.

stuck oyster
#

ie from vertex to vertex

stuck oyster
#

(tutorial in pinned messages)

blissful spire
stuck oyster
blissful spire
#

Yeah, I'm at a loss. Only thing I could think of is to shrink the edges of the path and make them smaller. I'll grab a video tomarrow or something like that

stuck oyster
#

And roadway mesh slightly above geometry

blissful spire
#

Which I think is 10cm? Or roughly at least

stuck oyster
#

Yeah that should be fine

blissful spire
#

What I'm super confused about is that when I go and remove parts of the roadway and only leave where the path is, the unit still moves through the middle of the model

stuck oyster
#

And you have the "in" points and "pos"

blissful spire
#

Yes to both

#

4 in,1 per door, 16pos points

stuck oyster
#

Is your roadway mesh faces facing up

blissful spire
#

I.. I don't know

#

Imma be so pissed if that's what it was

stuck oyster
#

That's one lesser know requirement

blissful spire
#

Yes to the roadway mesh

stuck oyster
#

Typically example shows it but since by default blender does not have blackface culling enabled not everyone know about face direction and Arma drawing only front and can't even see wrong facing mesh.
It can be a bother sometimes

blissful spire
#

same for the actual path mesh

stuck oyster
#

Yeah path mesh needs to face up as well

blissful spire
#

ive confirmed that my geo lod is both closed and convex, so thats not the problem either

#

mem points and animations for the doors work as intended to

#

i might strip the top floor of the building off, redo the path lod and see what happens tomarrow with units skipping pos points, and not triggering the door animations. or just scrap this model and do a fresh new one

quick terrace
#

@obtuse rain yes, that is how it works. you can paint individual ones as well if you please to do so

vital hare
#

Hello, is it possible to make a Hide animation that is only displayed at night? I can't find anything on the internet

#

And by day it unhides

stuck oyster
#

you can maybe tie it to clock hour source

stuck oyster
#

may be easier to advice if we know what you try to achieve

vital hare
#

To keep things simple, I'd like to make an entrance sign in an area where during the day it says open and at night closed

stuck oyster
#

clock hour could work for that then. but its not really configurable and does not follow day night cycle where daytime length can vary a bit

vital hare
#

Oh well, I'll try to do it differently then, thanks anyway

stuck oyster
vital hare
#

yes i think too

candid marlin
#

So, I made a model in blender and sort of figured out how to import it into arma.
I have a question though, when I look at the object in game, the part of the object i am looking at is invisible almost, but i can see the otherside of it, almost like an xray I guess.
Is this something I need to fix in Blender, Object Builder or?
Edit Note: I suspect its a View Pilot issue, but not sure which one to use for a prop.

#

Now that I look at it, its also facing 90 degrees from the way its supposed to, but im assuming thats an autocenter issue

blissful spire
#

might need to flip them. If your in blender, Blue face is "facing" you, Red is "away" from you

candid marlin
blissful spire
blissful spire
#

I think im just gonna scrap the AI pathing for this object and strip the doors out, i dont understand why the AI seems to not follow the path at all

candid marlin
ocean mantle
#

what does the "unconventional" meaning?

charred bolt
ocean mantle
#

for example, delete the black mesh in this picture make the lod passing the validation

#

I haven't seen any issue on this mesh , very weird

#

so I just skip the validation

stuck oyster
#

Probably shadow mesh tri count is higher than recommended

#

Those shapes look like they could be heavily simplified

blissful spire
stuck oyster
#

try adding ramp geometry and roadway under the entry path

blissful spire
#

AI just goes straight through the middle to the doorway on the other side

#

Ive double checked the path face too, and its all facing the right way, its been trianglized and the edges are sharp

woeful viper
#

is there by chance a max script to simply check if a body is convex? atm i'm modifying, export to OB, check convexity go back to max, tweak, rinse repeat

#

not particulary efficient...

rapid latch
#

What the shit?

rapid latch
fluid copper
#

It looks like your uv's arent correct

fluid copper
#

Remove your rvmat and try again

rapid latch
rapid latch
fluid copper
#

interesting

stuck oyster
#

perhaps you have multiple uvsets

rapid latch
analog garden
# rapid latch

oh hit f5 I think, flips normals, might’ve happened

analog garden
#

no in p3d sometimes normals get flipped

#

so do it in object builder

rapid latch
#

The problems start with the lighting

white oak
#

What scout is trying to say is that the way that faces point may be off
In blender do
Mesh -> Normals -> calculate outside

white oak
rapid latch
pallid island
#

inb4 it's broken self-shadows

rapid latch
#

How fix this?

white oak
#

I'm guessing a bad bake from a bad UV or bad mesh
From the UV that looks a bit crowded for something that size

rapid latch
white oak
#

A knife and a zeppelin may require slightly different approaches
Looking at the UV that tip of the knife looks horribly mapped

south badge
#

ThatΒ΄s a lot of vertices for a single knife harold

stuck oyster
#

(and any other model you make)

sour bough
#

Jesus that grip

rapid latch
sour bough
#

😦

south badge
#

You could legit reduce the grip polycount by 75 percent and it would make no difference, since the playerΒ΄s hand is going to make it impossible to see the majority of it anyway

rapid latch
#

-80% polycount

south badge
#

Have you tried pushing F5 in object builder to recalculate normals and saving the model that way to fix the issue?

#

To me it looks like this is your issue

rapid latch
#

When I continue working, I'll try

south badge
#

Well, your UVs look normal, you have no shadow LOD, so this is not a shadow issue, and it is also not a face orientation issue because the knife is not see-through

grizzled halo
# rapid latch

this looks like an issue in how you are exporting your maps more than a material issue or a UV issue. Your blade displays correctly when shaded and the "glossiness" issue is only happening when being shone.

What kind of workflow are you using for your textures?
It very well could be that your SMDI was weirdly made.

south badge
#

try again with an rvmat applied

rapid latch
#

Identically

south badge
#

Hmm. In that case I assume the path in your .rvmat was incorrect, because it almost certainly should make a difference.
I suggest you apply an rvmat, run arma with the knife equipped on a character, and then look into the .rpt

It will tell you if there are any issues with incorrect paths.

last spindle
#

I don't think any script exists, but you could maybe use the maxscript console too do a quick check. <boolean>nvpx.IsConvex <node>inode is from the massfx library, you can also use functions in there to generate convex bounding meshes if you are keen to write the code....

gusty parrot
#

anyone got any good sample vehicles other than the one in arma 3 samples that may or may not use invisible wheels? Something like a motorcycle for example that i can check to learn.

white oak
#

depends on what exactly you want to learn
if its the support LODs you want to learn samples and the documentation is more than enough
but it its modelling itself then learning blender from other sources would be better

gusty parrot
#

its more of just me tryna add stability to the vehicle im making but ill figure it out, pretty sure i cna make due with the samples as you say. thx!

white oak
#

stability means a lot of things in a vehicle
primarily yaw and tilt for example which have to be examined both separately and together
weight distribution matters

gusty parrot
#

true, should probably try to keep weight as low to the ground as possible to make it less likely to tip over

#

if arma works like i think it does

quick terrace
#

@woeful viper - there surely is such a script, i remember seeing one on scriptspot some time ago

stuck oyster
#

for motorbike like things low mass is yeah very important

#

other than that it is basically just car with just wheels close to each other

#

youll have to experiment with wheel size and the physX settings to get behavior that fits your needs

gusty parrot
#

well its not light weight, its just really tall and bipedal. I know the animations are gonna be tough but for now i just want it to move without any

#

ive animated flaps and ailerons for jets before so im sure i can figure it out

#

just not a lot of examples for that stuff

#

so gotta get creative with the samples lol

stuck oyster
#

it helps to be specific

#

then even more so low weight center to keep it upright (it will be somewhat janky always )

gusty parrot
#

jank is to be expected lol

#

but aight, if you got any resources that could help me i would appreciate it

#

otherwise thx!

stuck oyster
#

the basic options have been talked about before

#

the warhound in TIOW and the Titan in Tiberian Genesis and the Macross mechs from Battlestad are some of the best examples on how it can work if animation cycle is done right

#

but there isnt really any special magic to it

#

just a lot of well timed animations

gusty parrot
#

aight thx alot!

#

do these animations have anything to do with rtm file format? would i need to rig my model cuz i can probably do it with mixamo or accurig

#

nvm i think that mostly applies to characters lol

stuck oyster
#

for man simulation mechs the ones I've showcased for Lost Dragons in my preview videos and what Webknight has made as the Knights are examples of man mechs

gusty parrot
#

ill check those out

#

wait what mod is the knight from? i see your mech for lost dragons but im not sure which mod webknights stuff is in

stuck oyster
#

dont remember the name off top of my head

gusty parrot
#

nvm found them im dumb

stuck oyster
#

but youll probably see it through his workshop

gusty parrot
#

thx!

stuck oyster
#

the implementation and good/bad features are very different in both approaches

gusty parrot
#

ill investigate both and see which one i can actually manage lol

#

thx alot for the help

#

holy shit the knights are sick as hell

analog garden
#

where in the model.cfg is the muzzle flash object defined

#

for weapons

#

i see zasleh hiddenselection

candid marlin
#

So, I made another model, and I am getting ready to import it as a placeable prop. I know how to do the config, (ill figure out rvmats in a few), but to define the object as having a "hitbox", I'm assuming I have to set "Geometry" in object builder?

#

Or is it something else that I have to set?

charred bolt
analog garden
charred bolt
#

Of course it's in the p3d too, but you specifically asked where in the model.cfg it should be written.

analog garden
analog garden
#

just p3d

charred bolt
#

Eh? I just told you where it goes in model.cfg. If you don't put the selection name in sections[] it won't work.

analog garden
#

oh no the zasleh is there

#

im saying the actual model

#

like proxy

#

i forgor

#

i figured it out tho

#

bad wording on my part

amber swift
#

hey guys, im having some problems with my tracked IFV.
1 - I cant make it go above 25 km/h
2 - the gunner camera is not aligned with the cannon
I have no clue what it is i already checked the memory points, but they seem to be in the right position. Any ideas?

analog garden
#

peakTorque iirc

grizzled halo
#

whats the mass of the vehicle?

analog garden
#

oh yeah that could also be it

#

good way to look is if when you go off a hill you drop like weirdly quickly, iirc that can be due to too large of a mass

grizzled halo
#

torque will only ensure movement if the vehicle is too heavy, iirc someone mentione atleast another 2 config parameters that interlaced in order to define speed and all that jazz

analog garden
#

RPM and torque iirc

#

or MaxOmega

#

in arma

#

bc RPM is for sound

#

engine power is KW

#

idk how that feeds into speed tho

amber swift
# analog garden increase torque maybe?

Oh maybe, at first i thought the MOI and dampen rate would be the problem, it was what people were saying in the forums.Ill try increasing the torque then

amber swift
analog garden
#

Bradley has 450 kW of power

#

1929 Newtons of force

#

And weighs like 27 tons

#

or ~24000kg or so

#

40 MPH top speed

charred bolt
amber swift
#

Thanks man, the vehicle im trying to create is the danish future upgrade of the cv9035. Im not sure whats power of the vehicle as theres limited information on the upgrade package. So i used the values from wikipedia, but forgot those were for the mk0 variant which is much lighter.

amber swift
charred bolt
#

Car/tank performance is always a combination of p3d memory points, geometry lod, geo physx lod, buoyancy lod and a whole bunch of config values.

grizzled halo
#

Ah, thats the one I was thinking about, gearboxRatios Is what should help you with speed if your Torque is optimally set

charred bolt
#

It really does work like any real vehicle - you need enough engine power for the weight, enough rpm and torque being applied via the gear box to get good climbing rate but also top end speed, relevant differential settings and slip values for wheel traction, suspension and roll bar stiffness for cornering... and all that assumes that your track rods aren't bent or wheels are out of tracking (p3d) as that can ruin the best engine/transmission set-up.

gusty parrot
#

hey im having trouble with making a uniform, ive done similar stuff before but idk whats blocking me. Right now i have everything set up as it should as far as i know but when i load up the game and check my uniform, its invisible. It shows up in the arsenal and on the unit i put it on in config but the model is completly invisible. Ive seen the headgear basic requirements in the pinned messages, is there something like that for uniforms cuz im kinda stuck rn.

grizzled halo
#

Uniforms need a cfgVehicle entry that associate to a unit

#

in order to be shown

gusty parrot
#

yeah thats what i got, it exists in game but the model is not showing so im assuming its a model problem more than a config problem. Its probably hard to get any help when i dont give more info but im not sure what to send over...

grizzled halo
#

does it show in object builder properly?
If so then the model itself its alright but you might want to double check proxies/mempoints etc.

Is your model.cfg properly defined?

Is your config properly referencing the p3d?

gusty parrot
#

it shows up properly in object builder yea. Dont really care about the textures right now

#

its not quite a uniform but i know the model should still show up

#

model.cfg : ```
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Mantis_Skeleton
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]={
"body", "",
"hip", "body",
"l_lower_hip", "hip",
"l_upper_leg", "l_lower_hip",
"l_lower_leg", "l_upper_leg",
"l_foot", "l_lower_leg",
"r_lower_hip", "hip",
"r_upper_leg", "r_lower_hip",
"r_lower_leg", "r_upper_leg",
"r_foot", "r_lower_leg",
"l_shoulder", "body",
"l_arm", "l_shoulder",
"r_shoulder", "body",
"r_arm", "r_shoulder"
};
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class mantis_model : Default
{
htMin=60;
htMax=1800;
afMax=30;
mfMax=0;
mFact=0;
tBody=70;
skeletonName="Mantis_Skeleton";
sectionsInherit="";
sections[]={"camo1", "camo2"};
};
class mantis : mantis_model{};
};

grizzled halo
#

you need to make a custom unit

#

you cant wear the suit as a uniform

#

because it changes the skeleton expected from the arma3 man

#

you might have more luck asking WBK about that in his discord since he does much more stuff related to that

gusty parrot
#

thats what i did i think but its kinda getting into config stuff so idk if i should put it here

grizzled halo
#

you might want to specify that its NOT using the same skeleton as the a3 man over there, you might get help in definig a new creature as you might require to

gusty parrot
#

ill try that

grizzled halo
#

cheers

mossy mulch
#

anyone have the arm angles for armarig to hand?

stuck oyster
#

and angle from where? πŸ˜…

#

straight side, straight down

mossy mulch
#

like the standard armarig everyone uses

#

the angle of him in the a-frame

stuck oyster
mossy mulch
#

oh right

#

uhhhhhhhhh either

#

i just need to fit my stuff to it

#

(i dont know how to measure it with blender myself else i would)

stuck oyster
mossy mulch
#

thanks goat ppreciate you

stuck oyster
#

how I did it was to pull a new bone from the shoulder to side and rotate it by the cursor that was set at the elbow with snap to point enabled and targeted the root of the hand bone (wrist)

mossy mulch
#

i have 0 clue how to use all the bone bits rn

stuck oyster
mossy mulch
#

doing my first uniform so im touching all that later when it comes to weightpainting

stuck oyster
#

πŸ˜„

#

πŸ‘

#

babys first uniform

#

awww

#

precious

mossy mulch
#

im massively out of my depth im meant to be a scripter

stuck oyster
#

πŸ‘

#

its cool to take on such challenge

#

im froming new pants for this guy

#

they veery rough cut right now xD

mossy mulch
#

all of my stuff has been hard surface, got a minor amount of fabric to do which im dreading though

#

thankfully its like a vacuum suit thing so shouldnt be horrendous though

stuck oyster
#

I like to get even the early shape weighted and work from there

mossy mulch
#

i cant seem to find the right search terms either - is there any way to move the selected verts towards the 3d cursor without scaling them?

stuck oyster
#

towards the cursor πŸ€”

#

hmm

#

dont think I've ever done such

mossy mulch
#

yeah... made the mistake of not working at the world origin and now having to go back and fit everything accordingly meowsweats

stuck oyster
#

ah πŸ˜…

#

classic

#

cant say I can think any way to do that

#

you can center stuff on cursor

mossy mulch
#

manual positioning on armarig it is then? πŸ˜“

stuck oyster
#

aand you can create a point at cursor and move rest of mesh to that point via point snap and a active mode on

#

so active point acts as target to align the whole selection with

#

have some armor internals done aswell here. Dunno if I've ever shown these before

mossy mulch
#

very nice

stuck oyster
#

the shoulder turret will be extra gear piece

#

but the armor is designed to be able to mount special equipment

#

also its miller πŸ˜„

mossy mulch
#

thats great

south badge
#

you added a scope? yoba_zampolit

grizzled halo
#

tactical ballistic knife, of course

rapid latch
umbral shuttle
#

what is the process to making blur rotors for helicopters? I have the two blur proxies but looking at model cfg for the chinook I dont really see any hide animations for it

polar fiber
#

It’s done by hiddenselections normally. Engine feature with the selections defined in config and model.cfg

#

But means the rotors can’t be retextured if the heli uses that method because it conflicts

#

So using hide animation is an option if you want to make your rotors retexturable. You’re just unlikely to find much in the way of examples for it and will need to use your own initiative

umbral shuttle
#

I think I prefer the engine feature, not really a huge loss if the blades cant be retextured.

I am though a bit stuck on an issue , the static blades show when the rotors are fullying moving. The first image is taken while landed and the 2nd image is when in air.

in p3d I have the selections as main rotor blur and main rotor static for the right blade, they are present in the model.cfg and in config its

selectionHRotorMove = "main rotor blur";
selectionHRotorStill = "main rotor static";

so I am not too sure what could be wrong

charred bolt
#

Check they're not part of other selections too, such as camo.

umbral shuttle
ruby lion
#

does the geometry property frequent which allows geometry instancing only work for terrain baked objects ?

past mesa
#

can you override an objects texture via script. I want to make an object that i can change the images on at will?

abstract mirage
past mesa
#

ffs i was searching for objectSetTexture 😦

#

@abstract mirage thanks mate

abstract mirage
#

No problem.

ruby lion
#
if (!isNil "SimpleObjects") then {{deletevehicle _x;}forEach SimpleObjects};
SimpleObjects = [];
{ 
_position = getPosWorld _x;
_vectorDirUp = [vectorDir _x, vectorUp _x];
_model = (getModelInfo _x) select 1;
_SimpleObject = createSimpleObject [_model, _position,true];
_SimpleObject setPosWorld _position;
_SimpleObject setVectorDirAndUp _vectorDirUp;
SimpleObjects pushBack _SimpleObject;
} forEach (nearestTerrainObjects [player, [], viewDistance]);```

I guess it does, because if I replace all trees in a forest the fps drop from 90 to 60
empty aurora
stuck oyster
#

can you even deleteVehicle map objects?

#

dont you need to hide them?

grizzled halo
#

that is correct, map objects have no ID and cant be deleted although I dont think ID would be the correct term, more like defined identifier since they change on each machine and on each session

ruby lion
ruby lion
#

I just think that geometry instancing doesn't gonna take place with editor placed objects, but Idk how exactly the renderer works

stuck oyster
#

that could be yeah

#

I dont think it is meant to have millions of objects on mission level blobcatsweats

stuck oyster
grizzled halo
#

the shape of your visor reminds me of the Ludens from KojiPro

gusty parrot
#

anyone ever get this error when trying to do a stencil shadow lod? : Error: mantis\mantis_main.p3d: Opposite edge to P(2691, 2692) was not found - shadow geometry is not closed.
im not sure what im doing wrong...

#

also shadows dont show up for my object

#

so idk

blissful spire
lusty ginkgo
#

What is the protocol for handling the "ignore list in setup" error in pboProject if "Restore Defaults" for the exclusion list in settings doesn't fix it?

lusty ginkgo
#

yep

stuck oyster
#

do you have anything in the ignore list?

lusty ginkgo
#

It is default

stuck oyster
lusty ginkgo
stuck oyster
#

May need to ask Mikero if there is a bug.

lusty ginkgo
#

Could it be related to having my arma 3 tools installed on a different drive?

stuck oyster
#

should not

#

you could try repair the pboProject Install

lusty ginkgo
#

By reinstalling?

stuck oyster
#

yah

#

I just updated mine to latest

#

4.02

#

and seems to work normally

lusty ginkgo
#

oh well I already did that a few times

stuck oyster
lusty ginkgo
#

I guess I'll try

#

I just noticed the exclusion list changes I make don't stick

#

If I remove or add anything it resets the next time I open the settings, so that might be part of it

stuck oyster
#

oh

#

maybe some sort of user access issue

#

do you run admin account?

#

maybe something blocks the tools writing their settings

lusty ginkgo
#

I am the admin account and I have tried running all the tools as admin

#

do you know where those settings are stored?

stuck oyster
#

registry maybe?

#

those details are the kind Mikero is the best one to answer πŸ˜…

#

I just use the tools πŸ˜„

real crow
#

Hey peeps, i got a weird issue with my custom uniform: it has the necessary lods and it is weighted, but as soon as i start the scenario after having placed the unit, the unit with the custom uniform on will fall through the ground πŸ’€

#

Might this be model cfg related?

mossy mulch
#

what lods do you have

real crow
#

And shadow lods

#

And firegeo

stuck oyster
#

not normal man uniform

#

(always important to be precise in the description of out of commonly done things)

real crow
#

Its a man uniform, soviet obr 43

real crow
#

Broblem was missing vert in land contact lod

#

it shouldn't be empty

bright echo
#

use the sample a3 character as a basis

#

99% of the techlods from it can be used unchanged

lusty ginkgo
#

Where does object builder store its settings?

lusty ginkgo
#

for future reference

stuck oyster
lusty ginkgo
#

for pboProject? kinda. I got it working by fully uninstalling, reinstalling from old installers (so old tool versions), modifying the setup for pboProject on the old version, and then updating the tools via the all in one installer

#

it kept the settings from the older version, but also I can change them again now

lusty ginkgo
#

What are the controls to orbit the camera in OB?

stuck oyster
lusty ginkgo
#

my left alt is broken

#

guess I didn't forget the controls after all lol

stuck oyster
#

xDDD

fluid copper
#

Is this for your Lost Dragons project Goat?

fluid copper
#

Nice, looks great!

stuck oyster
#

the box backpack is a bit of half joke πŸ˜„

#

but it might actually end up being a real backpack for the mod πŸ˜…

analog garden
#

make a variant that's a delivery service lol

#

i didnt even realize y'all were still working on that but i look forward to seeing it in the future tbh

analog garden
stuck oyster
#

time flies fast when your Dragons are lost

analog garden
#

is it just u???

stuck oyster
#

me and my brother

#

but its more about having fun making stuff

#

not completion

analog garden
#

fair enough
still wild it's just two of u and it's been ten years of making stuff

stuck oyster
#

πŸ˜„ its a process

#

and lot of redesign when better ideas come along

analog garden
#

all my brother wants to do is fly planes and be a lawyer u got the cool one wtf

stuck oyster
#

sorry, not sorry

analog garden
stuck oyster
#

(technically these are details that may not even be seen in game)

#

πŸ˜…

analog garden
stuck oyster
#

thats not very good for protection πŸ˜…

analog garden
#

Look at halo
Top of the line protection and drip

fluid copper
#

That looks very cool but looks frustrating to weight paint

stuck oyster
umbral shuttle
#

Hello section count question.

lets say I have a vest thats just 1 UV. lets say teh selection in modelcfg are as follows

sections[]=
{
  "camo",
  "leftPouch",
  "centerPouch",
  "rightPouch",
};

to do retextures I would change camo, and the existance of leftPuch,centerPouch,rightPouch is to allow customization on the vest,such as say someone just wants to hide just the left pouch

hiddenSelections[] = { "camo", "leftPouch"};
hiddenSelectionsTextures[]= {"\path\to\texture"};

my question is, would this be 1 section (because only camo selection actually changes texture, or would it be 4 sections cause of the length of sections[] in model cfg?

grizzled halo
#

Its multiple selections with how you want to do it. I believe you actually need to set the hiddenSelectionsTextures paths array to the same texture in order to show all the selections like this.

charred bolt
#

Each section requires a draw call on the GPU iirc, so should be minimised.

stuck oyster
#

No must not have 2 sections cover same mesh

charred bolt
stuck oyster
#

Hiddenselections sections*

#

Also NO HIDING MESH via textures

#

@umbral shuttle naughty naughty

umbral shuttle
stuck oyster
#

Time to retire it.

umbral shuttle
#

Trying to, so then if no hiding mesh via textures, then how would u hide?

somber stag
#

I'm confused I see mods and retextures hide mesh via HS all the time, I thought that's what they were for really. How would you recommend hiding mesh components if not HS?

stuck oyster
somber stag
#

wouldn't that bloat your file size?

stuck oyster
#

People are way way way too obsessed with variants

somber stag
#

for many Arma is just a glorified dressup simulator

stuck oyster
#

Sure

somber stag
#

we are essentially playing with barbie dolls lol

stuck oyster
#

And then they ask why their game runs so poorlu

grizzled halo
#

GI Joes pls

somber stag
grizzled halo
#

but yes, it bloats the size. Its still prefered over draw calls for invisible selections

stuck oyster
#

Also adding alpha to things that are solid introduces rendering artifacts

grizzled halo
#

like the see through concrete fences vanilla has, for example

#

or some poles from cup

somber stag
#

interesting, this has been a revealing conversation

umbral shuttle
# charred bolt `sections` in terms of performance discussion is actually from the p3d "section ...

so back to this part, for the example with the cube here
https://community.bistudio.com/wiki/Section_Count

Cube with 1 uv, lets say I have a selection for each face(face1,face2,...etc). in p3d its 1 section. So then how many sections would these be?

//1 section?
hiddenSelections[] = { 'camo'};
hiddenSelectionsTextures[]= {"texA"};

//1 section?
hiddenSelections[] = { 'camo',"face1", "face2","face3","face4","face5","face6"};
hiddenSelectionsTextures[]= {"texA"};

//2 sections?
hiddenSelections[] = { 'camo',"face1", "face2","face3","face4","face5","face6"};
hiddenSelectionsTextures[]= {"texA","texB","textB"};
charred bolt
#

If your base vehicle is common, you can hide variant differences using hide animations.
HiddenSelections are reserved for changing textures by and large.

charred bolt
umbral shuttle
charred bolt
#

Do you mean section count, or draw calls.

#

If you have 10 textures for camo, but only 1 is loaded at a time, it's presumably only 1 draw call, not 10.

umbral shuttle
last spindle
analog garden
dark shore
#

Hi any help with this

11:21:59: Warning: memory usage limited by a page file. Current limit 6107 MB, wanted 10513 MB.
2024-08-06 11:23:36,898 [WARN] 6: AddonBuilder.Tasks.ProcessBuildTask.process_ErrorDataReceived - 11:21:59: Increasing your page file size might improve game performance.
stuck oyster
keen sigil
#

I'm looking to make a couple models for lighting for a Starsim community I'm with, but I just want to check if there's anything I should know about making lighting actually work in A3.

rapid latch
#

Hello. How make flag (static object and standard for unit) with physic simulation?

stuck oyster
# rapid latch

you can find a sample of a flag in the Arma2 public released datapacks if I remember right

#

there is no exact guide for any of that though

#

also there is no straight support for hand held flag

#

so that will need scripting

stuck oyster
#

google should get you there

dusty dove
#

I am remapping a p3d file but still have some old paths...

#

config.bin:re-compiling prebinarised for external obfuscation checks...
jblm_hq_building.p3d:validating...jblm_hq_building.p3d: missing \rxo_office\textures\5_mauerzement_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\1_wandstein_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\9_dach_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\3_zement_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\4_hellerstein_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\2_schwarzerstein_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\10_details_ca.paa
jblm_hq_building.p3d: missing \rxo_office\textures\15_achtung_ca.paa

#

I did the ctr-A, then E to repath all the textures.

#

but there is still a few calling the old path.

stuck oyster
#

Repath how? ThonkSpin

lone robin
#

I’ve ran into an issue that I can’t diagnose, when I go to place my most recent building in the editor the game just crashes and the rpt says nothing in terms of what caused. It’ll just say Fault. Is there a possibility that my p3d is somehow corrupted? I’m using Mikeros to pack and there were no errors

dusty dove
dusty dove
stuck oyster
#

did you make the building yourself?

lone robin
stuck oyster
#

is is somehow weird building?

#

something not considered within normal scope

lone robin
lone robin
lone robin
stuck oyster
#

then all I can think of is removing all but one lod from it and trying to start dozer again

#

then if it starts add in other lod and try again

#

repeat

#

also when you pack do you have some of the mikeros checks disabled?

#

or set as warnings

#

instead of errors that would halt the pack

#

can you also place it in game

lone robin
# stuck oyster can you also place it in game

Everything’s fine in bulldozer, it’s when I place it in game is where the issue is. I’ll click on it in the editor then all it shows is the bounding box then the game crashes. I have everything set to warnings in pboProject and I get no warnings

dusty dove
stuck oyster
#

then same debug, but pack and load in game

#

if nothing loads visually, maybe you have broken materials or textures on it

#

so could also try removing all of assigned materials and see if it loads like that

#

and check if rpt log has anything

lone robin
stuck oyster
#

basically

#

simplify until it works

#

then add stuff back until it breaks

#

theres isnt really anything we can debug from this

#

Dedmen could maybe see what breaks from the minidump crash file

#

but that would be maybe and tomorrow or later

lone robin
stuck oyster
#

then start stripping the new p3d

#

also remove model.cfg from it

#

strip to bare bones and build up part by part

lone robin
stuck oyster
#

its probably something silly

wraith tendon
#

The Beercan is back \o/

celest arch
#

The only Beercan I know is the one I stick into a chicken ass before grilling it

wraith tendon
#

ewwww

finite stump
#

Anyone have problems with pboProject where it packed your project fine then when you add something new and repack it it finds all kinds of errors on stuff that previously packed without errors?

#

Im getting errors on the models where it never gave errors before

charred bolt
# finite stump Im getting errors on the models where it never gave errors before

If you built the project with a previous version of pboProject that had less error checking than the current version and not doing a "full build", it might have been using the cached file, until you added something new which forced it to discard the cache and rebuild from scratch. Regardless, best to address the new errors, rather than wish they were still hidden or unknown.

lone robin
storm wave
#

Any tutorial simple a to b

lone robin
storm wave
#

bruh

#

just a cube for now

#

get to modeling later

#

you need to first eat a cubumber bifor you make a pizza

lone robin
storm wave
#

yeah

#

for start

#

just make cube

white oak
storm wave
#

lol

#

i need to know how to connect it to arma 3

#

i have the model and the texture

#

now i need the arma 3 side of things

#

it would be very nice to just get a simple structure and let me fill it in

lone robin
storm wave
#

i made it

#

in sketch up i make a room exported as dae imported exported as obj to blander imported to object builder exported as p3d dont know how to cuntinou from there

lone robin
storm wave
#

yeah thanks

#

where do i learn thet

lone robin
wise coral
#

my 3rd person view distance inside this object is too far. How do I change that distance? do I go to ViewCargo instead of ViewPilot? or is there a way to change that distance in viewpilot?

rapid latch
#

Is it possible to add a model of weapons on a pylon if the pylon is not added to the vehicle model?

#

Let's say by setting the model to the position I need relative to the 0 coordinate

rapid latch
#

Or will the model not be displayed at all?

stuck oyster
#

vehicle will need pylon proxies for the pylons to work

#

a pylon position can be expanded by another pylon that then has more slots to add more weapons to though

rapid latch
#

And if I only need it to add customization?)

stuck oyster
#

so you may need to explain in more detail what you try to do

rapid latch
stuck oyster
#

I dont know if that can work

#

pylons might require the proxy to be present

stuck oyster
#

what for?

#

you cant really do anything with it

#

It may be easier to do it from 0

#

Theres couple of rules you need to follow

storm wave
stuck oyster
#
  1. in the rig the weapon bone name needs to be correct and correspond to its name in model.cfg with character skeleton definition (sample character has one) as in it needs to be "weapon"
  2. only thing that is read from weapon holding rtm is the left and right hand and fingers (from wrist forward) in relation to the weapon bone. all other hand and body movement is disregarded and the characters pose is used instead and blended with the hand positions
  3. use mikeros pboproject to pack rtms and place the model.cfg with the chacter skeleton next to the rtms
#

@rapid ibex

stuck oyster
#

Theres probably everything you need to know

#

but like, without specific issue its too vague question

#

also starwars mods are prohibited on the plaform.

bleak tangle
lone robin
# storm wave how do i assing an rvmat to the object

Assuming you have blender tools installed and a material assigned to your object, assign the arma 3 properties to your object
-Go to the material tab in blender and look for the rvmat properties
-paste the path of your rvmat into that.

storm wave
#

how do i assigned materials to me object

wise coral
#

ill take a look. thank you

stuck oyster
storm wave
stuck oyster
#

did you not want to assign material to it?

storm wave
stuck oyster
#

Simplest is to get the arma toolbox addon and set up stuff in blender in the source and export directly as p3d

storm wave
storm wave
#

where can i learn how to use thet

stuck oyster
storm wave
#

not really but i think if i did i would need to learn the plugin too

stuck oyster
#

it helps to learn blender too so you understand how things work

#

plugin will just confuse you

#

Im pretty sure weve been over the "learn basics first" quite many times already

#

I would have hoped you had learned that already

rapid latch
#

Do I need to modify the model.cfg from arma 2 when used in arma 3?

#

If so, what needs to be changed?

charred bolt
stuck oyster
#

depends if something is broken

#

that inheritance likely does not exist in arma3

#

so it looks rather incomplete

storm wave
stuck oyster
storm wave
#

can you give ones i can use

#

pleas

#

πŸ™‚

stuck oyster
#

look into the vanilla configs

storm wave
#

where?

stuck oyster
#

if you use proper inheritance from existing assets you dont have to redefine any of that

#

and you can use ingame config viewer for example

storm wave
#

the existing assets are 1000 lines long

stuck oyster
#

so?

storm wave
#

nice fixed thet thanks

#

but object not showing in game

#

btw chacked all catagorys

stuck oyster
#

dont put on any filters on the search

empty aurora
#

Without content it's hard to say where your issue is.
I know it's long, but even share 1 object config.
And make sure you have cfgPatches defined your units.

stuck oyster
#

and static objects would be in the yellow list

stuck oyster
#

well blobdoggoshruggoogly something wrong with you config most likely tehn

storm wave
#

can it be with the object itself?

#

or just the config

stuck oyster
#

more likely config

storm wave
#

thanks

#

if its not to much can you tell me what could me the object not show like thet if its the objects problam

stuck oyster
#

dont know

storm wave
stuck oyster
#

land is probably not right class to inherit from

storm wave
#

any idea

stuck oyster
#

look at the house sample and use same inheritance its config has

stuck oyster
#

in the arma3 samples on steam

storm wave
#

workshop

#

ok

stuck oyster
#

steam

#

not workshop

#

use google

storm wave
#

got the object in game but there is no culisson accept of granads and the hole in the stracture dosent act as a hole too

stuck oyster
#

you have not made geometry lod correctly then

storm wave
#

i did like the video

stuck oyster
#

well you did something wrong

#

or the video is wrong blobdoggoshruggoogly

#

if not work

#

mistake has been made

storm wave
#

how does it look?

stuck oyster
#

wrong

storm wave
#

where

#

pleas

stuck oyster
#

geometry lod requirements are listed in the pinned messages

#

start from there

storm wave
#

@stuck oysteri think my objectbuilder is massed up

#

load test house p3d in game works nice

#

opend in object builder rexported and then is dosent work

stuck oyster
#

export in object builder?

#

what button do you press for that

storm wave
#

file

#

export

#

p3d old version

#

did save olso

#

same thing

stuck oyster
#

save as is the right thing

#

export old is not

storm wave
#

why it has this lines

#

there is a problem in game

#

i can walk trow the stracture

#

but i did add geometry

#
  • fire phys + shdow + view
stuck oyster
#

thats just feature of the shadow casting

storm wave
stuck oyster
#

for buildings you dont need shadow lod. you can use sbsource=visualEx named property

storm wave
#

i dont know what sbsource=visualEx means

stuck oyster
#

google it

#

you also need to learn multimaterial so you get right kind of shader on the walls

storm wave
#

what about the walkable starcture

stuck oyster
#

wiki has some explanations on what each lod do

#

check that out

#

and study the sample house

storm wave
#

but this one is

stuck oyster
#

then you made a mistake with the geometry

storm wave
#

@stuck oysteri can get the cube in game with everything but not any other model

dusty dove
#

Anyone here good with doors?

charred bolt
dusty dove
#

I have a p3d building model, but the door animation appears to be broken. Was wondering it someone could help me out.

charred bolt
marsh canyon
drifting nova
#

@unborn widget apologies for ping, but I'm looking through your github and I can't find the STANAG 20rnd mag, are they not available there?

bright zodiac
#

does anybody know how to take vest/helmets/nvg models from the game and edit them to your own liking on blender?

#

like this for instance.

marsh canyon
#

So you mean you want to export P3D to Blender? No that's not possible

finite stump
#

So is the wiki right in that its 50m from center for Geometry limit or 50m total across?

white oak
stuck oyster
#

50 accross.

#

Is what I'd recommend

#

You can pretty easily try it out and see the issues with walking on/into it

analog garden
#

proxies can load objects right

#

so why not proxy stuff to the edges to get it even bigger (or is this dumb)

stuck oyster
white oak
#

Never tried, could work (nvm, got goated)
But why go all that trouble when you can easily split the object

stuck oyster
#

Don't work.

#

I assure you, this has been explored in the past 10 years

analog garden
#

yeah I know figured I’d ask πŸ˜”

stuck oyster
#

Proxy does not load as separate object

#

If it did, it might even work

white oak
#

Still want to explore creating randomness using proxies more at some point

stuck oyster
#

Just be aware of the possibility of performance costs πŸ˜…

analog garden
white oak
#

6 min load time for a 4x4 terrain is completely normal

stuck oyster
#

Absolute

white oak
#

HG do you know if the init/Postinit EH activate on terrain baked objects?

stuck oyster
cedar garden
#

Is there anyway to pinpoint locations from Model Viewer into OB? Trying to setup memory points for animations, but my entire model moves

stuck oyster
#

easier to do with tools you have made the model in

#

though not quite sure what you mean but the whole model moving

cedar garden
#

It flips out

white oak
stuck oyster
#

at least