#arma3_model

1 messages · Page 37 of 1

stuck oyster
#

try without the BBoxes maybe

alpine matrix
#

gonna make sure the orientation is good then ill try without

stuck oyster
#

            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

subtle bison
#

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"}; 
}; ```
charred bolt
#

I'd echo what the others have said:

  1. double check UV and normal direction
  2. double check PiP mesh is in front of other mesh and doesn't have a selection name such as "camo"
  3. comment out bboxes from code
  4. use lower case throughout (can matter if you have both UPPER and upper selection names)
  5. temporarily remove the window glass mesh from the vehicle door in Pilot/Cargo LOD
alpine matrix
#

i flipped the BBox and it looks fine now

charred bolt
#

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.

analog garden
#

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

alpine matrix
#

was going fast, then tried cutting corners

bleak heart
#

Structure > Find Components

charred bolt
rich meadow
#

Hello all 👋
Any good resources/tutorial to follow to create a new item in Arma 3 ? I am a complete newbie in asset creation.

charred bolt
#

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

rapid ibex
#

Find Components did

#

Mass=0

charred bolt
rapid ibex
#

Yes

rapid ibex
charred bolt
#

Change the window Fire Geometry material to a3\data_f\penetration\glass.rvmat

rapid ibex
#

i try

rapid ibex
charred bolt
stuck oyster
charred bolt
#

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.

rapid ibex
stuck oyster
#

there probably is example

#

maybe in the car or house

candid mason
#

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?

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like a posxx that is aiming down a hallway

stuck oyster
#

no

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thats up to mission maker

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well ok technically there could maybe be AI actions in there that give such commands to the ai

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buut its a bit hacky

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and might not even work

rapid tree
#

Should this question not be moved to mission makers ?

stuck oyster
cinder summit
#

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

stuck oyster
#

Paths dont match what gets packed into PBO

#

so textures are not found

#

= black

cinder summit
#

Weird, because I double checked the path in the p3d and the pbo hiddenselections. I will look again, thank you!

stuck oyster
#

do you use P drive?

cinder summit
#

Yeah, I build with pboProject

stuck oyster
#

have you tried unpacking your pbo to see what gets into it?

cinder summit
#

Yes, I double chacked that the paa files properly copied over

stuck oyster
#

is the folder structure same as you use in the p3d/configs?

cinder summit
#

Pentuple checking the P3D now, but it yes to the configs

stuck oyster
#

Id assume somethign works since the vest and headgear has textures

#

could maybe be broken rvmat too I guess

cinder summit
#

yeah, my p3d is good too

cinder summit
stuck oyster
#

do the textures work in bulldozer preview

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in object builder?

cinder summit
#

I haven't checked in O2

#

I'll do both

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Thank you

stuck oyster
#

thats all i got for now in anycase

cinder summit
#

Alright, thanks!

stuck oyster
#

i'll check back later

cinder summit
#

I can't get the uniform, vest or helmet texture to show up using buldozer

#

No clue why

rapid tree
cinder summit
#

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?

cinder summit
#

I’d love to be able to make sure it works in buldozer

stuck oyster
#

or is it just the same ones missing?

cinder summit
#

None of them work in buldozer, no

#

I set up texture path as P:\

stuck oyster
#

that would indicate the paths dont match the folder structure

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as in a path P:\folder\folder2\f3\texture.paa -> folde\folder2\f3\texture.paa

cinder summit
#

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

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Because clearly my eyes are tired and I’m missing some detail

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Thank you for the help so far though

rapid tree
#

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 ?

stuck oyster
rapid tree
stuck oyster
#

perhaps

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typical wreck behavior is that it just stays there

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does it have valid geometry lod that has mass

rapid tree
#

i noticed the vanilla ghosthawk behaves the same

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but if the wreck model dont work properly why does i collide with it

stuck oyster
#

maybe just some part of it dont work right then

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compare your wreck to the samples if there is some difference

rapid tree
#

i already did

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i used the sample p3d as base

stuck oyster
#

if you just put in a direct copy of sample p3d does that work right?

rapid tree
stuck oyster
#

Yes

rapid tree
#

i try it

analog garden
#

💀

rapid tree
rapid tree
rapid tree
analog garden
stuck oyster
rapid tree
#

@stuck oyster voila

stuck oyster
#

works now?

rapid tree
# stuck oyster 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

stuck oyster
#

makes sense

rapid tree
mossy mulch
#

can flags go on weapons

stuck oyster
mossy mulch
#

😦

formal halo
#

Message blocked L

stuck oyster
formal halo
#

My message got blocked by discord to kjw lol

#

@mossy mulch sadfaicman

mossy mulch
#

😦

stuck oyster
#

okay?

honest atlas
#

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

stuck oyster
rapid tree
#

@stuck oyster I have another problem i changed my PhysX Geo and for some reason my helicopter tilts back on placement

stuck oyster
#

probably related to the mass center

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in geometry lod

rapid tree
#

But it worked before, do i have to validate the geo lod again ?

stuck oyster
#

physx geometry handles collision

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but no mass distribution

rapid tree
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But i ididnt changed the geometry just the physx

reef gate
#

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

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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

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Or like the wing of a cargo plane completely falling off

stuck oyster
#

probably makes things a lot more performance heavy

charred bolt
# reef gate Or like the wing of a cargo plane completely falling off

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.

cinder summit
#

that would make things very performance heavy

stuck oyster
#

hiding parts is simple though

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but if one wants parts falling off

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that gets tricky

cinder summit
#

i assume falling off is what they want

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i mean

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you could import vehicle object pieces and then spawn them as a vehicle crashes

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If it's only like, front end and tail, it shouldn't be too bad

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and I'm pretty sure there's an event handler for that

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anyway, as promised, my file paths in my p: drive, p3d and in my code

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and my texture code is in CfgVehicles with the unit / uniform code

stuck oyster
#

if you check the p3d in OB and the paths there what do they say?

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the p3d export from blender should cull P:\ from the path

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but in case it has not done that

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(pboProject should complain about that though)

cinder summit
#

In o2 they're the same but ill show you

cinder summit
#

ill try that after

reef gate
stuck oyster
#

its possible. needs parts as separate objects

#

then scripting on damage to spawn such

reef gate
#

Like when the wing is hit the wing on the main model is hidden and a new one is spawned

cinder summit
#

honestly it's not a bad idea

reef gate
cinder summit
#

now i kinda wanna script it myself

stuck oyster
#

Id recommend particles

cinder summit
stuck oyster
#

less chance of physX shenannigans

reef gate
cinder summit
#

It shouldn't be too difficult to script

charred bolt
cinder summit
#

How do I open that window?

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(I'm not super experienced with o2)

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found it

charred bolt
#

Window > Resource Library

cinder summit
#

I only have 3 textures

charred bolt
#

check materials as well

cinder summit
charred bolt
#

and may as well check ext dependencies too

cinder summit
#

Lmao

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yep!

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they're also good

charred bolt
#

so OB is happy with your paths

cinder summit
#

I guess, but buldozer no show texture

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even for the stuff that works in A3 already

charred bolt
#

Check this setting in case it's enabled

cinder summit
#

nope :(

#

suffering

charred bolt
#

Have you tried making them .tga's and changing the OB paths to point at those tga's?

cinder summit
#

No, can I ask why?

charred bolt
#

For one, you'll be able to see the textures directly in the OB viewport

#

what resolution are your textures?

cinder summit
#

2k

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i think

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@analog garden

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they made em lmao

stuck oyster
charred bolt
#

check if they are exactly 2048x2048

stuck oyster
#

and where you start Object builder from?

analog garden
#

they are exactly 2k

reef gate
#

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

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What actually is it? It seems very intimidating

charred bolt
stuck oyster
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it represents the root of the games internal folder structure

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so path P:\folder\file.thing becomes parameter = folder\file.thing in config and p3d

cinder summit
cinder summit
#

It's so annoying

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This has never happened any other time I import a uniform

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What I'll also note is that the uniform doesn't have a display name

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Vest and Helmet are fine but not the uni

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ok

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i thnk i figured it out

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my uvmaps were set wrong for some reason

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I'll try this

stuck oyster
cinder summit
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Yeah, UVSet 0 was empty and there was a UVSet 1 instead

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Reshuffled and renamed

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Just binarized

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Let's see....

#

It worked!
Awesome!

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Thank you guys for the help

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Sorry for wasting the time when it was just the UVMap

stuck oyster
#

not waste of time since it often helps to rule out things

rapid tree
analog garden
autumn rose
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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.. 😦

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I used blender a little in the past...

stuck oyster
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it is possible sure

autumn rose
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Mhm but need a lot o time mhmm? Maybe there is another solution, have not really time to learn both actually

stuck oyster
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well I mean if you dont know how to then yes it will take some time

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but if you need some specific kind of bridge then that may be the only option

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you can of course use vanilla bridges

autumn rose
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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?

civic forge
#

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?

delicate gale
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Hi,i get this error and i dont know how to resolve this, i cheked every path and model cfg

white oak
delicate gale
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just mlod path change

charred bolt
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Which modelling software are you using for making your model Crye_JPC_Assaulter_8.p3d?

delicate gale
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the guy teached me about mlods

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and model cfg

charred bolt
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Can you confirm that you have a license to work with this model from the original creator (ie. it's not ripped or stolen)?

delicate gale
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i think its from tfl drive pack

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from what i remember and yeah...

charred bolt
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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.

delicate gale
formal halo
stuck oyster
#

so you can not use that

cinder summit
stuck oyster
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did you guys already clear the Fallout IP use with Bethesda and BI?

cinder summit
#

We read Bethesda copyright licensing and are abiding by their copyright rules.

cold wyvern
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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?

lone robin
glacial compass
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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

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Thanks in advance

mossy mulch
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make sure its assigned to correct selection in vp

glacial compass
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very good point I'll check

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Thanks it was that, wrongly assign to another selection

visual rock
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Hey guys I need some help

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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

marsh canyon
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Troubleshooting 101: Do not summarize the error message

stuck oyster
trail junco
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why do these parts of my model appear white when looking at them through something with transparency

stuck oyster
trail junco
fluid copper
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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?

stuck oyster
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things are not typically spawned as simple object

fluid copper
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Im spawning them, if I spawn it inside the player, or a vehicle it collides if its a larger object

stuck oyster
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generally anything should collide if thy are spwaned inside each other

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if you need to place something inside a physX thing or character it needs to be attached to it

trail junco
stuck oyster
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because last time someone said this to me. there was alpha channel

trail junco
fluid copper
fluid copper
stuck oyster
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instead of cite me what type it is

trail junco
#

i even tried with no texture applied to it

steady elk
#

Classic

fluid copper
steady elk
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broken glass renders well.

trail junco
#

does anyone know how to have a relative path for a texture for a object?

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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

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because when I try that it just says cannot load texture

stuck oyster
#

thats not really a thing

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what exactly are you trying to do?

trail junco
#

wouldnt the textures path need to be relative so whoever downloads it has it applied?

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MissionFileName/images/image.paa

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something like that

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but if I do that it says cannot load texture because it isnt the full path

trail junco
stuck oyster
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Why not

trail junco
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because I want it to show up to anyone who joins without them having to download a mod

stuck oyster
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Well I suppose good luck

trail junco
#

😭

stuck oyster
#

People need to download it anyway. It'll just bloat your mission file

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Theyll either wait for the mod to download for few minutes or they wait for the mission file to download for few minutes

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There is no advantage

trail junco
# stuck oyster 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

meager bronze
#

what happend that bro with mod rank dont know the issue after all thease years 🤡

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you can clearly say that only 1 object contain transparency delet

meager bronze
umbral shuttle
#

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

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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;
stuck oyster
stuck oyster
autumn rose
#

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?

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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

white oak
#

Measurements are 1:1

autumn rose
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Aaah thats nice, thx 🙂

stuck oyster
autumn rose
#

You mean something like an runner or offshoot in addition to a slightly thick plate? Mhmm ill try it then, makes sense 🙃

white oak
stuck oyster
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I did mean just ramps modeled in if its just a bridge made to fit that particular spot.

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If its meant to be reusable and possibly combined then splitup is smart design

white oak
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Think marmo means those curvy bits you use to go off the highways though

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I mightve understood that wrong
I am a dum dum after all

autumn rose
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Ah Ken was alright. Yeah havnt thought about splitting and Reuseability, but i like that thought, very practicaly. Thx Goat 🙂

stuck oyster
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Offshoots would need to be separate yeah

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It is possible to make even curved ones

autumn rose
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Mhmm yeah, buts its just for a highwayhroad...dunno, have thought about some easy, but more practical looking

stuck oyster
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But they need to be split into segments as the road area defining points can only be straight

autumn rose
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Mhmm thats quite interesting, but yeah, somehow understandable because you use "only" polylines for roads

white oak
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Would've been great of curved bridges were possible

stuck oyster
stuck oyster
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It's split into like 4 parts

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Works with AI too

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So the dark shaded corner there is split into 4 parts

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It is little tight but works

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Wider turn would be much easier for AI

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(quadbike for some reason has trouble with multi part or long bridges so don't use it for testing AI)

meager bronze
stuck oyster
meager bronze
#

you tell poor guy how to fix his issue when you dont know whats the issue

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cuz what i have said is proper way

stuck oyster
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Ok

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You are being pretty rude about it though

meager bronze
#

moderator role doesnt make you great modder just a reminder

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nah just saying facts

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nothing rude has been said so far

stuck oyster
#

Well there is the clown emoji

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And personal attack on me

meager bronze
#

personal attack on you?

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LMFAO

stuck oyster
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And pulling in me being a moderator which has nothing to do with modding

marsh canyon
#

Back off both

meager bronze
marsh canyon
#

Do I need to say what I say or have to clear this convo

meager bronze
#

🤷‍♂️

marsh canyon
#

I'm not saying I'm on HG's side. Not on you either

meager bronze
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not asking to pick a side

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but calling what i have said as personal attack just made my day a bit

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rent free

marsh canyon
#

Have to agree. But it's offtopic much

autumn rose
#

@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?

stuck oyster
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All the lod work can be done in blender

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Very little needs to be done in OB if anything.

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A bridge would not necessarily need any config even

autumn rose
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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?

stuck oyster
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There is no specific guide on bridge making though

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It is better to have objects in separate pbo so separate folder for them on P drive

white oak
stuck oyster
#

But as we have been told, I'm not very good at this stuff.

white oak
#

I mean documentation for NonAI class is just a list of forum posts so

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I'll take your word for it

stuck oyster
#

Bridge would have "class road" named property that defines it's basic purpose

white oak
#

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

stuck oyster
#

Yes

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And those are what I referred to earlier when I said curved bridge needs to be cut in segments

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As those points can create only straight lanes

white oak
white oak
charred bolt
stuck oyster
white oak
#

I'm more thinking long arcs around a hill or over a cove etc

stuck oyster
#

Those should work pretty well

stuck oyster
stuck oyster
white oak
#

We were so close to giving up on mehland because heightfield kept breaking every other build

stuck oyster
#

Since basically each segment is technically straight anyway

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Just visually it will be nicer with bit of curve and correctly angled ends so they match

white oak
#

Hmm 15/30/45 deg parts with snapping
On to definitely will do it sometime list it goes

autumn rose
#

Mhmm did you actually make your parts in one blender window? like 3-4 separeted objects or all with a separate file?

stuck oyster
autumn rose
#

i mean, shouldnt blender been able to safe objects separatly?

stuck oyster
#

With overlap due to the angle

stuck oyster
autumn rose
#

Mhmm thats very nice :> Then i need basicly copy the original bridgepart and edit it for the entries

white oak
#

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

stuck oyster
#

I just don't apply transformations on export. So each thing exports by its own origin

stuck oyster
#

But basic non destructible bridge does not need any config I believe

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Bridge destruction is a bit iffy anyway since ai pathing don't seem to know the difference

cunning temple
#

What's the correct way to do the _ads texture for a building in blender? Mine's turning out way too dark

storm wave
#

@cunning templeman i can pay you if you will help me get an obeject into arma 3

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just a few minuts

cunning temple
#

I'm having trouble myself, don't ask me for help with it 😄

storm wave
#

man

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lol

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any one who can

lone robin
storm wave
#

room

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and other thing

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like thet

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just anything know how to get the object into arma 3

cunning temple
#

use the plugin for blender. Look at the sample models to see how they do it

storm wave
#

didnt teach me any thing new

#

olso when you view the LOD resolotion it delets it sattings

storm wave
cunning temple
#

?

lone robin
storm wave
#

yeah i know

#

i just can make it all work the same time

lone robin
storm wave
#

i cant get an object into arma 3 with all LOD's working

cunning temple
#

did you enable them in the blender plugin?

lone robin
storm wave
#

i dont need blander thing

#

i need the object builder thing

#

if you would wanna help me i would maybe pay you

lone robin
storm wave
#

why

#

its the LOD's thet dosent work

cunning temple
#

You can do it all in blender, why you trying to use object builder to setup lods?

lone robin
# storm wave why

If you want you can send me your .blend file and I’ll see what the deal is

storm wave
#

No need to touch object builder?

storm wave
stuck oyster
storm wave
#

Ok

cunning temple
storm wave
#

I dont know how you make multipale

#

And so i dont need to touch object builder?

cunning temple
storm wave
#

lods

#

i can only choose one

cunning temple
#

I've got no idea what you are doing lol
This is like your sat map all over again

storm wave
#

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

cunning temple
#

You have to make multiple objects and mark each one as it's lod type

storm wave
#

what

#

like if its a ball i sould copy the ball 3 times exetly on itself to make tree lods?

cunning temple
#

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

storm wave
#

ok

storm wave
#

thets?

#

how do i make it good any guid?

lone robin
storm wave
#

thanks so much man

#

🙂

storm wave
#

@lone robin

cunning temple
#

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?

stuck oyster
#

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

cunning temple
#

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

stuck oyster
#

land_ classname connects the p3d with the config yea

#

terrain only knows the p3d name for it

storm wave
#

whats wrong here

#

i can still move trow the object

sour bough
#

Is it convex and componented

charred bolt
stuck oyster
storm wave
#

what does it mean

storm wave
stuck oyster
#

thats all I got about it blobdoggoshruggoogly

south badge
storm wave
#

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

cunning temple
#

You tried packing with pboproject and see what errors it gives in binlog? That helped me with a couple of issues yesterday

storm wave
#

pbo project just doesent help

#

but it worked fine with a simpale cube

storm wave
stuck oyster
#

probably just means your geometry is not made right

storm wave
#

did it the same

#

man

cunning temple
#

It's hard to see anything from your image, as you have all the layers enabled

storm wave
#

can someone join me on a call to help me

charred bolt
#

Doesn't appear to be using a p: drive

umbral shuttle
#

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

charred bolt
umbral shuttle
obtuse rain
#

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.

charred bolt
mossy mulch
umbral shuttle
storm wave
#

i can only shot the letters

#

and i can walk into the model all of it still

formal halo
#

is it triangulated,
does it have mass,
is it convex,
does it have multiple uv sets

storm wave
#

Convex and uv sets

#

I dony undestend

#

Could you tell me

cunning temple
#

did you make sure all parts for the geometry are convex?

lone robin
#

I literally sent a video showing where/how to check for non closed and non convex lol

cunning temple
#

He tends to rush in then messes it up

storm wave
#

I did it

#

Convex you me treyengulate

storm wave
#

if it finds non convex what do i do

cunning temple
#

make it convex...

white oak
#

You know it'd kinda be a nice modelling exercise
Make a building entirely out of non-convex shapes and have it properly collisioned

stuck oyster
#

🤔 hows that different from normal building making?

white oak
#

Not by much
Reckon it'd be a nice practice on dividing non-convex objects to convex parts

stuck oyster
#

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

white oak
#

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

pallid island
#

Inb4 bounding box for collision shape

stuck oyster
storm wave
#

why you buling me

#

lol

stuck oyster
#

if you dont know what convex means you got to look it up on google

storm wave
#

come on man why you doing like thet

#

im here for the arma 3 part

white oak
#

Most people here do this as a hobby, you can't expect them to hold your hand on every single bump you encounter

marsh canyon
#

Convex is a common term that is listed in your dictionary

storm wave
#

why does it need to be convexed

marsh canyon
#

Because it does need to be

white oak
#

God (RV3 engine) deemed it so

storm wave
#

so i press

#

it will destroy my model

lone robin
storm wave
#

didnt do it

lone robin
#

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.

storm wave
#

how

#

and whats the alternetive

#

and other then the letters the edges are non convex

lone robin
storm wave
#

the sended you a model i want to have in arma 3

#

thet is not modifeid for arma 3

lone robin
#

Send me the model you are currently having issues with

storm wave
woeful viper
#

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

white oak
#

Funny thing is the toolbox is a fork of the open source libraries

woeful viper
#

yeah they do a lot of copy cat-ing

storm wave
woeful viper
#

their "latest inovation" Simscape tool is also just a reskinned and proprietary-ized Modelica / OpenModelica

white oak
#

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

lone robin
storm wave
#

why blander

woeful viper
#

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.

white oak
#

Bit of both

#

Unis are in the same problem that they have plenty of technical debt to matlab

lone robin
storm wave
white oak
white oak
woeful viper
#

Time to work on a proprietary matlab-code-to-opensource transpiler ... 😈

lone robin
woeful viper
#

"i can free you... but only for a small nominal fee of... 1 million"

white oak
#

They fall face flat when theres a toolbox involved though

woeful viper
#

thats what i meant...

white oak
#

All boils back down to our lord and saviour
C

cunning temple
#

Is he back to using object builder again?!

white oak
#

who msb?

cunning temple
#

yea

stuck oyster
#

Im hoping Dr seuss wont get roped in doing his work for him now

#

😑

cunning temple
white oak
#

Maybe we should start telling them opposite of whats supposed to be done
Better chance that they might actually do things correctly then

charred bolt
#

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.

storm wave
#

WTF

#

and you didnt belive me

#

and it has the lods working

cunning temple
#

Why does it look different to the other one you posted? Did you start something new before fixing the other one lol

lone robin
storm wave
#

how do i put it

white oak
#

with effort

lone robin
pallid island
#

looks convex blobcloseenjoy

cunning temple
#

lol

#

That's one way of fixing all your issues

lone robin
#

Also geo LODs were just reused Res LOD

cosmic tendon
charred bolt
cosmic tendon
#

it was added

charred bolt
#

It's green against the texture name so OB is happy with that.

bold flare
#

Mh I thought it was supposed to work without.
As you should never have absolute paths in OB?

charred bolt
#

In the rename reference window it appears to need it, but in Face Properties it doesn't show that

bold flare
#

Ah. Interesting. 👍

stuck oyster
#

Object builder settings will need the texture path property be set as P:\

#

so paths without P:\ are read correctly

storm wave
#

How to i put a flag on an object

cunning temple
#

It's just a texture...

#

Which you know how to do, as you posted an object with textures on it

storm wave
#

Yeah but a flag is long and not sqour

pallid island
#

letters aren't square as well, what's the problem with squareness?

lone robin
storm wave
#

Like a concret panting

storm wave
#

So its squar

stuck oyster
#

you can use only part of the texture space

#

this is why you need to go and learn the basics

storm wave
#

Where

cunning temple
#

google blender tutorials

storm wave
#

Not blander

#

Guys im not talking with you on things not conncted to arma 3

#

Cus i dont need you for thet

pallid island
#

"how do i match non-square object to square texture" isn't connected to arma 3, really

stuck oyster
#

then this channel is of no use for you I guess

#

we cant help you further

cunning temple
#

I give up!

white oak
#

Guess you could say that they
Broke the Ice
I'll take my timeout now

cunning temple
#

😂

lone robin
# storm wave Guys im not talking with you on things not conncted to arma 3

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

pallid island
cunning temple
#

ffs 😄

plucky patrol
#

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

sour bough
#

Take em out of the res lod's?

plucky patrol
#

It is a solution but they will be visible on turn out action ?

bright echo
#

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

sour bough
#

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

bright echo
#

in optic mode the gunner shouldnt be visible to themselves

#

otherwise nah you cant avoid it

sour bough
#

rip

bright echo
#

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

sour bough
#

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

plucky patrol
#

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

charred bolt
plucky patrol
#

yes but the initial position of the proxy

#

does not change

#

how can i change that ?

charred bolt
#

Can you explain more what it is that you are seeing, and what it is that you would like to see?

plucky patrol
#

one moment

#

@charred bolt

#

Any ideas on how can obtain this position from proxy object ?

charred bolt
#

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.

plucky patrol
#

ahh ok

charred bolt
#

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

real crow
#

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

stuck oyster
#

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

real crow
stuck oyster
#

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

real crow
#

attachTo wouldn't be very handy

#

it works ofc, but not in the way i would like to

stuck oyster
#

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

real crow
#

no can't do, those are gm sandbags

stuck oyster
#

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

real crow
#

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

stuck oyster
#

does theirs stay up?

real crow
#

indeed

#

with or without gunner

stuck oyster
#

then there has to be geometry to hold it up

real crow
#

mm, i will try in contacting some of those fellas

#

thanks HG

stuck oyster
#

👍 good luck

#

😅 it sounds a bit challenging thing to make

real crow
#

Arma is suffering indeed

#

too late to back up 😢

grizzled halo
#

a-fucking-men to those 2 statements

real crow
stuck oyster
#

ah

#

👍

#

great

#

makes sense

real crow
#

indeed, sometimes the solutions are so practical that sounds like they won't work lol

tribal rain
#

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
tribal rain
cunning temple
#

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

reef gate
#

For making buildings how do LOD’s work with interiors

lone robin
# cunning temple I ain't getting anywhere with this _ads texture. This is how it's looking at mom...

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

stuck oyster
reef gate
white oak
#

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

stuck oyster
#

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

#

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

white oak
#

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

woeful viper
#

i feel it oddly satisfying to see a "lowest LOD" that looks actually quite good

stuck oyster
#

power of settingup multimaterial equivalent in blender

#

can also bake it out easily

reef gate
#

How do I define the specific penetration of an object? Like how much it’ll stop bullets

lone robin
reef gate
#

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

reef gate
#

Cheers

lusty ginkgo
#

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

charred bolt
bold flare
#

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

cunning temple
#

I'm guessing he means retexturing official objects. Terrains can't use hidden selection or whatever they are called. You need a p3d model

last spindle
tired bramble
#

ACE3 - Intense Plug Simulator 2016 😄

#

Looking good, what's it for?

#

Besides the obvious "plugging". 😄

last spindle
#

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

tired bramble
#

Ah, I see. Fuze placeholder. 😄

last spindle
#

pretty much,

grizzled halo
#

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.

charred bolt
grizzled halo
stuck oyster
woeful viper
#

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

hidden fern
#

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

white oak
hidden fern
#

is there any videos showing a tutorial of this

white oak
#

Not for buildings afaik

hidden fern
#

ok well how do people even know what to do if there isn't any tutorials

grizzled halo
white oak
grizzled halo
lusty ginkgo
#

I'm guessing it hasn't changed, then?

charred bolt
lusty ginkgo
charred bolt
#

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.

bold flare
#

It doesn't make a difference.
DLC, non-DLC, CDLC. You don't have a license to use any of the models

lusty ginkgo
bold flare
#

Modify or copy yeah

lone robin
umbral shuttle
#

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?

charred bolt
# umbral shuttle What is required for tank treads to properly look right for when its moving? Bas...

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";```
umbral shuttle
#

wish there was a track sample that I could just and adjust 😦

blissful spire
#

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

blissful spire
stuck oyster
#

ruin model dont need to be house type.

blissful spire
#

or are you talking about vehicleclass?

stuck oyster
#

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

blissful spire
#
    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
stuck oyster
#

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

blissful spire
#

oh

#

pffs

#

what kinda shenanigans is that lmao

#

hang on

stuck oyster
#

land_ is classname prefix

#

that tells the engine to connect that class to a p3d template on a terrain/wrp

blissful spire
#

so if the p3d was swapped to TKE_DeployableCover the classname would be fine as is?

stuck oyster
#

yes

blissful spire
#

lemme give that a check

stuck oyster
#

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

blissful spire
#

no terrain, just for placable props

stuck oyster
#

and it should pull simulation type from the config instead of the p3d

blissful spire
#

so the config/p3d classname issue was the problem. Thank you

stuck oyster
#

🤔

#

👍

#

perhaps it broke with the land_ prefixing then

blissful spire
#

Thats my theory. Just need to sort out the particle effects since its inheriting from house_f lol

#

Ty goat

stuck oyster
#

youll just have to pull the ones that hide the original model from the base house class

blissful spire
stuck oyster
#

I found that easier when doing some more mild effects on walls that turn into ruins for sogpf

obtuse rain
#

Are there any good presets for doing welds like that in ZBrush?

hexed kestrel
#

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

alpine matrix
#

depending on what you wanna use it for

blissful spire
#

might be able to get away with it being a handgun, since its small lol

stuck oyster
#

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

grizzled halo
#

but they are modelled facing forward yes

quick terrace
rich meadow
#

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)

stuck oyster
#

because when and item/weapon/gear is dropped they are placed inside a ground holder object

#

they dont exist independently

white oak
rich meadow
stuck oyster
#

and cfgWeapons type things dont have userAction class in them

rich meadow
#

(also because some choppers from some mods have such action when inside of them)

stuck oyster
#

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

rich meadow
#

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

stuck oyster
#

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

stuck oyster
#

you could likely tie stuff to it through its placement event

rich meadow
#

Thx for the precious inputs ! I shall be back 🥲

stuck oyster
#

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

rich meadow
stuck oyster
#

but if you use the action its removed and a new active sensor object is placed down

alpine matrix
thin swan
rapid ibex
#

How do I dim the length of a light?

#

I shortened it with Memory and it didn't work

analog garden
#

easier than digging through files there

honest terrace
#

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

bright echo
#

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

fading harness
#

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?

glad niche
#

hello

#

"you cannot use no prefix AND a rename"

#

what the problem?

magic oxide
#

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

stuck oyster
#

Please explain in more detail what you try to do

#

Because it does not quite make sense

white oak
stuck oyster
white oak
#

mb remembered it being in config

stuck oyster
#

From there config can access them

#

So it's both

white oak
#

but you can have hiddenselection in models that dont have a modelcfg for textures can you not?

magic oxide
fading harness
#

Don't know the model name

stuck oyster
fading harness
stuck oyster
#

just 1

#

(nothing ever uses 2 models)

fading harness
#

Model name and directory?

stuck oyster
#

idk

#

you can look it up in the config viewer

#

or you dont even need it

fading harness
stuck oyster
#

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

fading harness
stuck oyster
#

eh?

fading harness
#

Uniform

marsh canyon
#

Which doesn't make sense. What exactly you're trying

fading harness
#

But idk the model name

marsh canyon
#

Which means no model is required

fading harness
#

Or where it is

fading harness
stuck oyster
#

no you dont

#

when you use class inheritance

#

you inherit all the properties you dont need to change from the original class

fading harness
stuck oyster
#

yes

marsh canyon
#

You really need to learn how a config or even Mod works

fading harness
#

Like how many items can carry

stuck oyster
#

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

fading harness
stuck oyster
#

yes your new class will have hiddenselections[] = "yournewtexturepath and stuff"

#

that will overwrite the original

fading harness
#

I mean the config that shows it in arsenal

grizzled halo
#

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

fading harness
grizzled halo
#

just change what you need to change and leave what you dont

#

scope, displayname, etc

rich meadow
#

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 🙂 )

GitHub

Arma3 MACV-SOG Columbia - Object and Procedure for object creation - gerard-sog/arma3-macvsog-columbia-items

restive pond
#

What would be the best way to check fire geometry/hitpoint correctness?

bright echo
#

hitpoints visually shows you the hitpoint radius'
shots will show if bullets are hitting/penetrating etc

restive pond
#

Can you make hitpoint radius visible in OB somehow?

charred bolt
last spindle
#

i dont use zbrush though, just take the alpha mess about with its shape in photoshop and then use NDO

toxic cobalt
#

Does anyone know the config for the object builder in amra3?

#

(oxygen 2)

stuck oyster
toxic cobalt
stuck oyster
#

Path to textures need to be p:\

#

Buldozer startup is pasted here in the chat history

#

You might find it with the search

toxic cobalt
#

like that?

stuck oyster
#

Yes

glad niche
#

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?

white oak
#

did you define the ruin in its config?

glad niche
#

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 = "";
};

white oak
#

you're missing the land_ prefix in your class names

glad niche
#

Where do I put it?

stuck oyster
stuck oyster
stuck oyster
#

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

glad niche
#

yes, I'll try

#

thanks @stuck oyster @white oak

#

The problem is not solved, guys

stuck oyster
#
        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;
            };
        };```
glad niche
#

oh yeah

stuck oyster
#

though since Ruin1 was not actually defined in the base classes

#

it can be named anything youlike

glad niche
#

I will edit it and try again.