#arma3_model
1 messages · Page 37 of 1
gonna make sure the orientation is good then ill try without
class Mirror_L
{
renderTarget="rendertarget1";
class Camera
{
pointPosition="PIP0_pos";
pointDirection="PIP0_dir";
renderVisionMode=4;
renderQuality=2;
fov=0.69999999;
};
};
class Mirror_R
{
renderTarget="rendertarget2";
class Camera
{
pointPosition="PIP1_pos";
pointDirection="PIP1_dir";
renderVisionMode=4;
renderQuality=2;
fov=0.69999999;
};
};```
just to simplify to "vanilla equivalent" first
dont think they need to be unique, but worth a try
they arent unique on the rf pickup at least
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "PIP0_pos";
pointDirection = "PIP0_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
BBoxes[] = {"PIP_0_TL","PIP_0_TR","PIP_0_BL","PIP_0_BR"};
};
class RightMirror
{
renderTarget = "rendertarget2";
class CameraView1
{
pointPosition = "PIP2_pos";
pointDirection = "PIP2_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
BBoxes[] = {"PIP_2_TL","PIP_2_TR","PIP_2_BL","PIP_2_BR"};
}; ```
I'd echo what the others have said:
- double check UV and normal direction
- double check PiP mesh is in front of other mesh and doesn't have a selection name such as "camo"
- comment out bboxes from code
- use lower case throughout (can matter if you have both UPPER and upper selection names)
- temporarily remove the window glass mesh from the vehicle door in Pilot/Cargo LOD
Thanks much and to @stuck oyster @subtle bison
i flipped the BBox and it looks fine now
Yes, that's what the bboxes are for - they remove the PiP if not viewed from the correct direction, so copying/pasting from one side to the other does require realignment to get it right.
BBox’s are annoying asf to work with lmao
I didn’t bother making them instead I just got a scripted turn off pip button
yeah its one of my first time doing mirrors so it was a little weird to do lol
was going fast, then tried cutting corners
Glad you got it fixed
Structure > Find Components
Fire Geometry needs to be closed, convex and each piece named "ComponentXX".
Also assign penetration material(s) (rvmat).
Hello all 👋
Any good resources/tutorial to follow to create a new item in Arma 3 ? I am a complete newbie in asset creation.
Each piece of geometry needs to be closed and convex. Use the Object Builder menu
Structure > Topology > Find Non-Closed
Structure > Convexity > Find Non-Convexities
What to do if a bullet does not pass through the glass?
Find Components did
Mass=0
It does not pass through the glass, but you want it to go through?
Yes
I shoot out the car window, but the bullet doesn't go through.
Change the window Fire Geometry material to a3\data_f\penetration\glass.rvmat
i try
Could it be because of the animation that they don't die? Or coding problems?
"They don't die"? Are you talking about people or glass?
You need a animation for the hitpoint to hide firegeometry component
People
I'm not sure that's it HG - if he uses a normal glass rvmat it won't stop bullet penetration and therefore don't need to hide the glass on destruction.
Make sure you put the people proxies in the Fire Geometry.
Can I find it in the sample_f config code?
i check thx
Is there a way to indicate on a POSXX that the AI should be facing a certain way most of the time, or be standing or crouching?
like a posxx that is aiming down a hallway
no
thats up to mission maker
well ok technically there could maybe be AI actions in there that give such commands to the ai
buut its a bit hacky
and might not even work
Should this question not be moved to mission makers ?
if he wants to find a mission based solution sure
Hey y'all, anybody know why my uniform model might do this?
As you can see the vest and helmet apply the texture fine, but the uniform is just suffering
Weird, because I double checked the path in the p3d and the pbo hiddenselections. I will look again, thank you!
do you use P drive?
Yeah, I build with pboProject
have you tried unpacking your pbo to see what gets into it?
Yes, I double chacked that the paa files properly copied over
is the folder structure same as you use in the p3d/configs?
Pentuple checking the P3D now, but it yes to the configs
Id assume somethign works since the vest and headgear has textures
could maybe be broken rvmat too I guess
yeah, my p3d is good too
Maybe- I haven't checked the rvmat
thats all i got for now in anycase
Alright, thanks!
i'll check back later
I can't get the uniform, vest or helmet texture to show up using buldozer
No clue why
You really show a Fallout rip in this discord ? Or is the Model Handmade ?
Dawg that’s a handmade model
Fallout rip my ass
You think the textures (or the models for that matter) in Fallout: New Vegas look like that?
Anyone know what I can do for this?
I’d love to be able to make sure it works in buldozer
do any textures work in buldozer?
or is it just the same ones missing?
that would indicate the paths dont match the folder structure
as in a path P:\folder\folder2\f3\texture.paa -> folde\folder2\f3\texture.paa
When I get back home (on campus and left my laptop behind), I’ll send a screenshot of my file path from P:\ to texture folder on both the P3D and the p drive
Because clearly my eyes are tired and I’m missing some detail
Thank you for the help so far though
Hello i got a question regarding Fire Geometry in Wreck p3d
I made a validated fire geo for my wreck model but for some reason the bullets dont impact where they should. The fire geo is convex, closed and has less than 3500 points.
Is this maybe because my wreck turns 180 degree on impact with terrain ?
this could indicate it gets destroyed
like the wreck dont working properly ?
perhaps
typical wreck behavior is that it just stays there
does it have valid geometry lod that has mass
yes
i noticed the vanilla ghosthawk behaves the same
but if the wreck model dont work properly why does i collide with it
maybe just some part of it dont work right then
compare your wreck to the samples if there is some difference
if you just put in a direct copy of sample p3d does that work right?
you mean if i put in the sample wreck model proxy ?
Yes
i try it
it’s crazy to accuse something with no basis in fact or evidence of anything
💀
looking at the helmet it looks like the enhanced Fallout NV Model from PP
looks like /= it is
but thats basically how the guys in the ip violation channel does it, accuse first ask later
tried it fsr it happens with the sample wreck model too
doesn’t mean it’s the right thing to do 💀
no need to drag that on further
@stuck oyster voila
works now?
yes, the proxy triangle was fsr not in the center, it was a but further down, i guess that caused it to sink in the terrain and catapult in the air
makes sense
thanks for pointing in the right direction
can flags go on weapons
no
😦
Message blocked L
?
😦
okay?
Hola
Alguien podria orientarme del como puedo meter uniformes en arma 3? ya tengo el modelo pero no se de donde sacar el rig del personaje y como se supone que lo programe
the server has a english only policy so we all can understand each other
@stuck oyster I have another problem i changed my PhysX Geo and for some reason my helicopter tilts back on placement
But it worked before, do i have to validate the geo lod again ?
But i ididnt changed the geometry just the physx
Are there any limits on wrecks? It would be cool to have heli’s or planes be able to break into different bits like the tail, fuselage, wings etc which aren’t just 1 model
Also if I model a helicopter from scratch could I make it so that the entire back half can fall off it the tail rotor is completely destroyed
Or like the wing of a cargo plane completely falling off
requires scripting
probably makes things a lot more performance heavy
Yes, you can, using hide or other animations, such as when glass breaks in windows - wrecks only show when the entire vehicle is destroyed.
But the larger the area you change through a damage driven animation, the more complex it becomes, as you'll also need to change shadows, collision geometry at the same time etc.
that would make things very performance heavy
hiding parts is simple though
but if one wants parts falling off
that gets tricky
i assume falling off is what they want
i mean
you could import vehicle object pieces and then spawn them as a vehicle crashes
If it's only like, front end and tail, it shouldn't be too bad
and I'm pretty sure there's an event handler for that
anyway, as promised, my file paths in my p: drive, p3d and in my code
and my texture code is in CfgVehicles with the unit / uniform code
if you check the p3d in OB and the paths there what do they say?
the p3d export from blender should cull P:\ from the path
but in case it has not done that
(pboProject should complain about that though)
In o2 they're the same but ill show you
it could be that...
ill try that after
I know it’s cod but something like this is what I was thinking
its possible. needs parts as separate objects
then scripting on damage to spawn such
Like when the wing is hit the wing on the main model is hidden and a new one is spawned
so, what you could do is have an eventhandler catch the moment it happens, and spawn the pieces
honestly it's not a bad idea
Does one such event handler exist?
now i kinda wanna script it myself
Id recommend particles
yeah should be one
less chance of physX shenannigans
Collab?
I wish but I'm working on a big project rn
It shouldn't be too difficult to script
Does OB show the texture and rvmat's as present in this window or as question marks?
#arma3_model message
Window > Resource Library
check materials as well
and may as well check ext dependencies too
so OB is happy with your paths
Check this setting in case it's enabled
Have you tried making them .tga's and changing the OB paths to point at those tga's?
No, can I ask why?
For one, you'll be able to see the textures directly in the OB viewport
what resolution are your textures?
how do you mount P drive?
check if they are exactly 2048x2048
and where you start Object builder from?
I’ve been modding for a bit and I keep hearing about a p drive - I know it means project drive and that’s about it
What actually is it? It seems very intimidating
It's nothing more than a new drive letter on your pc which is mapped to a folder - and in that folder you unpack the arma game files and make your new addons. So it simplifies the pathing for the tools.
it represents the root of the games internal folder structure
so path P:\folder\file.thing becomes parameter = folder\file.thing in config and p3d
mikeros
a3 tools
It's so annoying
This has never happened any other time I import a uniform
What I'll also note is that the uniform doesn't have a display name
Vest and Helmet are fine but not the uni
ok
i thnk i figured it out
my uvmaps were set wrong for some reason
I'll try this
in case there are multiple uvsets in the lods they may not merge right and instead of 1 uvset you may end up with multiple
Yeah, UVSet 0 was empty and there was a UVSet 1 instead
Reshuffled and renamed
Just binarized
Let's see....
It worked!
Awesome!
Thank you guys for the help
Sorry for wasting the time when it was just the UVMap
not waste of time since it often helps to rule out things
where do you get the model from ?
was made for the project
Mhm i am more familiar with terrainbuilder but...is it possible to build own bridges for a3 with the possibility for a good ai pathing? Maybe in blender or somehow? Dont like the models i have, they are too short or the basement is too close together.. 😦
I used blender a little in the past...
it is possible sure
Mhm but need a lot o time mhmm? Maybe there is another solution, have not really time to learn both actually
well I mean if you dont know how to then yes it will take some time
but if you need some specific kind of bridge then that may be the only option
you can of course use vanilla bridges
Mhmm i would try to model it i guess. Have some Bridges in the A3 folder, but they are...or they dont fit that much. Dunno, mhmm found a tutorial to make bridges in blender. Is there a guide for modelmaking in a3 too?
Hi All, im having issues with my shadow lods for some buildings, in 3rd person there is no sunlight on the player which would be correct when inside the building but in first person there is, any ideas what i am missing?
Hi,i get this error and i dont know how to resolve this, i cheked every path and model cfg
If you're using blender this usually mrans bad export
Restart blender and reexport
the thing is, i am not using blender
just mlod path change
Which modelling software are you using for making your model Crye_JPC_Assaulter_8.p3d?
none of them,some onw gave me this version of p3d
the guy teached me about mlods
and model cfg
Can you confirm that you have a license to work with this model from the original creator (ie. it's not ripped or stolen)?
it was from a random dude that had them on google drive,i did not got into many details
i think its from tfl drive pack
from what i remember and yeah...
Understood - the danger for you, is that you might be using stolen IP, and could get into trouble for it.
Personally I wouldn't touch a model without having proof that it was ok to edit it.
I understand,thanks for the support!
TFL content is all ripped and banned
so you can not use that
a modeler who made it for us
did you guys already clear the Fallout IP use with Bethesda and BI?
We read Bethesda copyright licensing and are abiding by their copyright rules.
does anyone here have experience with making buildings with arma 3? I am curious to as if I could commission someone to make a blender model of a building and interior and just import it into arma or what would need to be done?
Check #creators_recruiting
Depending the size/complexity of what you’re looking for it won’t be cheap
DId anyone had already a situation where a magazine (using proxy) would hide as expected when reloading in the 1.0 Lod and not in the viewpilot? In-game I mean
Thanks in advance
make sure its assigned to correct selection in vp
very good point I'll check
Thanks it was that, wrongly assign to another selection
Hey guys I need some help
I'm trying to open p3d in object builder but it keeps saying an error and that windows is trying to gather the needed information or something
Troubleshooting 101: Do not summarize the error message
you can not open models from the game or mods. You have to make them yourself
why do these parts of my model appear white when looking at them through something with transparency
their textyre also contains transparency and the engine dont know which one to draw first
is that the only way it'll do that? The texture doesent even have an alpha channel
Is there specific rules surrounding when an object collides with other objects? In my testing it seems smaller objects wont collide with something like the player or a car, but larger objetcs will. Bot have geo lods. Could this possible have to do with the mass of it or is it related to the size?
are you sure
collide in what kind of situation?
things are not typically spawned as simple object
Im spawning them, if I spawn it inside the player, or a vehicle it collides if its a larger object
generally anything should collide if thy are spwaned inside each other
if you need to place something inside a physX thing or character it needs to be attached to it
yes
can you triple check
because last time someone said this to me. there was alpha channel
the paa file is set to RGB, not RGBA
I would have thought the same, but the results are not aligning with that view...
is it named _co or _ca though
can you look at it and see if theres transparency
instead of cite me what type it is
i even tried with no texture applied to it
Classic
Figured it out, a model requires a mass of atleast 10 for some collisions, including the character and vehicles
broken glass renders well.
does anyone know how to have a relative path for a texture for a object?
like if my path for a texture in Object Builder is something like Arma3OtherProfiles/name/mission/textures/image.paa
how do I have a relative path like mission/textures/image.paa
because when I try that it just says cannot load texture
mission textures?
thats not really a thing
what exactly are you trying to do?
if I have a server, how do I have the texture inside a p3d file be client side?
wouldnt the textures path need to be relative so whoever downloads it has it applied?
MissionFileName/images/image.paa
something like that
but if I do that it says cannot load texture because it isnt the full path
You make a mod?
im not using a mod
Why not
because I want it to show up to anyone who joins without them having to download a mod
Well I suppose good luck
😭
People need to download it anyway. It'll just bloat your mission file
Theyll either wait for the mod to download for few minutes or they wait for the mission file to download for few minutes
There is no advantage
you have to load mods through the launcher to play with that mod, if a player wants to join a server with a mod, they have to load that mod, but if they want to switch to a server that doesent have that mod they need to unload it
what i’m trying to do has been done before i’m just not sure how
answering to your equestion the horrible goat havent told in reality what you are supposed to do in that situation, select thease windows in object builder then click faces and move top thats the problem fixer
what happend that bro with mod rank dont know the issue after all thease years 🤡
you can clearly say that only 1 object contain transparency 
(you might have to repeat it a few times)
I imagine this is a bit too open ended and also hard to see but I have a tank track and for some reason its ever so slightly hovering (and yes the texture is bad cause aye lmao 30 second temp texture)
any thoughts on what could be wrong? land contact memory points move when checking in bulldozer
Okay disregard, somehow its working now Okay nvm its still floating, still unsure why on flat ground the damper is making the wheels go up
edit3: I found the problem, I didnt have the correct model cfg offet0. I had
offset0 = 0;
offset1 = 0.5;
when I actually need
offset0 = -0.5;
offset1 = 0.5;
I'd rather fix the root cause of it than bandaid it.
Players should have correct mod list loaded anyway when joining a server. If they have mismatching content things break.
Is it somehow possible to modulate a bridge with the exact length for the upper road (and the width)? Wanna get it over the lower road. Or at least, how can i find out, which modellength/width i need?
ive started to make a plate in blender yesterday...but...i need a clue for the ingame-length 🤔 or at least some correct messures. I mean, i can use the messure tool from 3den (or the extended addon), but not sure, if the numbers are the same that blender calculate with
Measurements are 1:1
Aaah thats nice, thx 🙂
Yeah 1 blender unit is 1 meter in game. Also you can set blender to metric units if you want.
Do remember to model little bit of ramp on both ends of the bridge so it is easier to blend it with the ground
You mean something like an runner or offshoot in addition to a slightly thick plate? Mhmm ill try it then, makes sense 🙃
No, what goat means is that you might want to split the bridge to a flat and an angled part to have easjer placement on terrains
See how tanoa bridges are done
Also AI can't do non-straight bridges
I did mean just ramps modeled in if its just a bridge made to fit that particular spot.
If its meant to be reusable and possibly combined then splitup is smart design
Think marmo means those curvy bits you use to go off the highways though
I mightve understood that wrong
I am a dum dum after all
Ah Ken was alright. Yeah havnt thought about splitting and Reuseability, but i like that thought, very practicaly. Thx Goat 🙂
Mhmm yeah, buts its just for a highwayhroad...dunno, have thought about some easy, but more practical looking
But they need to be split into segments as the road area defining points can only be straight
Mhmm thats quite interesting, but yeah, somehow understandable because you use "only" polylines for roads
Would've been great of curved bridges were possible
I'll try to remember to post some pictures about that
I made a 90 degree turn on sogpf bridges
It's split into like 4 parts
Works with AI too
So the dark shaded corner there is split into 4 parts
It is little tight but works
Wider turn would be much easier for AI
(quadbike for some reason has trouble with multi part or long bridges so don't use it for testing AI)
It wasnt event the fix 
Is there a problem?
kinda
you tell poor guy how to fix his issue when you dont know whats the issue
cuz what i have said is proper way
moderator role doesnt make you great modder just a reminder
nah just saying facts
nothing rude has been said so far
And pulling in me being a moderator which has nothing to do with modding
Back off both
just fact that you didnt know the real issue is hilarious
Do I need to say what I say or have to clear this convo
🤷♂️
I'm not saying I'm on HG's side. Not on you either
not asking to pick a side
but calling what i have said as personal attack just made my day a bit
rent free
Have to agree. But it's offtopic much
@stuck oyster How is basicly the workflow in object modelling? Havnt found any guide similar to the terrainmaker pmc guide. Guess, first you create a modell, import it to objectbuilder and write config(s) then? Or did i have to do LoD and such things in blender?
All the lod work can be done in blender
Very little needs to be done in OB if anything.
A bridge would not necessarily need any config even
Thats good, i am more interested to create buildings like bridges from time to time...Maybe houses, but thats for later. Mhmm did i need to prepare an another section on p drive, too?
There is no specific guide on bridge making though
It is better to have objects in separate pbo so separate folder for them on P drive
Thought it needed config in NonAIVehicles?
At least off the top of my head can't recall it needing such
But as we have been told, I'm not very good at this stuff.
I mean documentation for NonAI class is just a list of forum posts so
I'll take your word for it
Bridge would have "class road" named property that defines it's basic purpose
I do remember you telling me that you need to have 4 memory points with a specific name to mark the beginning and the end of lanes
Yes
And those are what I referred to earlier when I said curved bridge needs to be cut in segments
As those points can create only straight lanes
Have a look at my objects repo if you'd likesome other samples other than a3 ones for LODs
Yup, would be a nice exercise I'd reckon to see what sort of angles AI can handle
Take no notice of one person's opinion when there are thousands more appreciative of your expert knowledge and help.
The ai over steers a bit and different vehicles behave differently too so I don't recommend super tight corners
I'm more thinking long arcs around a hill or over a cove etc
Don't do 8k heightfields
Those should work pretty well

this can be tested with laying down a curve with straight bridge parts too
We were so close to giving up on mehland because heightfield kept breaking every other build
Since basically each segment is technically straight anyway
Just visually it will be nicer with bit of curve and correctly angled ends so they match
Hmm 15/30/45 deg parts with snapping
On to definitely will do it sometime list it goes
Mhmm did you actually make your parts in one blender window? like 3-4 separeted objects or all with a separate file?
45 still could work but needs a bit of space so the lane ends can align
i mean, shouldnt blender been able to safe objects separatly?
With overlap due to the angle
It can yes
And yes the whole thing was made in 1 project and each object had all their lods in separate collections and each structure were exported individually
Mhmm thats very nice :> Then i need basicly copy the original bridgepart and edit it for the entries
Its nice to put an empty down and assign everything as its child is a neat way to work with multiple part things
You can set the empty as the center of object with the batch export
So I can work on a big object by parts ship/bridge/large building and then batch export the parts
I just don't apply transformations on export. So each thing exports by its own origin
I took a peek at the wiki about it and yes you can have a class for bridges for defining stuff like destruction effects, especially if you want a fancy RTM animation driven destruction
But basic non destructible bridge does not need any config I believe
Bridge destruction is a bit iffy anyway since ai pathing don't seem to know the difference
What's the correct way to do the _ads texture for a building in blender? Mine's turning out way too dark
@cunning templeman i can pay you if you will help me get an obeject into arma 3
just a few minuts
I'm having trouble myself, don't ask me for help with it 😄
What kind of object are you trying to get into game ?
room
and other thing
like thet
just anything know how to get the object into arma 3
use the plugin for blender. Look at the sample models to see how they do it
i looked at test house
didnt teach me any thing new
olso when you view the LOD resolotion it delets it sattings
the all problem is thet you need to use object builder
?
You’d have to use object builder for any model you intend on getting in game
You can’t get object builder to work ?
i cant get an object into arma 3 with all LOD's working
Give me a bit and I’ll film a short vid going over everything in terms of blender flow
i dont need blander thing
i need the object builder thing
if you would wanna help me i would maybe pay you
It seems you’re not properly exporting from blender and that could be the cause for your issues.
You can do it all in blender, why you trying to use object builder to setup lods?
If you want you can send me your .blend file and I’ll see what the deal is
Really?
No need to touch object builder?
Can you send me the blander video
Can't pay for that since the tools are non commercial.
Ok
Is it possibale?
You really need to start being clearer with what you done. Did you check link I sent other day? https://community.bistudio.com/wiki/LOD
Did you make your lods like in picture I posted above?
multiple what? 😕
I've got no idea what you are doing lol
This is like your sat map all over again
i can only choose one LOD
or i dont know how to
and im asking man can it all be done in blander with out using object builder at all?
thanks ahead
You have to make multiple objects and mark each one as it's lod type
what
like if its a ball i sould copy the ball 3 times exetly on itself to make tree lods?
they have to be convex etc, you can't just copy your main object
import the test house into blender and you will see what you have to do
ok
.
thets?
how do i make it good any guid?
Give me about 20 minutes and I’ll have the video sent.
@lone robin
I made a wall, I can bump into it, shoot it etc. But it doesn't fall over in classic arma style and just disappears when blown up... what's most likely reason for that?
did you add a dammage named property to it?
or do you test editor placed?
if editor placed then it does not inherit right type of destructType parameter
so it will need that defined
putting land_ in front of it seems to have fixed it. I'll test it on a map tomorrow and make sure it working proper
land_ classname connects the p3d with the config yea
terrain only knows the p3d name for it
Is it convex and componented
Requirements here, under GEOMETRY https://community.bistudio.com/wiki/LOD
what does it mean
it dosent tell me any thing
thats all I got about it 
What are thoooose?
when i do it to a cube it all goes well when i do it to a room it doesnt
i can then go trow the well
the granade bounces off the wall but dosent go in
You tried packing with pboproject and see what errors it gives in binlog? That helped me with a couple of issues yesterday
lods and an object
probably just means your geometry is not made right
It's hard to see anything from your image, as you have all the layers enabled
can someone join me on a call to help me
Doesn't appear to be using a p: drive
Hi hello I have another theoretical section count question.
lets say I have a gun and a suppressor attachment and a scope attachment all which can be taken off normally right. Is it better to have all on 1 UV so that if u did put that suppressor and scope on that weapon technically thers only 1 texture call needed since they would all refer to the same texture and rvmats, or would it just be better to have the suppressor and scope on their own uvs
It's received wisdom to always lower section count where you can.
However, I'd take a guess and say that the difference in performance between 1 and 3 sections on your weapon would not be measurable in game on today's PC's, regardless of how many are equipped or in scene, so don't worry about it too much.
yeah fair enough, was curious since the game doesnt allow attachments to have hiddenselections.
still better to have on diff UVs so I can have attachments be 1k and the gun it self 2k
When arranging HP spheres in fire geometry, should the spheres only be encasing the surface of the FG like a shell, or placed internally to fill the inside as well? The pictures on the wiki article for hitpoint creation are 2D and don't provide an example for a larger volume.
Fill the inside as well.
But I'd recommend you take a look at changing to the new FG damage model introduced with Tanks DLC, using armorComponent in the Hitpoints classes, as this allows you to reduce the hitpoints to typically a single point per class (used for indirect explosive type damage) and employ well defined FG mesh for the ballistic penetration.
iirc that boils down to just dedmen cant be botherd
ahahaha
is it triangulated,
does it have mass,
is it convex,
does it have multiple uv sets
did you make sure all parts for the geometry are convex?
I literally sent a video showing where/how to check for non closed and non convex lol
He tends to rush in then messes it up
if it finds non convex what do i do
make it convex...
You know it'd kinda be a nice modelling exercise
Make a building entirely out of non-convex shapes and have it properly collisioned
🤔 hows that different from normal building making?
Not by much
Reckon it'd be a nice practice on dividing non-convex objects to convex parts
sure yeah
that is pretty much a normal building making formula 😅
although, I have kind pivoted myself towards making the geometries first for many things for arma
then making the visual mesh to fit within those
Sometimes I'm lazy
If I'm making something that won't be interacted with, ie statue I might throw the model at a convex decomposer and clean it up a bit
That 1000$ matlab subscriptions coming in handy
Inb4 bounding box for collision shape

if you dont know what convex means you got to look it up on google
Most people here do this as a hobby, you can't expect them to hold your hand on every single bump you encounter
Convex is a common term that is listed in your dictionary
bruhhh
why does it need to be convexed
Because it does need to be
God (RV3 engine) deemed it so
Are you selecting “Component Convex Hull” ?
You don’t need the letters in your geometry lods. Having letters as mesh for a simple sign is a waste of space, that can all be don’t through texturing.
Did you send me your complete model ?
Send me the model you are currently having issues with
could also just cheat with one of probably 20+ free python libraries, of course...
but yeah, i do/did geo first for most building stuff, like HG
Funny thing is the toolbox is a fork of the open source libraries
yeah they do a lot of copy cat-ing
their "latest inovation" Simscape tool is also just a reskinned and proprietary-ized Modelica / OpenModelica
Yup, I get that matlab was great back then but atm it mostly just enjoys its monopoly over universities
I'm still riding my uni license hence why I have all the toolboxes without paying
Send me the blend file not the P3d
why blander
i would like to think universities could easily change. But Companies are the ones that are locked in, because of thousands of lines of self written matlab code and simulink models.
Bit of both
Unis are in the same problem that they have plenty of technical debt to matlab
I can work with that not the p3d
Network class I took was running around a matlab script whose original author passed away years ago
If there ever was a sketchy file name
Time to work on a proprietary matlab-code-to-opensource transpiler ... 😈
I’d love to see his P drive and all the unnamed files lol
"i can free you... but only for a small nominal fee of... 1 million"
Matlab to python and matlab to octave exists
Afaik theres a community addon in matlabs repo that does it
They fall face flat when theres a toolbox involved though
thats what i meant...
All boils back down to our lord and saviour
C
Is he back to using object builder again?!
who msb?
yea
Save us the hassle lol
Maybe we should start telling them opposite of whats supposed to be done
Better chance that they might actually do things correctly then
You can lead a horse to water, but you can't make it drink.
Sometimes it's best to recognise when a person doesn't have what it takes to be successful and let them know, to save pain all round.
Why does it look different to the other one you posted? Did you start something new before fixing the other one lol
I wouldn’t allow it, it’s more so that I’m just putting off my own work right now lol
with effort
Why are your letters inside the box ?
looks convex 
Also geo LODs were just reused Res LOD
@charred bolt #arma3_config message
I show you correct thing?
In Object Builder add p: to the path so it looks like p:\a3\......
it was added
It's green against the texture name so OB is happy with that.
Mh I thought it was supposed to work without.
As you should never have absolute paths in OB?
In the rename reference window it appears to need it, but in Face Properties it doesn't show that
Ah. Interesting. 👍
Object builder settings will need the texture path property be set as P:\
so paths without P:\ are read correctly
How to i put a flag on an object
It's just a texture...
Which you know how to do, as you posted an object with textures on it
Yeah but a flag is long and not sqour
letters aren't square as well, what's the problem with squareness?
Is the flag going to be hanging on a wall ?
Like a concret panting
The texture are power of 2
So its squar
you can use only part of the texture space
this is why you need to go and learn the basics
Where
google blender tutorials
Not blander
Guys im not talking with you on things not conncted to arma 3
Cus i dont need you for thet
"how do i match non-square object to square texture" isn't connected to arma 3, really
I give up!
Guess you could say that they
Broke the Ice
I'll take my timeout now
😂
Your failure to understand the fact that you NEED to understand the basics of 3D modeling as a whole is exactly why you’re not doing anything right. Arma modeling is 3d modeling with some extra steps. So the fact you’re jumping some extremely important steps is why no one here is willing to give you any specific answers on your plague of issues. I’ve asked my fair share of questions here about basic things but the difference is that I learned the BASICS
object builder
yes 🤣
ffs 😄
Hi, guys is there a way to hide proxy`s objects in the vechicle when the player plays in 3D view ?
I see that some models that have proxis shown when they uses the turn out action but when they are in, they are not visible when i look in to the model in spectator mode
Take em out of the res lod's?
It is a solution but they will be visible on turn out action ?
viewGunnerInExternal in the config sets it
0 hides the proxy when turned in
do note this hides their firegeo too so they cant be injured from direct hits etiher
Wait
Is there a config that allows you to view the gunner's head when in the scope zoom? I have something where it's a camera turret where the camera can see the gunner
I have been sitting on it because I couldn't figure out how to make the gunner not headless to himself lmao
in optic mode the gunner shouldnt be visible to themselves
otherwise nah you cant avoid it
rip
depending on the interior tho you could do some funky stuff and like, put them inside a box that can see out but not be seen through to hide it
It was an open top car, so no dice. Best I could do would be maybe bulk up an area to block the turret view
That said, the model is old and shit so it's not worth using if it's a ton of effort lol
Do anyone knows why gunnergetinaction = "GetInLow"; or High it seems that the proxy does nothing on turn out or in , I mean these values are ignored in the config of the turret
the position is always the same
gunnerGetInAction is the animation used by the player when entering/exiting the vehicle.
The animations used when turning in/out are gunnerInAction, gunnerAction and for FFV personTurretAction.
yes but the initial position of the proxy
does not change
how can i change that ?
Can you explain more what it is that you are seeing, and what it is that you would like to see?
one moment
@charred bolt
Any ideas on how can obtain this position from proxy object ?
The animation (pose) that the character takes when inside the vehicle is defined by the rtm file referenced in the turrets gunnerInAction parameter. If you can't find a "vanilla" BI animation that suits the pose you need, you will have to make one.
ahh ok
The proxy triangle purely defines the origin point for the rtm animation, and sets what type of proxy it is (pilot, gunner, cargo etc) and it's index
this i know
Hey folks, is there a way to make this kind of static turret to stay above the ground? It looks like im missing something. The whole thing doesn't stay still above the ground, but it will start dropping untill it touches the ground, and this is why my gunners are into the ground in the picture
for starters its not modled on ground level
so it falls down
if you want it to stay high up
you would have to give it geometry to stand on
but that will look funky
Ok, i got it, i did tried that indeed, but it conflicted with the objects around yep. Especially within a dugout or similar
yes cant make it clip into things
if you want it to stay on top of something you basically have to attachTo script it
otherwise its very hit and miss
but it means the turret can only be on such raised platforms
in which case I would make the stand for it into the model
make the sandbag pile part of the turret
that will work
no can't do, those are gm sandbags
Arma is not great with delicate placement things like that
you can use them visually via proxy if you want
but that will make GM requirement
vanilla has some of those too though
options are a bit limited here im afraid
it is a requirement already for my project, but i was trying to basically replicate the same way NF and IFA do with the same Mg turret
does theirs stay up?
then there has to be geometry to hold it up
a-fucking-men to those 2 statements
turns out it was actually easy: normal ground modeled geo and empty geo physx lod for ideal placement behavior
indeed, sometimes the solutions are so practical that sounds like they won't work lol
so ive got a modelled holster and proxy setup on my vest but the pistol goes invisible when its not equipped this applies to all pistols im missing something just dont know what exactly?
Proxy:
P:\A3\Characters_F\Proxies\pistol_holstered
mayhaps this helps
switch from 0 to 1 im guessing?
I ain't getting anywhere with this _ads texture. This is how it's looking at moment 😄
Any advice on how to do it correct
For making buildings how do LOD’s work with interiors
I’ve typically been doing adshq for my interiors but the same process can be used for an ads
How I do it in blender is I apply neutral gray diffuse shader to the model (hex: 808080) then I’ll bake a diffuse map with indirect lighting and color input utilizing the fast GI approximation settings. For an interior with no windows you can make a plane and apply an emissive shader to it and that will provide some light. It will need some post process editing in PS or gimp to denoise and brighten up a bit.
I then bake an AO in Xnormal with these settings
After editing the diffuse bake it will be put into the blue channel then I overlay that same texture on top of my AO and reduce its opacity to around 35%, merge those then put it into the green channel
same way as with anything
Do you just decimate (or half the face count) on the entire building every LOD?
You can, but that can lead to UV becoming skewed on the distance lods
You can especially notice this on large fine details
ie writing on a building
no
I would recommend more manual approah at least for second lod
removal of tiny details, camfers etc
for 3rd lod you could remove everything that can not be seen from outside through windows and openings
and last lod should be simple silhouette boxes that have the main model baked on it
hanoi train station middle section lod1 roughly 60k tris
https://cdn.discordapp.com/attachments/105462541215358976/1283806728189902919/image.png
lod2 half of that
3rd lod drops signicantly already
the interior is fully removed and windows are no longer see through
last lod is 300 tris with baked texture
now the polycount is somewhat higher because this is a single use hero asset and it has extensive interior
and due to the windows and being able to see inside in many angles the lodding had to have compromises with the agressive last lods
How well do you reckon removing everything inside and just pasting the see through windows with a texture of interior walls
Maybe not on the second lod but beyond that
that can maybe work too
i feel it oddly satisfying to see a "lowest LOD" that looks actually quite good
How do I define the specific penetration of an object? Like how much it’ll stop bullets
Materials you assign to the Fire Geometry. All of those can be found in a3\data_f\penetration. If it’s not in the data_f folder it’ll be in data. I’m not at my computer right now.
Thank you, is there a guide/ specific templates for materials (like metal, wood etc)
And can you change the values to make or match something like ceramic plates or kevelar
yes, its a mixture of the bisurf/material, fire geometry setup/thickness and the hitpoint setup:
See:
https://community.bistudio.com/wiki/RVMAT_basics (last section)
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Hitpoint_Creation
https://community.bistudio.com/wiki/Arma_3:_Damage_Description
Cheers
Will arma 3 or a3 dlc (non-cdlc) object model retextures for use in terrains still get you shot around here or is that chill now
If it breaks a license or you use IP which you do not have permission for, it will still rightly get you shot.
You'll need to determine if what you want to do is legally allowed, and if it is, no problem.
Arma 3 retextures were always tolerated. Don't know what you mean.
If you mean ripping stuff in order to do them, well ripping stuff is still illegal so I also don't understand if that's the question
I'm guessing he means retexturing official objects. Terrains can't use hidden selection or whatever they are called. You need a p3d model
i spent way to much time on this.......http://i.imgur.com/UlU1nrI.png ITS A PLUG!
ACE3 - Intense Plug Simulator 2016 😄
Looking good, what's it for?
Besides the obvious "plugging". 😄
well you will be interacting with them alot if you are operating Artillery, taking plugs out, putting fuses in, picking plugs off the floor, putting them into boxes, if you don't want your firebase littered with garbage
something like this -> http://www.thomaswictor.com/wp-content/uploads/2015/05/M107_155mm_round.jpg
Ah, I see. Fuze placeholder. 😄
pretty much,
Fellas, do AI in turrets use an specific config entry to define the axis of the barrel?
I have a vehicle that shoots correctly for players but AI seem to be taking the "center" of the vehicle as aiming point (and as such applying the axis limits for rotation and elevation), guns shoot correctly according to barrel direction but aimpoint fo AI is way low.
Does the vehicle weapon have AI modes set-up within it?
its inheriting from vanilla weapons, so I would assume so (ex: cannon_120mm)
Are the turrets center to the vehicle or offset sideways? Where are the gunner proxies located?
what target are you shooting at? Do you let it shoot itself? aimpoint (for others to shoot at it) is a memorypoint... if it doesn't exist, it might use 0/0/0
I have a question I have been using Blender for some years now and have built many things, but now I want to add buildings to Arma 3 what is the process to doing that. thank you
You're most of the way there then
Have a look at samples to see how LODs/Named Selections/modelcfg interact together
Also grab the blender tools from the pins
is there any videos showing a tutorial of this
Not for buildings afaik
ok well how do people even know what to do if there isn't any tutorials
They are offset indeed. This is not a conventional vehicle (its basically a mech that behaves like a tank). Do gunner proxies position influence that?
Samples and lots of trial and error
Wiki helps too
Yeah, zamerny mem point rigth? Added it yesterday and AI started shooting at the center of the hull so thats one problem solved,when AI is using them, they still aim from s very low offset
that's what I'm asking about
I'm guessing it hasn't changed, then?
Was what you want to do breaking a license or illegally taking IP "before"?
I don't understand why the specific model makes a difference. Maybe DLC vs non DLC or CDLC
Neither Dedmen or I understand what your question is, so can't give you specific advice, other than to say if it was illegal before, and nothing has changed in the license, then it's still likely illegal now.
It doesn't make a difference.
DLC, non-DLC, CDLC. You don't have a license to use any of the models
By use you mean modify, correct?
Modify or copy yeah
I’m planning on making a full tutorial for getting a structure from blender to arma. I just need to get a few things in order
What is required for tank treads to properly look right for when its moving? Based off what I see for the base game tank tread paa I am guessing the texture is for a single tank segment and then its repeated out to make the whole track correct? and then the game animates the track UV moving up and down?
Yes, you're more or less correct.
Put the UV texture for the tracks on a vertical strip across at least one whole UV island. You can texture either a segment and repeat map it, or texture the whole track, as long as it's vertical and starts/finishes on a uv island edge.
Name them passoffsetL and passoffsetP in the p3d and put those selection names in the model.cfg sections[].
Use these config parameters:
selectionLeftOffset = "pasoffsetL";
selectionRightOffset = "pasoffsetP";```
Okay cool, gotta go reuv then cause config wise/p3d wise its all good, just looks funny cause the UV is not that lol. Like on the left track parts of it look like its going sideways
wish there was a track sample that I could just and adjust 😦
there anyway to get a barricade to have swap to a destroyed version on taking enough damage? I know you have house ruins and stuff, but it seems like i cant get it to swap models. It does do the smoke and it deletes itself. So it seems like its wanting to swap models
need to make it house type too
the ruin model? I have both set to it in the models geo lod
ruin model dont need to be house type.
or are you talking about vehicleclass?
but the object you want to turn into a ruin needs to be house simulation type
and you need land_p3dname config class for it to configure the destruction effects
class Ruins_F;
class House_F: House
{
class DestructionEffects;
};
class land_TKE_DeployableCover: House_F
{
model = "\TKE_Props\land_TKE_DeployableCover.p3d";
armor = 1000;
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
displayName = "[TKE] Deployable Cover";
hiddenSelections[]={"camo"};
hiddenSelectionsTextures[]={"\TKE_Props\data\TKE_DeployableCover_co.paa"};
mapSize = 5.27;
editorCategory="TKE_SciFi_Props";
editorSubcategory="TKE_Mil_DefenseObjects";
icon = "iconObject_4x1";
vehicleClass = "Structures_Walls";
animated = 0;
coefInside = 0.5;
coefInsideHeur = 0.8;
cost = 1000;
class DestructionEffects: DestructionEffects
{
class Ruin1
{
simulation = "ruin";
type = "\TKE_Props\land_TKE_DeployableCoverDestoryed.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};
class land_TKE_DeployableCoverDestoryed: Ruins_F
{
model = "\TKE_Props\land_TKE_DeployableCoverDestoryed.p3d";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
displayName = "[TKE] Deployable Cover (Destroyed)";
editorCategory="TKE_SciFi_Props";
editorSubcategory="TKE_Mil_DefenseObjects";
icon = "iconObject_1x1";
};
```I mean thats the config for it
the sample house had example of that I think
your p3d name is land_TKE_DeployableCover
so the classname needs to be land_land_TKE_DeployableCover
land_ is classname prefix
that tells the engine to connect that class to a p3d template on a terrain/wrp
so if the p3d was swapped to TKE_DeployableCover the classname would be fine as is?
yes
lemme give that a check
if you got them on a terrain
youll need to alter the template name and p3d path
as well as export new wrp and build the map
so the changes apply
no terrain, just for placable props
then the land connection is irrelevant
and it should pull simulation type from the config instead of the p3d
It was relevant actually. It swapped models finally
so the config/p3d classname issue was the problem. Thank you
Thats my theory. Just need to sort out the particle effects since its inheriting from house_f lol
Ty goat
you can also not inherit the desturction effects
youll just have to pull the ones that hide the original model from the base house class
good point
I found that easier when doing some more mild effects on walls that turn into ruins for sogpf
Are there any good presets for doing welds like that in ZBrush?
if I were to make a tea cup that would be held as a weapon, how would I go about it in terms of configs? I already made the tea cup and have the .rtm file with the hand anim of the dude holding the cup
honestly id make it a rifle, make it have no mag/ammunition
depending on what you wanna use it for
might be able to get away with it being a handgun, since its small lol
are all your turrets modeled to point straight forward by default btw?
can you perhaps get some pictures of how they fire VS how you would expect them to fire? if not here then you can DM me
indeed, I can tomorrow if that alright
but they are modelled facing forward yes
@last spindle : http://politicalsculptor.com/images/uploads/estore/29/01.jpg
Hello all 👋 I just created my first ever mod in arma 3 and I had to learn Blender, how to add custom texturea and also how to export it as a mod.
Now I have a final question ❓
- Is it possible/doable to add a custom action on an arma object dropped on the ground ? In my case, the new object is a seismic sensor and I would like that the player has access to an action (through scrollwheel action) when they look at the object when dropped on the ground.
Thx in advance ! 🪖
(also, I am trying to write a small guide here https://docs.google.com/document/d/1Es7EF1G6GCeFO6nxI3gMZQnoEQt-59IDduSJwMoL38k/edit in order to share the knowldege with noobs like me that are just starting)
I dont think you can add such feature on a item
because when and item/weapon/gear is dropped they are placed inside a ground holder object
they dont exist independently
Maybe with eventhandlers?
yeah that is what I have in mind, but i thought maybe there is a cleaner way to do it using the object
and cfgWeapons type things dont have userAction class in them
(also because some choppers from some mods have such action when inside of them)
so it would need to be a cfgVehicles type thing
a helicopter is a cfgVehicles kind of a object
and can have user action in it
I will check if there is an eventHandler like "dropped" or something and once I detect that specific object i will run a custom script on it to initialize it
on mission level you can add a evenhandler to a player that could perhaps interact with a ground holder object that has your item in it
if you make the sensor as a mine
you could likely tie stuff to it through its placement event
currently it is a magazine :/ Will take a look to change it to a mine if doing it using eventHandlers is not feasable 🙂
Thx for the precious inputs ! I shall be back 🥲
as a magazine you could maybe do a mission added inventory eventhandler that allows you to activate it from inventory
or have a user action on player to activate it
so if you drop the magazine its just a inactive sensor you drop
good idea ! I alrady do thgat for some of my other scripts 👍
but if you use the action its removed and a new active sensor object is placed down
Or this yeah, I just start with a rifle as an example lol
-For anyone who wants the arma 3 rig setup in marvelous designer
that’s really useful, you should put that onto a GitHub or something similar
easier than digging through files there
Gday all, is there a way that a specific LOD can be set as a proxy for a vehicle? Making a few armored vehicles and i wanted to use some interiors for them, mainly the Slammers passenger compartment
the lod used is based on where the proxy is placed
so if you have a proxy in view cargo lod of your model it will use the view cargo lod of the proxy (if it exists, probably defaulting to other reslods if it doesn't)
at least I think this is the case, proxies can be a bit weird
Guys I'm trying to add "guerrilla garment" to my config but it's kinds uses 2 models what's the model name exactly?
Or I must add 2 model's names in "model" line?
i build a target mod and inherited from House_F, do i need to have a model cfg next to model file? because i used hiddenselection thing but it didnt work
Can't do 2 models
Please explain in more detail what you try to do
Because it does not quite make sense
Modelcfg needs to be in the same folder as p3d
But hiddenselection is not related to modelcfg
Hiddenselections sections are defined in model.cfg
mb remembered it being in config
but you can have hiddenselection in models that dont have a modelcfg for textures can you not?
No
where can i find a example model.cfg for that target model
sent you a DM now. Thanks!
Retexture the "guerrilla garment"
Don't know the model name
is that a uniform from arma3?
then it does not use 2 models.
just 1
(nothing ever uses 2 models)
Model name and directory?
Oh no config viewer
if you inherit from that classname it will get you the model path from the source
since retexturing you dont need to touch the model path
I need to know for my uni
eh?
Uniform
Which doesn't make sense. What exactly you're trying
I said it's retexture
But idk the model name
Which means no model is required
Or where it is
But it needs to type the model directory at "model" in config
no you dont
when you use class inheritance
you inherit all the properties you dont need to change from the original class
U mean "i_g_soldier F"?
yes
You really need to learn how a config or even Mod works
It gives the default stats or I must give it stats
Like how many items can carry
you can add all your changes into your new class
they will then overwrite the iherited original values
you really need to read the class inheritance wiki page
But I need to give my texture
yes your new class will have hiddenselections[] = "yournewtexturepath and stuff"
that will overwrite the original
So what about arsenal?
I mean the config that shows it in arsenal
anything, you can change every single thing in the config once you inherit it and leave it as is for what you dont require to modify, IE:
myMagicalClassname : i_g_soldier F
{
author = "me_Who_Else_Would_It_Be";
OtherConfig = "newValue";
hiddenselections[] = "relativePath";
};
All the other stuff you dont change stay the same
@grizzled halo
just change what you need to change and leave what you dont
scope, displayname, etc
ℹ️ Not sure if the best place to put this but I wrote a procedure (that I will try to keep up to date) to** create Arma 3 inventory intem from scratch** : https://github.com/gerard-sog/arma3-macvsog-columbia-items
Feedbacks on it are welcome!
(if not the appropriate place feel free to redirect me and delete this msg 🙂 )
What would be the best way to check fire geometry/hitpoint correctness?
shooting it is probably the easiest way, otherwise
https://community.bistudio.com/wiki/diag_toggle
HitPoints
and
Shots
are two that should be helpful
hitpoints visually shows you the hitpoint radius'
shots will show if bullets are hitting/penetrating etc
Can you make hitpoint radius visible in OB somehow?
Yes, switch to dev branch and run the diagnostic .exe
diag_toggle "HitPoints";
i dont use zbrush though, just take the alpha mess about with its shape in photoshop and then use NDO
What config you mean?
Path to textures need to be p:\
Buldozer startup is pasted here in the chat history
You might find it with the search
Yes
hello team
I have make the Greenhouse, When I destroy it, instead of turning it into a ruine object, it disappears completely. What is the solution to this problem?
did you define the ruin in its config?
yes of course, I'll share it with you
class greenhouse: House_F
{
scope = 2;
scopeCurator = 2;
displayName = "greenhouse";
ladders[] = {};
model = "me\greenhouse.p3d";
icon = "";
class DestructionEffects: DestructionEffects
{
class Ruin
{
simulation = ruin;
type = "\me\greenhouse_ruins.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
armor = 1000;
editorPreview = "";
};
class greenhouse_ruins: Ruins
{
scope = 2;
scopeCurator = 2;
displayName = "greenhouse ruins";
vehicleClass = "Ruins";
model = "\me\greenhouse_ruins.p3d";
icon = "";
editorPreview = "";
};
you're missing the land_ prefix in your class names
Where do I put it?
also its the default ruin destruction class is called ruin1 if I remember right
ok few basic things also
ruin1 was from A2 iirc
you need to select yourself a modding tag_ prefix that you put in front of your files
so your greenhouse.p3d would be called abdoo_greenhouse.p3d
so that it does not get mixed up with anyone elses greenhouse.p3d
then your classname would be called land_abdoo_greenhouse
so that the config connects with the p3d
simulation would still be ruin
class DestructionEffects: DestructionEffects
{
class Ruin1
{
simulation="ruin";
type="\A3\Structures_F\Civ\BellTowers\BellTower_02_V2_ruins_F.p3d";
position="";
intensity=1;
interval=1;
lifeTime=1;
};
};```
oh yeah
though since Ruin1 was not actually defined in the base classes
it can be named anything youlike
I will edit it and try again.

