#arma3_model

1 messages · Page 36 of 1

stuck oyster
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off the top of my head dont rememeber exactly what all did

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at least im fairly sure init didnt run

white oak
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init, postinit, postreset and local are bust

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trying to find a way to fire an event handler when the terrain is loaded

subtle bison
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make a script that always runs on mission start and then add your conditions, etc which will add the EH

white oak
subtle bison
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no, you have to run the script at all times and then use conditions to determine when to stop and when to do what you want it to do

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it's done via cfgfunctions, not in mission files or something

white oak
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I see

subtle bison
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better to ask in scripting category about it tho. very unrelated to model making

white oak
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yeah fairs, this started as having eventhandlers on objects baked to terrain first hence why here
end goal was to see if it'd be possible to have particle effects from terrain objects but guess thats a bust

reef gate
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How do vehicle interiors work? I’m assuming it’s not just putting stuff inside the model. Is it like a separate model or something?

white oak
reef gate
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Ohh really?

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When I model the interior do I actually have it put it inside the vehicle?

white oak
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technically not since resolution LOD does not render in 1st person you can have a view lod that doesn't actually fit inside the model itself
but that just complicates your work and people do sense scale of things quite well it turns out
vehicles aren't my forte so this is second hand info, apparently the common practice is to fully model the 1st resolution incl interiors
then to chop up the model to the bits which can be seen from the seat positions to view lods

reef gate
#

How many LOD’s do you need for vehicles/ objects? Is it like 2-3

reef gate
white oak
grizzled halo
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some people might suggest more, but being realistic the deformation on distance might be too massive if you pretend to go lower than %20 of your original geometry for visual lods

wind cedar
#

Anyone interested In making a high quality m4a5 or m110a1 model

charred bolt
# grizzled halo depending on poly count, up to 10

As Ken says, you should end up with around 1k faces on the last resolution LOD, having halved them down at each step.
1k, 2k, 4k, 8k, 16k, 32k, 64k, (128k!)
Therefore 7 resolution LOD's is the usual amount for a detailed modern vehicle, potentially 8 LOD's if you've gone overboard. But never 10, or more.
Of course, there are also View Pilot, View Cargo (multi), View Gunner, SV0, SV10, Geo, Geo Phys, Geo Buoyancy, Memory, LandContact, HitPoints, View Geo, Fire Geo, Custom SV LOD's which might also be present.

grizzled halo
#

Is there actually known precisely at what point lods begin to change?
I must imagine it has to be formulaic depending on object view distance, but is there like an actual formula/number somewhere?

I can imagine halving faces each lod comes as a standard for ease of use and uniformity across mods and models, but wouldn't it be preferred to instead have an exponential decrease in order to minimize block versions being visible?

Something in the likes of
128k > 115k> 90k > 60k > 25k > 10k > 2k > 1k?

You still maintain visual fidelity on closer distances while still decreasing performance drag on further distanced.

Maybe some mods already do it that way, who knows

white oak
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the engine commonly just skips your first res if you have more than 50k faces in it

charred bolt
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The game engine expects 50% reduction per LOD (of vertex normals), don't try messing with it.
What LOD it shows depends on each players PC.

grizzled halo
# charred bolt The game engine expects 50% reduction per LOD (of vertex normals), don't try mes...

does it actually expect the 50% reduction?
Wiki only mentions it as a common practice

Arma 3 example:

Model Data res 1 res 2 res 3 res 4 res 5 res 6
T-100 Varsuk Points 27600 18400 11500 5100 2500 800
Faces 14100 9100 5500 2300 1200 350
Sections 12 12 12 12 11 7

A common practice is to half the polygon amount for the next lower resolution LOD by ~2.

But then there also this

The switching of different resolution LOD happens automatically, based on various factors / in-game conditions (e.g. view-distance, number of objects, video quality, CPU utilization, etc.). In Arma 3 the number of the resolution LOD has no impact and there is no way to specify which LOD is to be used at which range. The algorithm needs enough different resolution LOD to be effective. Therefore the modeller needs to provide multiple resolution LOD with different polygon-density. They should be ordered according to their polygon count (highest polycount has number 0 (or 1), second highest one number 1(or 2) and so on).

Which might mean there is decreased effectivity on reducing polycount exponentially too.

Cannot find anything related to the first lod being skipped if polycount is higher than an specific number, but I guess that must be performances-on-pc related then.

reef gate
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Is it possible to make damage cause a change in the mesh rather than just the texture

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For example if the wing/ fuselage or a plane gets hit can you give it physical holes/ rips in the airframe

fluid copper
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I don't know for sure but probably, similarly to how wheels hide when destroyed, you could likely hide and then show a new mesh with holes in it for wing damage

charred bolt
analog garden
fluid copper
ruby ether
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any tips on how to make a mod for some custom patches i wanna use in game?

analog garden
fluid copper
analog garden
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true but section count

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would need new textures for each “hole”

fluid copper
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I don't think you would, the interiors of the hole can just use part of the base texture set, just leave a corner of your texture for it or something

stuck oyster
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😅

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making a vehicle with alllll the bells and whistles it can have is huge amount of work

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both modeling and encoding wise

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most developers cant do all of it alone

charred bolt
polar fiber
#

There's also a limit on how many bones you can have on a vehicle, so hiding every little bits and pieces can cause problems

stuck oyster
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truth

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it needs very careful planning

analog garden
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it doesn’t feel worth it tbh

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vehicles are already hard enough 💀

fluid copper
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Requires just the right amount of self hatred

wind cedar
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is anyone open to making an m110a1 mod for me?

marsh canyon
finite stump
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Is it better to have glass be a box or just a plane?

analog garden
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if it's a box

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just do NoZWrite shader flag

finite stump
stuck oyster
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sides planes if you want it to seem thicker

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Or we'll 2 planes if you want it to have 2 sides

waxen moon
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I have a friend that has some quality models/tex's /addons.Some he has paidd money for the source.Pro stuff he makes.BUT, very reluctant to upload due to ppl stealing.Is there any way to scure them properly so that dont get stolen if he uploads to steam?

fluid copper
waxen moon
#

Thank you!! I will pass on the info.👍🏻

runic plover
analog garden
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obfuscation can be easily removed 💀

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it's not even worth it unless you obfuscate with some private program, a quick google search shows u how many people have deobfuscated mikeros already

fluid copper
analog garden
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ive watched someone do it i have no clue how they did

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ik u can deobfuscate missions super easily just by using the copy to clipboard sqf function

fluid copper
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We're talking about accessing models and textures, neither of which can be extracted from anything other than the pbo

stuck oyster
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Let's not get distracted with talking how to do that

fluid copper
#

roger roger

analog garden
stuck oyster
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Yeah just bit preemptive guidance

analog garden
#

fair

fluid copper
analog garden
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not under copyright it's an independent program iirc

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mikeros might have it's own copyright tho for that

fluid copper
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true

analog garden
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all in all
obfuscation is just annoying and doesnt really prevent any file stealing
just makes it more annoying if someone is trying to add a retexture to their own mod

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or want to inherit stuff

charred bolt
# analog garden or want to inherit stuff

How does obfuscating, in your mind, make inheriting stuff more difficult?
Configs are fully exposed in-game using the config viewer.
If the author wants to allow retextures, they will probably provide texture templates.
It's certain that obfuscation will be "annoying" to thieves attempting to steal IP.

analog garden
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i hate the in game browser personally 💀

fluid copper
woven pendant
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Hello, is there any documentation regarding the export of textures from Substance Painter? What channels are supported and more?

stuck oyster
bright zodiac
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does anyone know where i can get a jpc vest example/sample from so i can import it into Object Builder?

lone robin
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Hello everyone, Ive returned with my biweekly rookie issue. Im running into the issue where ther glass for my window is barely transparent and also doesnt show any of the details the actual texture has [Left Photo], Ive quadrouple checked face orientation, Ive moved glass faces to top. The picture on the right is another building using the same exact texture/rvmat so I know that it works. Any help would be greatly appreciated,

wise coral
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pennyworth: that worked great. thank you for linking me that.

stuck oyster
stuck oyster
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Read your question again, the left picture can not be same texture and material

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Are they assigned directly on the model or applied via hiddenselection?

stuck oyster
lone robin
stuck oyster
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any chance you have hiddenselections on it to change it

lone robin
stuck oyster
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Do you check the paths in OB?

muted tapir
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are animation types in model.cfg supposed to be in quotes or not?
in the samples they are without quotes while the wiki has them wrapped in quotes

marsh canyon
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Both can work

lone robin
charred bolt
lone robin
charred bolt
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Are there any named selections associated with the glass faces? (copy and paste the glass only into a new LOD, or look at "weights" for named selections)

lone robin
honest herald
charred bolt
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You mean when you paste the glass into a new LOD on their own, they display ok?

charred bolt
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So probably is a face sort issue then.
Is each window made up of two planes, one inside, the other outside?

lone robin
charred bolt
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Ok, you need to bring the outside panes above the inside panes, separately.
As an experiment, try removing the inside pane and see if the glass displays correctly in the wall from the outside

stuck oyster
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and then they need to be mod modeled in correct orientation

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named properties have a wiki page you can check out

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if I recall right it may have been "wall" you want to use

honest herald
stuck oyster
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no

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you made your walls wrong

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this is why we test new assets before mass use blobcatsweats

honest herald
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It’s true that we were a little stupid lol
Too bad for us x)

stuck oyster
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your walls should be made to:

  1. use slopelandcontact placement mode
  2. wall dammage
  3. correct orientation.
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if you have 1. done right

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you could just add 90 degree yaw on all walls in relative mode

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(relativer mode has small tickboc in object properties)

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and you can select by template in the template library

honest herald
#

I'll talk to whoever manages the map
Thanks for the help

lone robin
lone robin
charred bolt
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p3d, texture, rvmat

lone robin
charred bolt
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Well as it works with just the windows, that wouldn't be any use would it, lol. The whole thing, that is currently broken.

charred bolt
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Fixed - window glass UV map was assigned on the wrong UV set

lone robin
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Addendum to that, object was assigned to UV set 0 in Blender but obviously wasnt working. Just re-exported from blender but had the windows as the active selection upon export and everything is working as it should. Goofy shiz

stuck oyster
obtuse rain
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Yay for FBX, my tangent space "n" is pointing into the object.

obtuse rain
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Seems O2 is exporting inverted normals.

woeful viper
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just recalc normals...

obtuse rain
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Nah, will just avoid using O2 to export FBX's.

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Was sitting there trying to figure out why the Fresnel preview looked so weird. 😃

tribal rain
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encountering an error when i try and pack am i using the wrong proxies or something?

white oak
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its telling you exactly whats wrong
did you not unpack the game files to your pdrive

tribal rain
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no?

white oak
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Well there's your problem then

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run arma3p if you have mikeros AIO

stuck oyster
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pboProject can verify the paths you are using only if the corresponding files exist in right place in P drive

tribal rain
obtuse rain
tulip portal
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so iv been looking around for how to set mass on a model, i have an apache model, comparable to the blackfoot, i need a mass value to start messing with stuff, and it seems its not tied to any partiular unit of measurement

fluid copper
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I don't think it is, it might be comparable to kg, but I believe its a unique unit of measurement

charred bolt
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The mass in the Geometry LOD is in kg.
Item Info mass in config is the one which has no specific units, being a combination of weight/volume/awkwardness.

white oak
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For gear that is

charred bolt
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As I said, it's not in any unit, but is a relative number only, if we're talking about the same thing.

blissful spire
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Anyone have a clue as to why my editor placeable prop seems to not be showing properly outside of the shadow LOD? It works fine in the arsenal and if placed then picked up via unit, does give the weapon properly

charred bolt
blissful spire
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If i swap to using the entries for the placeable MX it works correctly

charred bolt
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"entries" as in config code? Can you show what works and what doesn't?

blissful spire
#

wait one

#
    class Weapon_arifle_AK12_F;
    class DST_Weapons_PlaceableWeapon_RifleBase: Weapon_arifle_AK12_F
    {
        editorCategory="";
        class TransportMagazines{};
        class TransportWeapons{};
    };
    class DST_Rifle_Vanguard_PlaceableWeapon: DST_Weapons_PlaceableWeapon_RifleBase
    {
        displayName = "$STR_DSA_Weapon_Rifle_Vanguard";
        editorCategory = "DSA_EditorPlaceable";
        class TransportWeapons
        {
            class handGun
            {
                weapon = "DST_Rifle_Vanguard_F";
                count = 1;
            };
        };
        class TransportMagazines
        {
            class handGunMagazine
            {
                magazine = "30Rnd_65x39_caseless_mag";
                count = 1;
            };
        };
    };
```This is the config for the placeable weapon im using
#
    class DST_Rifle_Vanguard_PlaceableWeapon: DST_Weapons_PlaceableWeapon_RifleBase
    {
        displayName = "$STR_DSA_Weapon_Rifle_Vanguard";
        editorCategory = "DSA_EditorPlaceable";
        class TransportWeapons
        {
            class arifle_MX_F
            {
                weapon = "arifle_MX_F";
                count = 1;
            };
        };
        class TransportMagazines
        {
            class 30Rnd_65x39_caseless_mag
            {
                magazine = "30Rnd_65x39_caseless_mag";
                count = 1;
            };
        };
    };
```If i swap to this, it correctly shows the MX model on the ground
stuck oyster
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does your weapon model have resolution lods?

blissful spire
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Yeah, has... LOD 1, View Pilot, ShadowVolume, Geo, Geo Buoyancy, mem and View Geo

stuck oyster
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does it have default textures assigned on the p3d?

blissful spire
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For both Lod 1 and view pilot yeah

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that was my first thought was its a texture issue

#
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:1 Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:1 Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:VIEW_PILOT Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:VIEW_PILOT Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:VIEW_PILOT Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:VIEW_PILOT Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Warning: dst_weapons\rifles\vanguard\vanguard.p3d:VIEW_PILOT Stage 1 has no texture to retrieve format from (while generating ST coordinates)
 4:44:00: Collimator info for shape "???" can not be properly initialized - collimator is probably not planar.
 4:44:00: Collimator info for shape "???" can not be properly initialized - collimator is probably not planar.
 4:44:00: Collimator info for shape "???" can not be properly initialized - collimator is probably not planar.
 4:44:00: Too detailed shadow lod in dst_weapons\rifles\vanguard\vanguard.p3d (0:1.000000 : 4187) - shadows disabled
```Only thing that comes up is this in the .bin log
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which i know i need to fix the shadow. i think its just not set to shadow 1

stuck oyster
#

what named properties have you given it in the geometry lod?

blissful spire
#

geo only has the magazine outside of the components

stuck oyster
#

not named selections, named properties

charred bolt
#

He means LOD properties

blissful spire
#

ohh hang on

stuck oyster
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like autocenter etc

blissful spire
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just autocenter = 0

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which is why im really confused since it seems like its showing the shadow

charred bolt
#

What's the config for the class DST_Rifle_Vanguard_F?

blissful spire
#

pretty much copy/paste of the MX with minor changes like textures and model paths

    class DST_Rifle_Vanguard_F: DST_Rifle_Vanguard_Base_F
    {
        author = "mjr121";
        baseWeapon = "DST_Rifle_Vanguard_F";
        scope = 2;
        displayName = "$STR_DSA_Weapon_Rifle_Vanguard";
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {
            "\dst_weapons\rifles\vanguard\data\camo_co.paa",
            "\dst_weapons\rifles\vanguard\data\camo1_co.paa"
        };
        model = "\DST_Weapons\Rifles\Vanguard\vanguard.p3d";
        reloadAction = "GestureReloadMXCompact";
        picture = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_cqc_X_CA.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            class MuzzleSlot: MuzzleSlot
            {
                iconPosition[] = {0.0,0.4};
            };
            class CowsSlot: CowsSlot
            {
                iconPosition[] = {0.5,0.3};
            };
            class PointerSlot: PointerSlot
            {
                iconPosition[] = {0.2,0.4};
            };
            class UnderBarrelSlot: UnderBarrelSlot
            {
                iconPosition[] = {0.2, 0.7};
                iconScale = 0.2;
            };
            mass = 80;
        };
        inertia = 0.4;
        aimTransitionSpeed = 1.2;
        dexterity = 1.6;
        initSpeed = 720;
        recoil = "recoil_mxc";
        maxZeroing = 800;
        class ItemInfo
        {
            priority = 1;
        };
        descriptionShort = "";
        class Single: Single
        {
            dispersion = 0.00116;
            minRange = 2;
            minRangeProbab = 0.3;
            midRange = 150;
            midRangeProbab = 0.7;
            maxRange = 350;
            maxRangeProbab = 0.1;
        };
        class FullAuto: FullAuto
        {
            dispersion = 0.00116;
            minRange = 0;
            minRangeProbab = 0.9;
            midRange = 15;
            midRangeProbab = 0.7;
            maxRange = 30;
            maxRangeProbab = 0.1;
            aiRateOfFire = 1e-06;
        };
        class fullauto_medium: fullauto_medium
        {
            dispersion = 0.00116;
            showToPlayer = 0;
            burst = 3;
            aiBurstTerminable = 1;
            minRange = 2;
            minRangeProbab = 0.5;
            midRange = 75;
            midRangeProbab = 0.7;
            maxRange = 100;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2.0;
            aiRateOfFireDistance = 200;
        };
        class single_medium_optics1: single_medium_optics1
        {
            dispersion = 0.00116;
            requiredOpticType = 1;
            minRange = 2;
            minRangeProbab = 0.2;
            midRange = 350;
            midRangeProbab = 0.7;
            maxRange = 500;
            maxRangeProbab = 0.3;
            aiRateOfFire = 5.0;
            aiRateOfFireDistance = 500;
        };
        class single_medium_optics2: single_medium_optics1
        {
            requiredOpticType = 2;
            minRange = 100;
            minRangeProbab = 0.1;
            midRange = 400;
            midRangeProbab = 0.6;
            maxRange = 700;
            maxRangeProbab = 0.05;
            aiRateOfFire = 7;
            aiRateOfFireDistance = 700;
        };
        aiDispersionCoefY = 6.0;
        aiDispersionCoefX = 4.0;
    };
charred bolt
#

comment out the hiddenSelections for a test

blissful spire
#

weapon functions as it should with attachments, animations etc etc

#

give me 5 to pack and test

blissful spire
charred bolt
#

Change model = "\DST_Weapons\Rifles\Vanguard\vanguard.p3d"; to
model = "\A3\Weapons_F\Rifles\MX\MX_F.p3d";?

blissful spire
#

lemme pack n test

#

okay that worked

#

how strange

charred bolt
#

So it's likely to be something in the model

blissful spire
#

im just not sure what though

charred bolt
#

Check Object Builder can see all the textures and materials

blissful spire
#

everythings been assigned though

stuck oyster
#

do the textures work in buldozer?

charred bolt
#

textures end in _co suffix and are powers of 2 (ie 1024x1024)?

blissful spire
#

textures are 2048x2048, afaik they work in buldozer

charred bolt
#

Can you show the LOD window from Object Builder?

blissful spire
#

which LOD? Res?

charred bolt
#

This one

blissful spire
blissful spire
#

is there a particular Res lod thats used for it?

charred bolt
#

It'll be 1. Just wanted to check you didn't have anything weird or additional res LOD's

blissful spire
#

thats what i thought

charred bolt
#

With LOD 1 selected, can you show this window?

blissful spire
#

Ive never looked at this window, the "Not Mapped" are the proxies. double checked

charred bolt
#

Those textures/rvmats are not found

#

They need to be "green", not with question marks

blissful spire
#

is it supposed to be
dst_weapons\rifles\vanguard\data\camo_co.paa
or
P:\DST_Weapons\Rifles\Vanguard\data\camo_CO.paa

#

i know to see the texture in OB its the bottom one

charred bolt
blissful spire
#

So the P:\ is okay to have in the path when i go to pack it?

charred bolt
#

In the "rename reference" box, yes. Try it, and see if OB shows a green mark for found.

blissful spire
#

it does when i changed it to include the P

#

green for COs, blue box for rvmats

charred bolt
#

Yes - use those settings, save p3d, rebuild

#

remembering to change back the model entry in config

#

pboProject should have thrown errors at you though - you don't have all error checking switched off?

blissful spire
#

thats my pboproject screen

charred bolt
#

seems fine

blissful spire
#

Q - I set the texture and materials to use the P:\ at the front of the path, and now pboproject is kickings errors stating they dont exist

charred bolt
blissful spire
#
missing file P:\a3\weapons_f\acc\data\colimglass.rvmat in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\camo.rvmat in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\camo1.rvmat in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\magazine.rvmat in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\a3\weapons_f\acc\data\collimdot_cshader.rvmat in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\a3\weapons_f\acc\Data\eo_glass_ca.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\camo_CO.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\camo1_CO.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\DST_Weapons\Rifles\Vanguard\data\magazine_CO.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\a3\weapons_f\acc\data\collimdot_eo_red_ca.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
missing file P:\a3\weapons_f\acc\data\collimdot_circle_red_ca.paa in \DST_Weapons\Rifles\Vanguard\vanguard.p3d
charred bolt
#

your rvmat file references are broken

blissful spire
#

i dont know why, those files exist in the P drive

charred bolt
#

sorry, not the rvmat's themselves, but the maps to nohq, ao, smdi etc inside the rvmats

blissful spire
#

do they also need the P:\ appended in the rvmat files themselves?

#

or just in the resource window

charred bolt
#

No, like this

blissful spire
#
class Stage1
{
    texture = "DST_Weapons\Rifles\Vanguard\data\camo_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
```Thats how i have it
#

If i omit the P:\ in the paths it will pack without issues

charred bolt
#

check those files exist where it says

blissful spire
#

They do

charred bolt
#

You should be seeing these green marks on the external dependancies in OB if you've got it right

blissful spire
#

Yeah i dont have those

#

but the files exist in the folder, and they packed before. which is why im confused

#

Ah, there we go. apparently i didnt have my buldozer settings done

blissful spire
stuck oyster
#

you need to set texture path in OB settings as P:\

blissful spire
#

Yeah i didnt do that before, its set now

stuck oyster
#

👍

blissful spire
#

still having the shadow issue of the model not showing as an editorplaceable prop

dawn vessel
#

If I wanted a sphere to have both it's outside and inside faces visible (so if you entered it you would still see it around me) how would I do this I am very new to blender and importing objects into arma, but familiar with general config and SQF scripting

I have got arma 3 toolbox for blender installed if that helps

white oak
inner dust
mossy mulch
#

has anybody experienced HBAO+ causing the topology of the model to become really noticeable? HDAO makes it look fine but as soon as I enable HBAO+ ambient occlusion i can see basically every triangle when it gets ambient occluded (by backpacks when aiming down sights etc)

#

have tried subdividing further - same issue just with more triangles visible lol

muted tapir
#

yup i noticed that once too

mossy mulch
#

did you ever find a fix for it? massive pain in the ass

#

(happens without an rvmat applied too)

muted tapir
#

nope, didnt try to either tho

mossy mulch
#

oh lmao

analog garden
#

i deadass just dont ever use hbao 💀

mossy mulch
#

is it actually

analog garden
#

p sure
would make the most sense

#

cuz it's shader code

mossy mulch
#

yeah

#

it happens mostly on somewhat low poly parts of the model but meh

#

i will OPT TO BELIEVE YOU

mossy mulch
#

its ok now scout helped fix it

#

had to reset vectors

thorn spire
#

Now I know how to make miself xmas money

last spindle
#

sell body, if fail, sell body parts

thorn spire
#

Take scripts and other dev addons (with permission?) and charge 30usd for alpha

#

Call it New

#

I wanna have digging mod

#

To use 2hr mission time just to dig trenches

#

And complain to PL

#

Thats the life mod I need in Armaverse

last spindle
#

'There was some controvesry with caiden, calling people ****** and ******. But overall they seem like pretty nice people' lol this commentry surley is a joke

thorn spire
#

:D

#

From th e vid, it seems maybe u should try it, but to pay.

#

"I should

last spindle
#

yeah $30 so they can take all the kids xmas money, and then disappear in 6 months time to start again next xmas with a new name

thorn spire
#

Would be the first time in life.. See what I did there

#

Its sad really

#

They basically just want money for that GUI

#

Lolled at that Advanced flight model part

honest atlas
#

Hello, I'm new to modding and I want to know how to extract 3D models from vanilla Arma 3 so I can retexture some uniforms. Can someone help me and explain how to do this?

last spindle
#

i didnt get that far, more important shit to do

thorn spire
#

(Y)

#

At work so.. :D

last spindle
#

work is over for me until next year :p

fluid copper
foggy finch
#

@white jay digging trenches isnt that much fun 😛

last spindle
#

you get a entrencing tool in Squad, i was disappointed you cant use it to just dig randomly or as a weapon though

foggy finch
#

there's my entrenching tool 😛

last spindle
#

take it to the frontlines with your squad?

woeful viper
#

take your squad to the frontlines with it ?

last spindle
#

^

foggy finch
#

take out the front lines with it*

woeful viper
#

budget cuts y know...

#

about that video - it's just unbelievable that people believe almost everything self-procclaimed "devs " stuff down their throat

foggy finch
#

a lot of those youtubers had a bit of a quietdown on that mod after the debate(forums et al) about it, even mr 1080p hinted at some underhand stuff going on so he quit videoing it

thorn spire
#

@foggy finch been there done that :D

#

Nothing like +30C out of water

woeful viper
#

reading the comments on it though, at least the majority of people seem to know how the shitty life mods operate by now...

stuck oyster
thorn spire
#

Too bad I even stumbled o. The video

#

Was looking for more wip progress videos

woeful viper
#

i knew it! there was a post from a liar on modding forum a while ago who claimed all new all selfmade content, then posted some shitty video showing off some lambo and other shit. Obviously lambo was stolen. Just checked AAND of course it was project life

thorn spire
#

I dont understand how that doesnt break EULA

last spindle
#

yeah that was the one from Forza i think, the Forza model had a very obvious shading glitch on the rear, and low and behold the A3 one they made themselves had the exact same shading artifact in the same place

foggy finch
#

yeah

#

I do see why BI are trying to find middle ground with life mods, the kids love them and the a3 streams in twitch are full of life mods

#

maybe more milsim groups should stream and push that side of the game

#

after all BI are a games company, they need sales to continue development

tribal rain
#

so ive got my gun "in game" but the model is not actually showing?

#

whats the usual cause of this model config issue right?

stuck oyster
#

probably some issue with pathing/folder structure inside your pbo

stuck oyster
tribal rain
#

the only

stuck oyster
#

ah

#

just in disguise then

tribal rain
sour bough
tribal rain
woeful viper
snow gulch
#

hahah 😄

#

Fail

last spindle
#

im suprised they atleast flipped the normal ...... atleast

#

ahahahah ...... probably is no normal .......

woeful viper
#

that's just straight from rip off exporter to arma... no textures, just solid colors. That's why everything they have looks like bad toys.

#

@foggy finch BI already do the middle ground... tanoa specifically will be with both in mind from the get go, at least from what they said.

#

i do not think that milsim streamers would have big success outside of those that already watch milsim/ "serious arma" stuff. Those "mainstream streamers/youtubers" are popular because of kids and kids like wacky stuff (apparently)

tribal rain
#

so ive looked into this some more and apparently this is an issue but ive got no idea what the actually problem is

it saying that something is missing yet in the model config its all declared.

woeful viper
#

However, i think if BI could come up with a CTI warfare mission with persistent characters/progress or something along those lines, i'm sure it would be alot more popular. Persistent missions are 'the shit' now i feel

marsh canyon
#

If that error is shown, it does mean your config is not declaring everything it requires. You need to post your config if you want to let us troubleshoot

tribal rain
#

wilco

#
class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]={"trigger", "", "needle", "", "bolt_catch", "", "hide", "", "mag", "hide", "safety", "", "muzzleflash", "", "op", "", "foresight", "", "backsight", "", "cylinder", "",};
    };
};

class CfgModels
{
    class XC_LASHMG
    {
        htMin=0;
        htMax=0;
        afMax=0;
        mfMax=0;
        mFact=0;
        tBody=0;
        skeletonName="Skeleton";
        sectionsInherit="";
        sections[]={"mag", "camo", "muzzleflash"};

        class Animations
        {
          class magazine_reload_start
    {
    file = "\XcomProps\Weapons\MG_reload.rtm";
    selection = "mag";
    interpolateTo[] = {"magazine_reload_part1", "magazine_hide"};
    };

            class magazine_hide
            {
                type="hide";
                source="reloadmagazine";
                selection="mag";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                hideValue=0.435;
                unHideValue=0.725;
            };
            class magazine_reload_part1
            {
                type="translation";
                source="reloadmagazine";
                selection="mag";
                sourceAddress="clamp";
                minPhase=0.4;
                maxPhase=0.435;
                minValue=0.4;
                maxValue=0.435;
                memory=0;
                offset0=0;
                offset1=-3;
            };
            class magazine_reload_part2
            {
                type="translation";
                source="reloadmagazine";
                selection="mag";
                sourceAddress="clamp";
                minPhase=0.745;
                maxPhase=0.77;
                minValue=0.745;
                maxValue=0.77;
                memory=0;
                offset0=0;
                offset1=3;
            };
            class no_magazine
            {
                type="hide";
                source="hasmagazine";
                selection="mag";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                hideValue=0.5;
                unHideValue=0.83;
            };
            class muzzleflashrot
            {
                type="rotationX";
                source="ammorandom";
                selection="muzzleflash";
                sourceAddress="loop";
                minPhase=0;
                maxPhase=4;
                minValue=0;
                maxValue=4;
                memory=0;
                angle0=0;
                angle1=0;
            };
            class cannon_spin
            {
                type="rotation";
                source="revolving";
                selection="canon";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                angle0=0;
                angle1=360;
            };
        };
    };
};
marsh canyon
#

I don't see magazine_reload

#

magazine_reload_start, what is your intentions there? I see that has no valid value

stuck oyster
#

this dont belong here at all

tribal rain
#

damn gpt lied to me again lol

stuck oyster
#

its ban if you use chatgpt for this anymore 😠

marsh canyon
#

Don't ChatGPT it. Never

tribal rain
#

alright alright point taken AI is evil

#

how do i fix?

stuck oyster
#

learn it 😅

marsh canyon
#

Remove that part

stuck oyster
#

(chatgp isnt part of any learning process)

#

model.cfg structure is documented on the wiki

#

and with the weapons sample it should be pretty simple to replicate working structure

#

when you do things

tribal rain
#

youd think 😅

stuck oyster
#

add 1 thing at a time

#

test

#

once it works

#

add next

#

dont try to do it all at once

#

that leads to frustration and failure

marsh canyon
#

And harder to debug too

stuck oyster
#

you got to break the process apart into manageable chunks so you dont get overwhelmed

#

this is what we tell pretty much everyone who start xD

#

people try to be way too fast at the beginning

tribal rain
#

i mean your not wrong

stuck oyster
#

exactly

tribal rain
#

ok serious question now im going to stop using humor to deflect

stuck oyster
#

🛡️

tribal rain
#

ive got a massive and i mean huge phonebook thick book on C++ coding would that be useful here only asking as i know yes arma uses C++ but i dont want to put my nose in a book if its going to get me nowhere.

Especially as my dsylexic ass struggles to read as is

stuck oyster
#

arma config is similar

#

but not exactly same

#

so what you might use from there is some basic structure stuff and syntax

#

but writing config is not coding

tribal rain
#

so ill put it in metaphorical terms itd be like learning the difference betwen an automatic car and a manual both are cars they both drive but they do it different?

stuck oyster
#

with C++ you make the car and the way its driven. with config you give the car a name and color

tribal rain
#

ok that makes sense

#

i think what im doing here beyond the obvious of trying to fly when i cant even walk is do a gun that is a bit overly complicated atm.

I mean the thing has a rotating barrel for petes sake so i might try swapping out to one of my more simple weapons like an AR and see if i can get that working instead, can always return to this once ive got that working.

At the moment this is just annoying and frustrating me especially as like you guys said its hard to troubleshoot and google only has so many answers + as is the way with anything on the internet must ask the right question or you might as well not have the password.

stuck oyster
#

you can keep the weapon

#

and its features

#

just add one of them at a time

#

it will work in game without any fancy things too

#

then once that is done you can add the fancy stuff

#

step at a time

#

and the amount of steps dont really matter

tribal rain
#

like it does work (kinda sorta)

its in game it shoots it kills things albeit the bullets wildly off target to the actual firing point but then again its hard to aim when your guy is holding "nothing" 😅

stuck oyster
#

yeh

#

Id say zip up a backup

#

and then strip the model.cfg to only the bare root level parts

#

or well basically you dont even need it if you dont add any animations or sections

#

so for debug you might as well remove the model.cfg completely

#

and pack that up to see if that makes any difference

#

if it does not we can try to think of next thing you can remove/reduce to test if that is the culprit

tribal rain
#

😅

stuck oyster
#

also make sure you got error messages on in the launcher so you might catch some clues when you run it

tribal rain
#

literally just cut the model cfg out and put it in a different folder somewhere else in my pc

stuck oyster
#

yea thats fine

tribal rain
#

alright tho, cool thats progress at least.

Im going to take your advice and do that tommorow its 2am where i am cheers for the advice as usual amigo.

you too @marsh canyon 🫡

blissful spire
stuck oyster
#

oh yeah did you already reduce the shadowlod to be simpler?

#

empty it and put simple cube in it crom the create menu

#

just for testing purposes

blissful spire
#

that, i havent done. but i did just remove it completely to test

stuck oyster
#

putting in a cube will show if it changes properly

blissful spire
#

give me a moment

blissful spire
#

im at a loss lol

blissful spire
#

Tried adding more res LODs (2-6) without luck, same with adding lodnoshadow = 1 to res and view lods

charred bolt
blissful spire
charred bolt
blissful spire
charred bolt
#

In the shadow LOD? No, thought you were trying to get it to show in the res LOD, LOD 1

blissful spire
#

I am trying to get the res lod to show, hang on

#

Okay cube works

#

but not the original model

charred bolt
#

So now with your original model in res LOD 1, replace the texture with the procedural you just used on the cube - see if it now shows as a red object

blissful spire
#

negative, that didnt work although let me pull the hiddentexture entries from the config that the editorplacable class is using

charred bolt
#

dm me the files if you wish

blissful spire
carmine gull
#

To use 2hr mission time just to dig trenches
Now now, if the trenches actually worked that'd be something...

charred bolt
#

Found a fix for mjr121's issue with invisible weapon on ground last night - he should update with details.

thorn spire
#

@carmine gull excactly ;)

#

Vbs cough

dire spruce
#

Hi all, I'm trying to reskin a uniform. Right now I have it work but I need to reference the model in the original mod. What I want to do is have the paa in my mod and change the reference in the p3d file to myMod\data and not theOtherMod\data. However when I open the p3d (with Blender or Object builder), when I save it back (even if I don't do any changes to it) I lose the animations (it's just T posing in the arsenal) and the model is from the waist down under ground. I've been told that I needed to put the weight on it but it still there from the original. Then I was told I needed a model.cfg file. I added that (even if the original mod doesn't have one) and I still have the same problem. Any idea why I loose these?

marsh canyon
#

If you're after a retex, why you need to have a P3D

dire spruce
# marsh canyon If you're after a retex, why you need to have a P3D

I need to be able to had vertex groups and we might need to do some tweeking on the model eventually to have dynamic patches. And for some add reasons we get a confl1ct on the server with another mod (That I need to investigate as I didn't do that mod but someone else on th egroup did) So I want to stream line it as much as possible.

stuck oyster
#

so again

#

where did you get it

dire spruce
stuck oyster
#

🤔

#

so they gave you models?

dire spruce
#

i have the p3d form the mod we are in contact with them.

stuck oyster
#

little sus. but ok. I dont know why you would need weighting or anything like that for retexturing then

#

retexturing like mentioned above typically means painting new texture in image editor/painter

dire spruce
#

Like I said, just opening the p3d in blender or OB and saving it i sbreaking the thing

stuck oyster
#

its not

#

you just dont know what you see

marsh canyon
#

Well that usually doesn't belong to the word “reskin”

stuck oyster
#

which brings us to the question of, how much you know of 3d modeling

dire spruce
#

We are doing several skin and want to be able to have a menu to choose the skin rather than having 5 instance in th earsenal menu

stuck oyster
#

ok. thats a whole different topic though

dire spruce
stuck oyster
#

so you are not retexturing

#

you are repacking the model?

dire spruce
stuck oyster
#

retexturing would use the original mod

stuck oyster
marsh canyon
stuck oyster
#

and start from something simpler

dire spruce
stuck oyster
#

still it is whole different topic from the modeling issue

dire spruce
stuck oyster
#

and I think Im going to require some proof of you having permission to re release the model

#

you can DM that over

dire spruce
#

I'm not the one talking to the original modder, one of my squad member is but I'll try to get what he got.

carmine gull
#

It gets worse: I think someone made a third-party BISim subsidiary TerraSim developed some more capability for placing 'em when using TerraTools, using what I presume to be existing VBS3 two sets of trench segment models or imported models

thorn spire
#

Mm

#

Ive created them by basically cutting hole in terrain

#

Then dropping them in

#

Still no dynamic creation for players

subtle bison
#

can anyone tell me if there was a way to do weapon animations depending on if the player is in scope mode or not?

#

could swear that i've read about this at some point, but maybe it was just a dream

#

hm. seems to be isADS, but it's not on the wiki

stuck oyster
#

@turbid cove can we get that added pls

sour bough
#

Chat is this real

stuck oyster
#

I mean Lexx could be making elaborate joke

subtle bison
#

do i look like i do jokes

#

already tested it ingame btw. works perfect

stuck oyster
stuck oyster
sour bough
#

:)!!!!!!

stuck oyster
#

still cant animate the optics proxies though

subtle bison
#

can't have everything

stuck oyster
#

Id suppose variant swapping would be an option

sour bough
#

Gonna make my gun smile at me when I ads

blissful spire
wind belfry
#

I have a big question about exporting my vests to Arma 3, can someone help me? I would appreciate it very much

#

What I don't know is going to pbo, and I don't know how to map my entire vest hehe

wind belfry
#

Arma 3

turbid cove
stuck oyster
lusty ginkgo
#

What controls decal order?

#

0 and >1 only seem to work for elements that are part of the same model

stuck oyster
#

on a another model

#

or ground decals?

lusty ginkgo
#

ground decals

stuck oyster
#

class land_decal ones?

#

(named property)

lusty ginkgo
#

like what controls which decal appears on top of another decal. the ones I am using are "on surface" in the properties so they appear above roads

#

yeah they don't have that named property

stuck oyster
#

so you making the old style vertex property on surface draw

#

if I remember right placement height plays a part in arranging those

#

at least in terrain builder

#

for land_decal type there does not seem to be any way to control it

#

maybe mesh height in the model could play some part but I dont think there is any concrete data on that

lusty ginkgo
#

yeah

#

I don't remember exactly the reasons I went with that but probably for precise placement. The land-decals need to be refreshed with the roads to update in buldozer iirc

#

but the ones I have with the vertex property definitely stack, I'm just not sure what determines the order. They don't merge in the same weird way that road shapes with the same order number do

#

object placement height seems to have no affect

#

any idea how on surface above surface and below surface work?

stuck oyster
#

it might be the placement height only worked in live game then. the vertex flags may be the only way to control it then.

stuck oyster
#

yhe onsurface abovesurface and belowsurface stuff

lusty ginkgo
#

what do they do

stuck oyster
#

well its a old draw order setup Id suppose

#

in this case its probably "in relation" to the terrain surface it gets draped on

#

I dont think any vanilla thing uses it though.

#

and dont recall if we had documentation for them even way before in Arma2 times

lusty ginkgo
#

I have tried them in the past and they didn't seem to make any difference visually

#

I could try and see if they have any effect on the order

stuck oyster
#

its been a while since I messed with them and cant rememeber what results I had 😅

#

I did make the burned ground and embers decals on surface type for SOGPF

#

for longer draw distance

#

the embers do draw on top nicely 😅

#

but I cant say I recall why

#

the embers mesh is above the 0 height though

#

and now im just goofing around when I was supposed to do stuff

lusty ginkgo
#

looks like orange spray paint exploded when you do it like that lol

#

is it just the mesh height or are there other changes you made?

stuck oyster
#

just mesh height as far as I can tell

#

and both have same onSurface vertex flag

lusty ginkgo
#

ok. thanks for all the help

woeful viper
#

just let him build a wall/ramp thing. It's just easier.

#

rebaked the hull for some smaller details... had to spend the whole day fixing render errors. What a waste of time that was >.< should have just painted the details in and called it a day. need to u´pload something to feel like i've accomplished something ... http://abload.de/img/2015-12-19_00001eysgw.jpg

wind belfry
#

Y Look, a friend gave me the vest, I just added patches, it's ready, I just want to add it to Arma3, oh and also the texture mapping, the vest came with its png texture, but without the ones from my patch and I want to add them, I mean make a new png texture with everything you add

stuck oyster
#

mainly I ask because I dont want to waste time helping if the model is ripped from some game

lusty ginkgo
#

has the brick house enoch model always had an upstairs window missing

#

like the frame is there but it's just bricks lol

stuck oyster
#

I think so

wind belfry
#

He made it from scratch, his server is from GTA, something well known, Tamaulipas Belico, and he gave me the vests and their textures, but I added things to the vest, I mean patches and all that, and I want to make all of that into a single texture.

mossy mulch
stuck oyster
white oak
reef gate
#

is it possible to have an object with cloth physics

#

I want to make a VS-17 panel and have the guy be able to wave it around, does that all have to be animated or can i put physics on it in game

ocean mantle
#

what does it meaning? i have check the uv, i didn't find any issues of uv

pallid island
#

have you checked both UV maps?

stuck oyster
#

little bit unlikely to work

kind arch
#

Anybody can explain me how can i make missile launch from "pylons" on my IFV from correct position. I mean when u launch the missile. it starts from missile place, not from a default missile_move point

reef gate
stuck oyster
#

It is likely going to be more difficult than what its worth as a feature 😅

analog garden
#

if you have an object too big for arma, what's the best solution to split it into different pieces

last spindle
#

yeah but VBS3 trenches are abit whack, they are trenches though

stuck oyster
#

what kind of object is it?

#

where would seams be easiest to cut?

analog garden
#

im going to try just splitting it down the row in 4 pieces

#

it's not the coordinates of the p3d that fucks the geometry it's the actual units of length it is right?

stuck oyster
analog garden
#

is there any like object that shows the size

stuck oyster
#

now I dont follow

analog garden
#

so

#

arma has a max size for a p3d to work with geo

#

is there any objects that are like just before that max size?

#

to compare to

stuck oyster
#

make it 50 meters long

#

and youll be fine

#

thats pretty much guaranteed to be safe

analog garden
#

how do i look at that in blender tho that's what im tryna figure out

#

or is the meters measurement there accurate?

stuck oyster
stuck oyster
analog garden
#

YIPPIEEEEEE

#

for once

#

something works

thorn spire
#

These are pretty cool

#

For vbs

lusty ginkgo
#

It seemed to work for me at first but it looks like that was just coincidental. The mesh height doesn't consistently determine the draw order

stuck oyster
#

Maybe I just got lucky 🤔

lusty ginkgo
#

it seemed to work for some models but then not for one

#

I don't get it

#

I wouldn't expect the order to change between buldozer sessions but maybe it does

white oak
#

Autocenter perhaps?
Also if you're talking about 2 different decals being drawn on top of each other you need to set Z ordering for both decals in OB
And then place them with a Z axis order

lusty ginkgo
#

could you elaborate?

white oak
#

Ie the runway tarmac and the threshold lines have Z ordering so when you're baking them to map you set the tarmac at Z = 0 and the threshold lines at Z = 0.1

lusty ginkgo
#

that only works for decals that are part of the same mesh

#

do you mean the named selection?

white oak
#

No there was a checkbox in OB, can't show it atm as I'm about 1000km from my pc

lusty ginkgo
#

a checkbox where

#

there's z bias in face properties

#

that only has 3 options though. nothing in vertex properties

white oak
lusty ginkgo
#

yeah two separate objects

white oak
#

Set Z bias to true on both decals

lusty ginkgo
#

there is no true

#

low medium high

#

and none

white oak
#

Well set one to low and other to high, see where you end up

lusty ginkgo
#

where does the 0 and 0.1 come in

white oak
#

Well the way I thought it used to work was that you set a Z(height) value for the decal in TB and the game ordered decals according to that

#

It may still be the case mind you so try that out aswell with two decals of same Zbias

lusty ginkgo
#

try that where, though

white oak
# lusty ginkgo try that where, though

Bake different test cases to the map
Z-Bias does not work consistently in eden so testing there is moot
Make 3 decals, 3 squares of different colours for example
set Zbias for one to high and other two to low
and then test different configs
Hi-Lo at same and different heights
Lo-Lo at same and different heights

#

Relentless experimentation persists where documentation lacks

charred bolt
#

z bias none/low/medium/high is currently broken in Object Builder - you can set what you like, but when you re-examine it later, it's either none or high iirc.

lusty ginkgo
#

I'm not in game, only in buldozer

#

I need it to work there too anyway so baking and testing in game wouldn't really help

#

class = land_decal in geo properties is what the apex runways use, along with the >0 >1 etc named selections.

#

those aren't ideal either because performance and also there's no live update inside buldozer. Position chances only appear when you refresh the roads

#

scale changes too.

#

I guess I'll try the above surface and below surface options but those aren't ideal either considering that's only 3 layers

stuck oyster
#

Humm

#

one thing I've done is use drawImportance named property in the burned ground and in the embers

#

in the burned decal its 4, in embers its 10

#

this is meant to make them draw further in view

#

but I wonder if it might affect their draw order too?

#

it may be there is no solution for this though

lusty ginkgo
#

nah there are too many "no solution for x" problems with a3 there can't possibly be another

formal halo
#

I've got this tank with rotating left and right side cannons, for some reason the memory points for the dir on each side don't seem to move with the barrel of the gun. I've tried parenting them to the bone in the skeleton, assigning them to the barrel vertex group, changing memoryPointGun[] to memoryPointGun in an attempt to see if it was that and no dice. Its curious because the main cannon is working fine, has anyone run into this before?

west haven
#

hey real quick, when a grenade is thrown in arma 3 do they have a separate model or remove the lever/spoon etc?

white oak
#

You can have different models for inventory and thrown defined in config but I don't recall anyone doing it

#

As you're essentially doubling your filesize for a hard to notice detail

west haven
#

Hmm fair

#

I'm at 3.7k polys rn, is that fine

#

Aiming for sub 3k

white oak
#

Sounds a bit on the higher end but I haven't done many weapons so take that with a bit of salt
Also don't do distance lods as the game immediately goes to the lowest lod no matger what with thrown weapons

west haven
#

the rifles I've done were 15k, the handgun im working on is about 7k

stuck oyster
#

with good lods should be fine

#

but yeah its bit high end

#

nearly all vanilla long weapons are sub 10k

#

handguns below 5k

west haven
#

i did forgor how much my rifle was

#

lemme doublecheck

#

yeah 14k for my rifle

#

grenade is 2.7k

fluid copper
#

Keep in mind how far away the user will normally be when they view this item, things like the grooves on the sides, the circle on the top on the side, the indent on the handle all could be on a normal map, the vortexing ring on the top and the grenade itself look pretty subdived as well imo

west haven
#

Hmm

#

I managed to get it to

#

1700

stuck oyster
#

👍 👍

#

excellent

last spindle
#

yeah they are......i know that guy, not personally, but i remember he posted the Foxhound he has on his profile there on polycount and asked for a critique and some guy just kept giving him shit for how long it took, and just wouldnt let it go, i remembered that post, sort of turned me off ever posting on polycount

wind belfry
#

I just want to know how I convert my vest to PBO hehe

stuck oyster
wind belfry
#

bro, it's already complete, I just don't know how to export it to arma 3 haha

#

@stuck oyster

marsh canyon
#

Complete or not is not what HG is wondering. HG is saying he doesn't want to help you when it could be a ripped model

wind belfry
#

oh okey

#

I understand very little English hehehe, sorry if I answer you wrong

stuck oyster
west haven
#

Yeah i was thinkin that

analog garden
#

you have an absolute path set for the texture is one issue I see

rapid tree
analog garden
rapid tree
#

fixed. a post from @stuck oyster helped me, i had one empty material file with no corresponding textures to it

analog garden
#

ahhh

candid python
#

i really want some make scp props or is there one out there?

turbid cove
white oak
#

was it possible to put a p3d in a mission file?

pallid island
#

only for createSimpleObject purposes, iirc

stuck oyster
#

☝️ This

white oak
#

Alright that can do, was there anything specific that needs to be done other than the simpleobject class?

glad niche
#

Hello guys

stuck oyster
#

it can be only used through simple object script

white oak
#

oh so just have the p3d and put it down with a simple object script

glad niche
#

I am new to the model maker, what are the best steps to learn?
I need to the config template

stuck oyster
#

you can study the arma 3 samples

#

they are on steam

white oak
white oak
glad niche
#

thank you Horrible

pastel cradle
#

Hi, I get an error when I try to package my model.
The only thing pboProject tells me is this: "model.cfgs for this pbo have errors"

Anyone who can help? Or should I ask in config makers?

charred bolt
# pastel cradle

It looks like you have duplicate class CfgSkeletons and perhaps should get rid of the first one, assuming that you are trying to animate a weapon and not a person.

#

You can delete this section which does not belong in model.cfg

#

Remove the last comma in your skeleton - usually pboProject would warn you of this error unless you have turned it off.

pastel cradle
#

Thanks, I'll give it a try

pastel cradle
charred bolt
#

What version of pboProject are you using and do you have the default errors/warnings switched on to prevent it packing when something is not right?

pastel cradle
#

3.16

charred bolt
#

Latest free is 3.91 I believe - try updating tools to get more error reporting.

pastel cradle
# charred bolt Latest free is 3.91 I believe - try updating tools to get more error reporting.

Okay i updatede it
Here's the bin.log

stripping ""P:\temp\RDF_M60E6.bin.log"" 
=== Binarize start: mbg_m60e6_hand.rtm ===
22:41:12: Warning: memory usage limited by a page file. Current limit 17548 MB, wanted 24450 MB.
22:41:12: Increasing your page file size might improve game performance.
22:41:12: No speaker configuration found.
22:41:12: PhysX3 SDK Init started ...
22:41:12: PhysX3 SDK Init ended.
22:41:12: <anim = "RDF\RDF_Royal_Danish_Forces\addons\RDF_M60E6\data\anims\mbg_m60e6_hand.rtm">

22:41:12: </anim>

22:41:12: Extensions:
=== Binarize end: mbg_m60e6_hand.rtm ===

=== Binarize start: mbg_m60e6.p3d ===
22:41:11: Warning: memory usage limited by a page file. Current limit 17558 MB, wanted 24450 MB.
22:41:11: Increasing your page file size might improve game performance.
22:41:12: No speaker configuration found.
22:41:12: PhysX3 SDK Init started ...
22:41:12: PhysX3 SDK Init ended.
22:41:12: Convert model RDF\RDF_Royal_Danish_Forces\addons\RDF_M60E6\mbg_m60e6.p3d -> P:\temp\RDF\RDF_Royal_Danish_Forces\addons\RDF_M60E6\mbg_m60e6.p3d

22:41:12: <model = "RDF\RDF_Royal_Danish_Forces\addons\RDF_M60E6\mbg_m60e6.p3d">

22:41:12: rdf\rdf_royal_danish_forces\addons\rdf_m60e6\mbg_m60e6.p3d:1: Bad proxy object definition proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_mk32.001
22:41:12: rdf\rdf_royal_danish_forces\addons\rdf_m60e6\mbg_m60e6.p3d:1: Bad proxy object definition proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_mk32.001
22:41:12: Warning: special LOD contains 2nd UV set.
22:41:13: Warning: rdf\rdf_royal_danish_forces\addons\rdf_m60e6\mbg_m60e6.p3d:20003 Section without material is in shape with ST coordinates
22:41:13: </model>

22:41:13: Extensions:
=== Binarize end: mbg_m60e6.p3d ===
charred bolt
#

model.cfg CgfModels class name does not match the p3d name?

pastel cradle
#

Does it need to?

charred bolt
#

yes

#

Also those Bad proxy object definition warnings look important

pastel cradle
glad niche
#

What is causing this error, guys?

#

i need help

#

thanks for help

#

class CfgPatches
{
class Test_House_01
{
requiredAddons[] = {"A3_Structures_F"};
requiredVersion = 0.1;
units[] =
{
"Land_Test_House_01_F",
};
weapons[] = {};
};
};
class CfgVehicles
{
// Parent class declarations
class House;
class House_F: House
{
class DestructionEffects;
};
class Ruins_F;
class Land_Test_House_01_F: House_F
{
scope = 2; // 2 = public = shown in editor
displayName = "momo"; // Name in editor
model[] = {"tutbuild\addons\Test_House_01_F.p3d"}; // Path to model
hiddenSelectionsTextures[]= {"tutbuild\addons\data\Test_House_01_F_co.paa"};
hiddenSelectionsMaterialss[]= {"tutbuild\addons\data\Test_House_01_F.rvmat"};
vehicleClass = Structures; // category in editor; "Structures" value is a class defined in CfgVehicleClasses
mapSize = 20.27; // Scale of icon in editor
cost = 40000; // Score penalty for destroying the house
};
};

glad niche
#

?

marsh canyon
#

pboProject points you have an error in that P3D not your config

glad niche
#

aha

marsh canyon
#

I don't know what you've done to that Sample P3D so...

glad niche
glad niche
#

I don't know how to edit the opject texture

molten crane
#

What causes this misalignment? It occurs with every file I open in OB

lusty ginkgo
#

Ok, so above surface and below surface vertex properties for surface decal objects simply break the object and it acts as a normal flat plain and does not stick to the terrain surface

lusty ginkgo
#

also z-bias is either None or High. When applying Medium or Low it automatically switches to High. So it's either at the highest or disabled.

lusty ginkgo
#

Resizing the window or the viewport does this

lusty ginkgo
#

Seems land_decals only break in buldozer when you load the roads. After that they stop updating among a few other visual glitches

#

I need to be able to move, scale, and rotate the decals in real time in buldozer. I need to be able to do this WHILE the roads are loaded. I need to be able to control the order they appear reliably. And it really does appear that none of that is possible all at once

lusty ginkgo
#

Like a few days ago

stuck oyster
faint sage
#

when i build my sight mod it turns black like this any solutions?

lusty ginkgo
#

In buldozer changes are only reflected when you reload the roads. This has always been the case IIRC, part of the reason I don't use land decal objects

stuck oyster
#

since land_decal object is rendered on road draw pass

grizzled halo
raw beacon
#

Anybody know what error might cause a plane/heli to not spawn with engine on when its spawned in the sky? I have an aircraft the just plummets to the ground if i spawn it anywhere but on land

charred bolt
#

Yes, but I've forgotten the reason... hope that helps

#

(will try to remember)

charred bolt
thorn spire
#

Oh wow

#

That foxhound indeed looks amazing, I saw that post too I think

mossy mulch
#

yes they do

raw beacon
#

Not always but seems you need to have auto center = 0 to stop this from happening

lusty ginkgo
lusty ginkgo
#

I did test every combo of z-bias and surface property. Only on surface works and the order changes on each launch of buldozer. This includes mesh height and object height as well.

#

so no solution exists, definitevly

glad niche
#

hello guys

#

what's this?

#

in object builder

white oak
#

where did you get this model?

glad niche
#

house_test

#

Arma semple

#

Arma 3 Samples*

white oak
#

they're the LODs of the model
the numbered one is the resolution lod, the one thats visible in game
other ones are the technical LODs thats needed for model function, collisions/shadows/AI etc

glad niche
#

Thank you very much. Is there an explanatory video for this?
It is difficult for understand how to use it correctly.

stuck oyster
#

you will likely need to spend few weeks learning all the things

#

it wont happen fast

severe dirge
severe dirge
#

it be the only way.

worldly knoll
severe dirge
#

I did but it didn't affect the inventory drop somehow

#

is that normal?

worldly knoll
#

Uhh... no I don't think so.

severe dirge
#

yeah it always sits on its side for the landContact, works for the static prop model just fine

#

but the minute i use CfgWeapons or CfgMagazines it treats it as a different orientation

worldly knoll
#

Do you have a geometry LOD with autocenter 0?

severe dirge
#

No, hmm 🤔

#

Allow me to try that, so just a geomLOD with autocenter = 0 property?

worldly knoll
#

Yeah. It's a wild guess, but might help.

#

Wait, do you have a geometry LOD to begin with?

stuck oyster
#

dropped items are not independent

#

they are contained inside a "ground holder" object

#

as proxies

#

only way is to rotate it in the model

severe dirge
#

ah this is what you were saying, apologies thought this was a separate added consideration; i'll make a rotated drop variant o.o thanks for all the info folks ❤️

white oak
#

Future reference for making buildings
Building fire geometry for window needs glass_plate.rvmat
using other glass types prevent AI from shooting glass

charred bolt
# white oak Future reference for making buildings Building fire geometry for window needs gl...

It may be more a case that if the AI can't penetrate the window material with the weapon that it is holding, it won't bother shooting.
Hence using an armoured "bullet-proof" glass rvmat results in them not shooting when using the usual 5.56/7.62mm weapons, but perhaps if they were equipped with a .50cal or sitting behind a large calibre static, it would be a different case.
(Supposition, not tested)

white oak
hard oasis
#

is there a faster way to get precision on a UGL other than just keep trying to position the eye position and closing the mod everytime?

hard oasis
#

Ok, using source=zeroing.1 i can alter the animation of the UGL sight

Is it possible to make so when i change back to the weapon aka zeroing.0, the animation on the zeroing.1 goes back to angle 0? i'm dealing with a rifle that has a UGL sight on top of it next to where a top laser would mount, and using source=weaponMuzzle doesn't quite work because at 400m and 500m the sight will be point at the weapon

analog garden
#

so
this ugly ass ambient occlusion acne that happens with HBAO+ on a decal plane, is there any solution or do i just cry myself to sleep

analog garden
#

or 0.95

round bloom
#

In Object Builder despite having "View background LOD" enabled I can't see the background LOD's when in the memory section, its a problem because I am trying to map the memory for a gun

woeful viper
#

I dont think we should support this endeavour...

stuck oyster
#

object detection inside Arma3 or external program?

#

Can you explain more about what you try to do?

#

And why

kind lion
#

👀

stuck oyster
#

You'll have to contact BI legal department for permission for such

#

We can't help you with such

#

Also such real life applications have quite lethal uses so I doubt many would be comfortable helping you even if you get cleared to use arma like that.

#

You can report such videos to BI legal department in the same mail. Such use may be prohibited by the game EULA

reef gate
#

I made my first building for arma!

#

I still need to tidy it up but is there anything glaring that would stop it from translating into the game properly?

subtle bison
#

does anyone know if it's possible to build more complex damper/suspension animations for tracked vehicles?

#

the "damper" source apparently only works for y translation and not rotations

steel vector
#

Why not just use scripts to "find" and "identify" the objects? It's relatively simple and far less suspicious 😉

woeful viper
#

if it involves inverse kinematics you would have to "bake" it yourself into the model.cfg by multiple animations (nightmarish)

subtle bison
#

something like this. the up/down movement is fine ofc, but the piston behind the wheel needs extra rotations at the top and bottom

#

without rotation, this will happen

reef gate
#

thaats pretty sick icl

woeful viper
#

Animating the damper "proper properly" would need inverse kinematics. You could reduce the "kink" of the damper by a little bit better weightpainting (but it still looks kind of whack). That rotation wouldnt work is strange, but i never tried using rotations. What happens if you have a normal damper animation (transition) that works in the expected way, but in addition another animation with rotation?

stuck oyster
#

The damper memorypoints need translation animation on Y but visual parts can do anything you like I think

bright echo
subtle bison
#

problem is, i encoded it already with rotation, but ingame the rotations dont play at all

#

in buldozer it works fine

bright echo
#

are you just using the damper animation source

subtle bison
#

yea

stuck oyster
#

They should tanking

bright echo
#

you want to use an animation source linked to damper instead

subtle bison
#

any example?

bright echo
#
            class Damper_1_2_source
            {
                source = "damper";
                wheel = "Wheel_1_2";
            };
``` config cpp
#

model cfg the source would be Damper_1_2_source

subtle bison
#

hmmm

#

good idea

bright echo
#

otherwise you're limited to one animation per wheel

#

and for complex suspensions thats not gonna work

subtle bison
#

ok that makes sense

stuck oyster
subtle bison
#

gonna test and report back

#

works perfect. big thanks. was already trying to come up with an alternative plan. thankfully don't have to downgrade now

split seal
# steel vector Why not just use scripts to "find" and "identify" the objects? It's relatively s...

Because this is an undergraduate capstone project. It has to fulfill some requirements in various fields such as computer vision, path planning and control. As for the suspicious part, in the real world things don't work the way they do in Arma, Arma doesn't have the noise factors that exist in the real world, so flying and controlling a drone is too simple. One of the reasons I preferred this project was the relative ease of control. But after the comments, I decided to continue with autonomous driving. Even if it is unlikely that I will be the first to do such a project in Arma, it is still a dangerous possibility. For this reason, I am deleting the project details with your permission in order not to affect anyone. Good day to everyone.

white oak
#

I mean best of luck with your studies and all
But sanest engineering undergrad right there

analog garden
analog garden
woeful viper
reef gate
#

This is where I’m at in Modelling my first building

#

I’ve also modelled the plant, plant pot, black pole and the streetlight in the back

#

This is with them hidden

stuck oyster
#

neat

#

does it use multimaterial?

reef gate
#

I’m implementing that now

quick terrace
#

shouldn't work that way

last spindle
#

it is visible in other LODs?

bold flare
#

FYI for people who make character (I assume also uniforms?) models.
Something about geometries, which would only apply if you based your work on old samples: #dev_rc_branch message

stuck oyster
bold flare
#

Don't know 😄
Don't think so, this was about damage (larger objects get different damage than smaller objects)

stuck oyster
#

ah ok

#

yeah that rings a bell

candid mason
#

Does anyone know if there's a limit to how many "in" points to have in pathsLOD/?

#

Also, can anyone link me to a tutorial / explain "mesh collectors" to me with the blender toolbox?

round bloom
#

Never mind I managed to fix it suddenly by restarting pc

#

On a side note does anyone know a skeleton for a pistol?

woeful viper
#

its not any different to rifles...

round bloom
#

I thought the rifle ones would of hand different hand positions?

woeful viper
#

what#s that to do with model.cfg / skeleton?

round bloom
#

Ignore me I guess, I am being derpy

#

where in a config.cpp do you define which slot a weapon is in (primary or secondary)

woeful viper
#

you do it by inheriting from some pistol base class ... unless you want to dig in those and find the specific token for whatever reason

round bloom
#

I am guessing this is problem with my model cfg?

foggy finch
#

lol

round bloom
woeful viper
#

i cant give you the love you want... i can only give answers

#

and that would be to fix the handanim by placing the hand bones relative to the position of the pistol proxy

round bloom
#

Talk to me like a simple minded person. Oh wait, I am.

woeful viper
#

your handanimation is fucked up. fix it.

#

😛

#

or you chose a wrong handanim (e.g. one for a rifle/smg)

round bloom
#

I used "handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Pistols\rook40\data\Anim\Rook40.rtm"};" for the config.cpp

woeful viper
#

in that case your pistol class doesnt inherit from a pistol i assume?

#

well that's the skeleton/model.cfg. It doesnt play any role in handanimation / the slots you put your weapon in

round bloom
#

Was making sure nothing was wrong in it at all bae

woeful viper
#

model.cfg for weapons is only for animating the weapon itself, nothing else.

woeful viper
# candid mason Does anyone know if there's a limit to how many "in" points to have in pathsLOD/...

do you have some kind of open plaza model in mind with "near unlimited" entry points? I'm not aware of a limit, but i can imagine that AI path finding will cost more performance, if you have alot of "in" points... that said, if the sample house is representative of all houses with that "entry path-LOD umbrella" i suppose having many "in" in total in the level is not such a severe constraint, that it seriously hurts.

#

Delete the Animation {}; line for the glock17 class if you don't add anything. If you want to keep it you need Animation: Animation {}; unless you want to overwrite the entire base's animation in glock17

round bloom
#

Here is the config.cpp, I changed it to inherit from a base pistol but I can't seem to fix the issue in the picture I showed before http://pastebin.com/PS34RVNN

stuck oyster
stuck oyster
woeful viper
#

first of all, delete all the crap that you don't what it is for

candid mason
#

I'm figuring out a design / wanting to know the limit

#

As for mesh collectors, hm, that sucks

woeful viper
#

all that stuff is already defined in base classes somewhere, so you don't need to clutter your config with it and possibly mess something up by wrong values

#

also, in case BI changes something, to base classes, you will have to change little to nothing. If you put all that crap in your pistol config however, you would have to do every change yourself

round bloom
#

To be fair I did not right the initial version of the config with all that stuff

#

I will work on it later, I am off to bed, thanks for the help bae.

stuck oyster
#

dont recall anyone mentioning ever that they reached a limit

candid mason
#

ok that's way more than I thought

stuck oyster
#

I've had maybe 20 in points on a building at some point

candid mason
#

I read the github for mesh collectors, seems ok

#

I'm just trying to figure out how best to make a building and am just now learning about object parenting

#

hopefully object parenting works ok for combining things

#

I really wish I could auto-generate geometry

#

out of X components

#

which is why I was wondering about mesh collectors

stuck oyster
#

there stuff you can do in blender with python

#

but honestly generated components rarely are very good

#

especially with buildings you want them to be accurate

stuck oyster
rapid tree
subtle bison
#

there's lots of cdlc developers around here

#

fastest way to solve certain issues is to.. just ask about it

rapid tree
rapid tree
subtle bison
#

even BI has barely people who still remember a3 at this point 😄

#

that said, not everything i'm working on has to be cdlc related 😄

rapid tree
pale valley
#

question! how do I make my reticle less transparent? also the eye relief is a bit unforgiving.. how do I rectify these? I think its a model problem over a texture problem - as I keep messing about with "-- alpha00_ScopeShadow", "-- alpha01_ScopeReticle" & "-- alpha02_ScopeShadowInverted" which harbours differing results - but not really what I'm after... for reference, how it's set up & what its doing..

stuck oyster
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Id guess typically that is just done with single texture that shows as open/closed hole as you want

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you dont necessarily need to make it realistic "physically" since the eyes/first person view dont really work like real eyes anyway

pale valley
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apologies- I dont understand

stuck oyster
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dont put in these parts at all

pale valley
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understood - removing the "shadow" parts rather understandably removes the eye relief effect - however the middle one, my "-- alpha01_ScopeReticle" is the reticle, what would I do about that?

stuck oyster
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you can also play with their distances to get the visual look you want

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they dont have to be realistic distances or sizes

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as long as it looks like you want

rapid tree
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can someone tell me why this happens ? its not alpha sorting i already tried that

stuck oyster
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usually that is related to alpha sorting

rapid tree
rapid tree
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when i make it without proxy it works fine... the main rotor is without proxy

rapid tree
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yes as stated i tried that, but it works now when i make the rotorblur not as proxy

stuck oyster
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typically rotor blur is set as proxy to combat this issue

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perhaps you have not correct kind of color texture on the hull

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say if it has transparency in it

short marsh
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Having this issue with pylon weapon mounting on the pylon. The pylon proxy is seated correctly, but this happens. Do I need to put autocenter=1 or something? or is it something else?

stuck oyster
short marsh
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Okay, thanks

stuck oyster
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if you dont have that set, this kind of behavior could fit

short marsh
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Okay I'm sure that'll fit it

rapid tree
stuck oyster
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but does the _Co texture have alpha channel?

rapid tree
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oh wait the base texture of the hull do have some transparent spaces

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like the glass is in the co texture

stuck oyster
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it should not

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glass needs to be its own separate texture

rapid tree
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i know but the modeler who made the model for me made it like that, i do use a seperate glass texture and rvmat

stuck oyster
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well you got to remove transparency from the main _CO texture anyway then

rapid tree
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since i retextured it already its not there anymore

stuck oyster
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is there still alpha channel?

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as in my original question

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😅

rapid tree
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not anymore no

stuck oyster
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In case you have not I would still double check.

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but anyway thats all I got

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(texture can have alpha channel even if there is no transparency)

rapid tree
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i opened it in ps and it does not show an alpha channel

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but is rotorblur without proxy bad ?

stuck oyster
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well no if it works and dont cause any other issues

rapid tree
stuck oyster
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there is a sample holosight in the arma3 samples you can use as reference

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what you experience is probably lack of autocenter = 0 named property, or just bad positioning in the attachments model

alpine matrix
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anyone have a moment to help me sort out my mirror? Its just black but i copied the left mirror setup for it

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basically the same setup as the working mirror aside from memory point names, and config references.

stuck oyster
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is the right mirror unwrapped the same way?

alpine matrix
subtle bison
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correct rendertarget name in config and model file?

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bboxes setup correctly?

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not mirrored or wrong order

stuck oyster
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I guess check again 😅

subtle bison
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and there is no mesh behind the pipscreen that could "clip" over it?

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is point position and direction correct?

alpine matrix
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Yeah

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sorry, spam stuff lol

subtle bison
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well, that's all there is to check i guess

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somewhere there is an error

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maybe a typo or something

alpine matrix
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( thought it was CASE sensitive for the references for the BBoxes but it doesnt appear to be)

subtle bison
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ok then i'm out of ideas :p

stuck oyster
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show left and right mirror classes

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for comparison

alpine matrix
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only noticable difference is the capaitals

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but it worked for me regardless on the left mirror(s)

subtle bison
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and you are sure the uv map is correct?

alpine matrix
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yes

subtle bison
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last time this happened to me was when my bounding box was pointing the wrong way

alpine matrix
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uhhhhh

subtle bison
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that's all i could come up with now

alpine matrix
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that might be good to check lol

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im pretty sure i flipped it

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the correct orientation

stuck oyster
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could try cameraviewLeft and cameraviewRight classes?

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in case they need to be unique for some reason

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nah disregard that

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vanilla is same as yours

alpine matrix
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yeah was gonna say, the samples are the same