#arma3_model

1 messages Β· Page 38 of 1

glad niche
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I don't think the problem is with the greenhouse_ruins.p3d file because I put it in the game and it worked fine.

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nice,

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thanks @stuck oyster

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It worked well.

stuck oyster
#

πŸ‘

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this is far easier and performance friendly way to get ruins

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the rtm you thought using earlier might look much fancier

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but it is more complex to set up

glad niche
#

Yes you are right, I have given up on animation for now

grizzled halo
#

is there a way to visualize 2 lods at once in O.B?
Its a bit annoying having to go back and forth between memory and whatever other lod needed for ref haha

stuck oyster
#

Id recommend blender for that

grizzled halo
stuck oyster
#

right click on lod

grizzled halo
#

show background then? That options does nothing for me sadly, doesnt show additional stuff

stuck oyster
#

its not really any good for precise aligning of things

ripe flax
#

How do I create the lods of a car for Arm3? I'm teaching with models, test

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for a car

charred bolt
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Use 3d modelling software

ripe flax
charred bolt
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Try blender

ripe flax
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I'm using Blender and I have the extensions loaded but the lod creation doesn't lods

umbral shuttle
#

model cfg related question, is it possible to have the area where ViV happens be moved with animation? Like say I have the area on a forklift be ViV so crates can go in, and when forklift goes up the ViV goes up with it?

bright echo
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vehicleTransporting

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0 when the vehicle is not transporting any vehicle, 1 when it is.

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oh you mean the like, attachment

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uhhhhhHH id say probably not

umbral shuttle
#

ye like say

that area on the forklift is ViV zone

umbral shuttle
#

I guess attachto would work?

bright echo
#

Yeah you'd just attachto it to the bone thats moving

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thats all viv is anyway just in engine

umbral shuttle
#

with a bit better performance I guess

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I love seeing composition vehicles move super fast and seeing all the parts lag πŸ™‚

formal halo
umbral shuttle
#

But I guess like flare memory points, they don't move

ripe flax
#

How can I do it so that they don't trespass on it?

formal halo
#

gun

ripe flax
marsh canyon
#

I don't even know what this question supposed to be

ripe flax
marsh canyon
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Geometry LOD

ripe flax
#

And another question is there a tutorial on how to integrate a vehicle from scratch to Arma3?

ripe flax
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I ask about the tutorial because I tried with trial and error to integrate a vehicle but it did not appear and I could only see the interior with first person

stuck oyster
grizzled halo
last spindle
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its not pink though

woeful viper
#

i said a bit of color, not an overdose πŸ˜„

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also... 5 sections for the whole tank

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wait... that doesnt make sense... i have 3 textures -.-

last spindle
#

make sense to me.......i would assume there are maybe 5 different materials, or proxy objects, or some z-bias settings in there aswell

woeful viper
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well 1 is for untextured stuff, including proxies

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ff... this again .... apparently the black textured part has 2 sections even though it's 1 material + 1 texture

storm wave
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why when i add metirial to the model when i place the model the game crashes

storm wave
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and how do i fix thes lines

thin salmon
storm wave
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it changes in where you looks at it from

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if you move it changes

lone robin
# storm wave if you move it changes

If I recall correctly it has something to do with your mesh normals. Go back into blender and apply an auto smooth modifier to it and ensure what should be sharp edges on the model are actually marked sharp.

stuck oyster
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change time of day

shy hamlet
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I can't get the plane to not fall through. I have set the points in LandContact, there are also feet in the geometry. But the plane falls down when I check it.

short marsh
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For the effect of helicopters when you get down to the ground, the dust effect... Is it possible to duplicate it? I was thinking that I can have my ducted fans have two effects to mimic what it would do in real life, or is it stuck to just one effect?

lusty ginkgo
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can you add the pedestrians only parameter to a road p3d?

ripe flax
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Only exported 6/8 LODs (check the logs in the system console)
I don't know where the error is

ripe flax
grizzled halo
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did you apply transformations before exporting the p3d?

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weapon body has to be parallel to barrel definition (usti/konec memory points) most of the times, and have to have an specific direction too in the 3d space

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import sample into blender and properly orient

grizzled halo
ripe flax
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I was able to fix that now the problem is that the fire from the shot appears

grizzled halo
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the orientation of your proxies are not correct

ripe flax
stuck oyster
ripe flax
grizzled halo
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Is it better to declare memory points that need to follow movement as bones or should the memory points be included in named selections corresponding to bones in resLods?

ripe flax
charred bolt
grizzled halo
dark flume
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been working with a friend on the pre production of a Gundam Mod

storm wave
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why when i add metirial to the model when i place the model the game crashes

faint sage
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i am trying to make a pistol but slider became unvisible any solutions?

storm wave
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how can i convex it other way

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and how is this model not triangulated

lone robin
#

The geometry lod doesn’t look convex. It should just be a couple simple boxes. Also in OB you can press CTRL+A, select topology and find triangulate convex. After you fix your geometry

storm wave
#

these lines if you can see them how do i fix them

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and make the objects texture visible from far away

lone robin
storm wave
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and the shade smoth thing make the shdows not good

lone robin
# storm wave yes

I would still check material paths to all of your resolution LODs, somehow you have a blank mesh

storm wave
#

i used the arma 3 a3 concret rvmat

lone robin
storm wave
#

what is thet

storm wave
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how do i increas the texture render distence for an object

lone robin
storm wave
#

yes

lone robin
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How many resolution LODs do you have ?

storm wave
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1

analog garden
ripe flax
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I was finally able to do it, thank you very much for the tips

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Sorry for the quality but I had to upload it like this

obtuse rain
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Might grab that polycount one and see how it looks with the substance alpha...

last spindle
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if you are trying to create a weld between two surfaces that are not coplanar you will usually have/want to create a ring that intersects both and gives you a flat smaller angle to paint onto

honest atlas
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I have a 3d model of a uniform but how can I get it into the game? Do I have to put bones or something on it? I've watched several tutorials but they don't explain that process or the game detects it by itself, please help

stuck oyster
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you can use the sample character as reference

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skeleton itself is not transferred into the game

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the animation system already has it

ripe flax
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How can I add proxies for the driver?

stuck oyster
ripe flax
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Is there a problem if the model is from that place?

stuck oyster
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looks like alright source.

stuck oyster
ripe flax
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Not much alone, but I've already taken a course to learn well

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If the proxy goes like this?

stuck oyster
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you can find arma3 samples on steam where there are examples

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those will show you reference on where and what direction to put proxies at

ripe flax
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ah ok

stuck oyster
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in your picture the proxy is facing back of the vehicle

ripe flax
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Right?

faint sage
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hey, i am making a smg mod but even though i have magazine and gun script done well gun does not fire when click left mouse button

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any help ?

stuck oyster
stuck oyster
rich meadow
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I added a custom object and now I want to add some action in it when making it spawn using the following code:

private _pos = getPosATL player; 
private _sensor = "vn_prop_sandbag_01" createVehicle _pos;
 
 [_sensor, ["Greetings!", { hint "Hello!"; }]] remoteExec ["addAction"];

This works on the sandbag item. But when excuting this on my custom object "colsog_static_handsid_sensor" (CfgVehicle) I don't see the action...

Here is my object config.cpp

class CfgPatches
{
    class handsidsensor 
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    }
}

class CfgMagazines
{
    class CA_Magazine;
    class colsog_inv_handsid_sensor: CA_Magazine
    {
        author = "Gerard";
        mass = 100;
        scope = 2;
        value = 1;
        displayName = "Handsid sensor";
        picture = "\handsidsensor\icons\icon.paa";
        model = "\handsidsensor\objects\handsidsensor.p3d";
        type = 256;
        count = 1;
        initSpeed = 18;
        nameSound = "handgrenade";
        maxLeadSpeed = 6.94444;
        descriptionShort = "Handsid sensor";
        displayNameShort = "Handsid sensor";
    };
};

class CfgVehicles 
{
    class Static;
    class colsog_static_handsid_sensor : Static 
    {
        scope = 2;
        model = "\handsidsensor\objects\handsidsensor.p3d";
        displayName = "Handsid sensor";
        faction = "Empty";
        vehicleClass = "Small_items";
    };
};

Anyone knows why ? :/

stuck oyster
#

and normal geometry lods

rich meadow
#

I tried with another inheritance and object spawn but despawn 1 sec later (so it is not working neither, probably missing something in the config.cpp but what ? How can I check ?)

class CfgVehicles 
{
    class Item_Base_F;
    class colsog_static_handsid_sensor : Item_Base_F 
    {
        scope = 2;
        model = "\handsidsensor\objects\handsidsensor.p3d";
        displayName = "Handsid sensor";
        faction = "Empty";
        vehicleClass = "Small_items";
    };
};
stuck oyster
rich meadow
white oak
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samples and LOD page on tge wiki

rich meadow
# stuck oyster it does not

Will try now with

class CfgVehicles 
{
    class Static;
    class colsog_static_handsid_sensor : Static 
    {
        scope = 2;
        model = "\handsidsensor\objects\handsidsensor.p3d";
        displayName = "Handsid sensor";
        faction = "Empty";
        vehicleClass = "Small_items";
    };
};
stuck oyster
#

and probably fire and view geometries too

white oak
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What kind of object is this?

rich meadow
rich meadow
stuck oyster
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I dont rember which geometry it was thats needed for eye to see it for showing actions

white oak
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Interact just needs memory point afaik

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And for that simple of an object geo should suffice

stuck oyster
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and the geometry

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mempoint is not mandatory either as it defaults to object center

rich meadow
stuck oyster
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you may have some studying to do in the wiki πŸ˜…

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memory lod is where memotypoints are defined

rich meadow
stuck oyster
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and they are vertices with named selections that tie into various engine functions/config parameters

rich meadow
rich meadow
stuck oyster
#

you can also check out the samples for reference

stuck oyster
white oak
rich meadow
#

I don't know what I did but my item became a member of the KKK apparently :/

stuck oyster
#

😱

grizzled halo
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We got magus hats before A4

rich meadow
#

Still not working but not hat this time πŸ‘’

  • I have Geometry LOD
  • Fire Geometry
  • View Geometry seems not visible for Object Builder :/

Also, to create those 3 LOD i duplicated the 1.000 LOD and changed the type, maybe not a good way to do this

stuck oyster
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youll need a box component there

sour bough
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Well, that Geometry looks...like a res lod

rich meadow
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Anyone available for a quick chat to help me figure this out xD Learned how to model object last week so really I am not an expert BUT if there are simple steps I am missing that would help a lot

rich meadow
sour bough
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Well, as a geo lod it won't

stuck oyster
rich meadow
# stuck oyster Make it a simple box

I did all modelling on Blender, I assume I can do that in Object Builder and simply select box as Geomtry and the rest as the compoenent right ?

stuck oyster
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the rest of your question I do not quite understand

rich meadow
stuck oyster
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Make a box thats the size of your case, make that geometry lod type, give it component name according to the naming rule (there is a tool in the toolbox for that) duplicate that and make each fire and view geometry same

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and last in geometry lod give the component mass so it gets simulated

rich meadow
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Will check on how to do that on Blender πŸ‘ . Is the minimum weight 10 and is this mandatory ? :/ Some items might be less heavy

sour bough
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mass is ultimately arbitrary and relative and 10 is the minimum at which a player will collide with it

rich meadow
#

Okok so only for player collision , nice

honest atlas
honest atlas
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This is my model but how can I put it in the game? At the moment I have it in Blender. I am interested in knowing how the bones are animated or how that programming process is done.

stuck oyster
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I would recommend starting from something simpler than character to learn the basics of configs and Arma lods first

honest atlas
#

I've already watched a lot of tutorials on how to put the uniforms in, but I still don't know how to do that with the bones for the uniform. How do you do that?

fluid copper
honest atlas
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Where is the sample character?

fluid copper
honest atlas
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Ty

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Once I've done that, I have to program the bones of the uniform or how that works, which I haven't seen in any tutorial how they do.

stuck oyster
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what program do you use?

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youll have to look up how vertex group weights are set in that

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and whats your model from?

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you have some gaps in your basic modeling knowledge so you might need to go back a few steps and learn basics of things like animting and rigging model before continuing with arma specifcs

fluid copper
stuck oyster
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(im not sure if blender is in use this time so might not be the solution)

fluid copper
#

The screenshot looks like it to me, but you're right

rich meadow
# stuck oyster and last in geometry lod give the component mass so it gets simulated

I did that but instead of using a box i used the object (should work from what I saw online). Now I have but still not possible to add an action on it (or at least see the action) :/

I also updated slightly the config.cpp to match a bit more the one of the sandbag. Here it is currently:

class CfgPatches
{
    class handsidsensor 
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    }
}

class CfgMagazines
{
    class CA_Magazine;
    class colsog_inv_handsid_sensor: CA_Magazine
    {
        author = "Gerard";
        mass = 100;
        scope = 2;
        value = 1;
        displayName = "Handsid sensor";
        picture = "\handsidsensor\icons\icon.paa";
        model = "\handsidsensor\objects\handsidsensor.p3d";
        type = 256;
        count = 1;
        initSpeed = 18;
        nameSound = "handgrenade";
        maxLeadSpeed = 6.94444;
        descriptionShort = "Handsid sensor";
        displayNameShort = "Handsid sensor";
    };
};

class CfgVehicles 
{
    class Static;
    class colsog_static_handsid_sensor : Static // <- This object here
    {
        scope = 2;
        model = "\handsidsensor\objects\handsidsensor.p3d";
        displayName = "Handsid sensor";
        faction = "Default";
        vehicleClass = "Objects";
    };
};

I guess now something is wrong in the config since I have the different LODs πŸ€”

#

and the cmd that I want to work

private _pos = getPosATL player; 
private _sensor = "colsog_static_handsid_sensor" createVehicle _pos;
 
[_sensor, ["Greetings!", { hint "Hello!"; }]] remoteExec ["addAction"];
quick terrace
#

that script of joker works abou 70% of the time

rich meadow
#

Another diff, in game I can see the sandbagh object but not the sensor (my item) but I can make it spawn, etc.

stuck oyster
quick terrace
#

i tend to do my welds mesh manually

rich meadow
stuck oyster
#

did you give it the componentXXX naming?

quick terrace
#

directly in max

rich meadow
#

Noiw Trying to add

[this, ["Greetings!", { hint "Hello!"; }]] remoteExec ["addAction"];

Directly in the object:

  • in game and when placed in the editor: working for sandbag but not my item,
#

I can walk straight though my object as well, maybe implying the LOD geometry is not done properly ?

quick terrace
#

there is nothing a noise modifier can't help you with πŸ˜‰

rich meadow
#

well, I give up for tonight... πŸ₯² 4 hours on this to no avail

#

Thx for the help HorribleGoat πŸ‘ Will try to see if I messed up something somehow (but tomorrow)

sour bough
#

Are there any animation sources for weapons that can alternate between shots? All I can think of is to do something clever with revolving and whatnot

#

...Ammo, then you loop it?

sour bough
#
class BarrelSwap
{
    type = "translation";
    source = "ammo";
    sourceAddress = loop;
    selection = "barrelswap";
    axis = "barrelswap_axis";
    minValue = 0;
    maxValue = 1.0000000000000000001;
    offset0 = 0;
    offset1 = 1;
};

It ended up being something like this, for anyone else who's trying to do the same thing.

ripe flax
#

I was looking at the models of a person who sold them to me and I checked them on the OBJ and it said that it was signed by another person someone knows why ?

#

and this person was selling them to me for 15 dollars I just asked for a test one and he gave me this

charred bolt
ripe flax
rich meadow
#

Aynone here as a .p3d object with geometry LOD, etc that I could use to test ? πŸ™‚

#

Some how I did it but not sure i will be able to reproduce what I did πŸ’€

#

Depending on angle, object seems to blink, disapear blobdoggoshruggoogly

rich meadow
#

From testing, this view glitch happens when I have 2 of those items in view 🦐

rich meadow
bold flare
rich meadow
#

By any chance, do you have an idea for the blinking item glitch I have ? It only occurs when 2 items of the same type are in my FOV πŸ€”

#

migth have found the cause :

#
  • Geometry objects should have a thickness of at least 0.5 meters in order to work properly. (did not add thichness, maybe the issue )
rich meadow
#

I found a way to make it work consistently I think πŸ™ Last issue I have is the weird glitch visual bug when 2 items are visible and this error popping πŸ€” Any idea how to resolve this one ?

obtuse rain
#

How do arms and hands work as far as having the correct texture? Does it just apply the faces-driven texture to anything with the magic "hl" selection in your uniform model?

bold flare
#

That error should already trigger when you put down just one of these objects.
An entry in your config is missing. Though I never heard of a "submerged" entry

stuck oyster
grizzled halo
sour bough
#

Also you can't affect sources on a weapon with scripting

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Also for some reason I've never actually gotten two different zasleh's proxied in to work, might be an engine restriction? Iirc the grenade launcher zasleh's are just included in the res lod wholesale

stuck oyster
#

so they got to be done via hide animations

sour bough
#

yeah

#

Not a huge deal to me

Though I guess if you use the same zasleh you could just translate with the muzzle source

sour bough
#

Iirc you can also translate your usti and konecs

charred bolt
# sour bough Iirc you can also translate your usti and konecs

Sounds like you've got it sorted, but you can have a closer look at MLRS (such as in 3CB Factions pack) for most of these complex animations with multi-barreled weapons where firing points, case ejection, fx and muzzle flashes all move around between shots.

sour bough
low falcon
#

hello, hope you are all well. i have a question about the vehicles in arma. is there a mod or even just a webpage that allows you to locate all vehciles engine/fueltank locations internally? in the VR you have 3 models of which you can see where the fueltank and engine are located inside. i looked online and found a page that also covered the ifrit but nothing more. any help of this would be great

stuck oyster
#

the VR see through models are separately made for that purpose

low falcon
#

i know i understand, i was just curious if there was even just pictures depicting the location of the fuel tanks and engines of each vehicle as they are modeled to have them initially

stuck oyster
#

my guess is no. Field manual would probably cover it if there were

low falcon
#

I found these online but this is the only examples I could find

stuck oyster
#

I believe they are just community made

low falcon
#

ahhh okay makes sense. i guess i was hoping there was a way to figure it out besides just going into an editor and shooting away until i hit it XD

stuck oyster
#

also I guess this question is more a #arma3_questions stuff not related to model making. so lets keep it short

low falcon
#

sorry i came here as i thought this would be my best chance as it was model related. apologies

stuck oyster
#

no worries. it could have been.
You can look into scripting commands for ways to draw different hitboxes on your view

#

or possibly the diagnostic Exes drawmodes might be able to help

low falcon
#

okay thank you ill give it a go πŸ™‚

rich meadow
# bold flare That error should already trigger when you put down just one of these objects. A...
  • I fixed all my errors βœ…
  • I update the procedure I am writing (tutorial for beginners basically): https://github.com/gerard-sog/arma3-macvsog-columbia-items posting it here in case it helps someone (the readme contains the procedure steps by steps to create an object from scratch) πŸ‘
GitHub

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

charred bolt
low falcon
#

thank you πŸ™‚

#

without sounding too stupid....how do i use it?

pastel heath
# rich meadow - I fixed all my errors βœ… - I update the procedure I am writing (tutorial for b...

In here you are missing model.cfg basicly if you want to add animation on a object or selections for example like a laptop that you can put a picture on it. You can read more here about it if you want to add that to tutorial as well.
https://community.bistudio.com/wiki/Model_Config
https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Howto_Model_Config
And here is a nice tutorial for door animation:
https://www.youtube.com/watch?v=X6Xa4y_4PsM
Also i beleve you didnt add the material to fire geometry so when you shoot at the object it plays like you are shooting at metal/dirt what ever material is. As well as adding the sounds when you are walking on top of the object if object is larger and it needs sounds to play you can watch this video on how to add sounds to object.
https://www.youtube.com/watch?v=GxGIgurkzW4&list=PLD7vclnmlFUulaJtVoL1DFoODHhHfJF2S&index=11
If you go from 30 min onwoards on second video you can see how he basicly added "Sounds to object" when walking and fireing at object.

In this tutorial I'm making a simple sliding door animation.

Files used in this tutorial:
https://www.dropbox.com/s/d51ybz9c8m5i97y/WHobjects.rar?dl=0

3d model by E_50_Panzer, textures by Super Trooper

How to set up your P drive and arma tools for Blender:
https://www.youtube.com/watch?v=Lgbp-gYK8ls
https://www.youtube.com/watch?v=SNTPSstX2qU

β–Ά Play video

0:00 model presentation
1:30 substance painter
3:32 Linking source folder to P drive
4:15 ArmA export properties in Blender
6:10 Resolution LODs
9:50 Shadow LOD
11:56 Exported to Object Builder - first basic operations
15:00 Geometry LOD - essential concepts
17:10 How to create Geometry LODs in Blender
24:18 FireGeometry LOD : vehicle sample
27:...

β–Ά Play video
charred bolt
#

In Steam, switch version of Arma to development branch, wait for download.
In Arma folder, run arma3diag_x64.exe to start the game
When in game, press ESCAPE for the debug console
Enter diag_drawMode "FireGeometry";
Press Escape to exit console, and back in game everything will render with Fire Geometry boxes rather than the usual resolution LOD.

#

@low falcon ^

low falcon
#

thank you apollo i really appreciate this

rich meadow
low falcon
#

im just downloading the development branch now

charred bolt
#

If you use diag_drawMode "Shots"; at the same time you can see the ballistic trajectory for each bullet, where it hits, how it penetrates and ricochets / exits on the Fire Geo.

low falcon
#

thats amazing! thank you

low falcon
#

@charred boltam imissing something as it doesnt seem to work for the helis

low falcon
#

@charred boltyeah it doesnt seem to show the internal components with this as the fuel tank for the strider is located just above the rear wheel

stuck oyster
#

zoom into the model

low falcon
#

i tried its solid

#

internals are just empty

charred bolt
pallid island
#

i mean, this is achievable by some scripting shenanigans in dev build, but it isn't likely to be very accurate for big sparse hitpoint clouds, for example

#

and doesn't care for hitpoint radius as well

charred bolt
pallid island
#

i guess diag_toggle "Shots", not diag_drawMode?

charred bolt
#

Ah yes, typo in command, if that's what you meant with your comment

charred bolt
low falcon
#

ahhh i understand now thank you

pallid island
#

with some vector chicanery, but i don't get why the drawLine3D/drawIcon3D produce different colors on the screen notlikemeow

low falcon
#

oh thats cool how do i get the boxes like that?

pallid island
stuck oyster
#

cool

waxen sky
#

Does anyone know how to fix this texture error?

rich meadow
#

In your case probably : testakcv\data\texture.paa

waxen sky
#

I didn't know that weapons used data

stuck oyster
rich meadow
#

From what I know you should have a structure for your mod with a data folder right under the main folder :/ (I might be wrong)

stuck oyster
#

are there textures with it?

waxen sky
stuck oyster
#

since it seems to be in PBR metallic/rough texture format those wont really work well in Arma

#

Arma uses different kind of shaders

#

first thing you need to do is set up your P drive and tools right

#

so you can actually produce a working pbo

#

dont use pbomanager

waxen sky
stuck oyster
#

P drive is typically a virtual drive

#

that is loaded from a folder from your real drives

#

it represents the games internal file system for the tools

waxen sky
#

The problem is that my disk that it picks up is very full

stuck oyster
#

you doing it wrong then.

#

use the method in the link so you can easily define what folder you use

waxen sky
#

is giving this error when I extract the game data

#

I managed to fix it here

stuck oyster
#

did you use arma3p from mikero tools?

#

dont use the P drive setup in the launcher

waxen sky
#

i fix

waxen sky
#

same error

stuck oyster
#

you mod contents should not be in the P;\A3 folder at all

#

thats for arma3 data

#

your mod stuff would go into P:\yourmodproject\yourTAG_yourmod\the files

#

and you would pack yourTAG_folder into a pbo

#

P drive should not have any folders with @ or any addons\ folders

#

@modname\addons is folder where pbo would go

#

as a local mod folder

#

not P drive project folder

waxen sky
#

like this

stuck oyster
#

is this the virtual drive?

#

and no

#

this is not right

waxen sky
stuck oyster
#

why is there a folder pdrive in it?

waxen sky
stuck oyster
#

the game data should be at P:\a3\

#

no extra folders

waxen sky
stuck oyster
#

run mikeros arma3p

#

that will do it all for you

#

less chance of mistake

waxen sky
#

what i use

stuck oyster
#

arma3p

#

and you dont seem to have all the tools installed

#

go to mikeros bytex store page and get the all in one installer

stuck oyster
#

(All In One)

waxen sky
#

what i do

stuck oyster
#

then run arma3p

waxen sky
stuck oyster
#

and then N when it asks if you want dubbing

waxen sky
#

ok

waxen sky
#

as I see it stopped

#

now I play my folder with mod in the p driver

stuck oyster
#

yes

#

select yourself a mod tag. often 3 letters like CUP or RHS or ACE

#

but can be more

#

that will be what you add to your folders, files and classnames to make them unique to your mod

#

then you make a P:\yourTag folder where all your stuff goes

#

if you make a gun mod you could have P:\yourtag\yourtag_myFancyGuns\

waxen sky
#

like this

stuck oyster
#

none of that stuff

#

no @folders

#

no addons folders

#

those dont belong to P drive

waxen sky
stuck oyster
#

texture and rvmat files typically are put in a data\ folder

#

so aat_testeal\data

waxen sky
stuck oyster
#

well

#

no

#

but your model looks like poop without it

waxen sky
stuck oyster
#

for testing no sure

#

but then again might as well learn all the necessary things

waxen sky
#

i gonna test if works

toxic cobalt
#

Hello guys, I was seeing if anyone was good at making models for Arma 3 cause I am making a cold war scenario and need an F-111 Aardvark if that's possible for someone to make that would be great I cab post some photos with it to.

#

If someone can make something like this please let me know that would be a great help thank you

scarlet mirage
toxic cobalt
#

yeah I probs will to be fair

stuck oyster
stuck oyster
toxic cobalt
#

ah ok I didn't know that thanks

stuck oyster
#

you can also browse places like cgTrader and artStation to find artists who make commision

#

the "putting it into Arma" part can not be paid for though

toxic cobalt
#

ok thank you

stuck oyster
#

you honestly have easier time if you just use something similar enough from existing mods

#

Also you will get a lot of scammers try to fool you so be very careful who you trust

scarlet mirage
#

basically, if they cannot PROVE their work, walk away - many decent modders can prove their stuff

scarlet mirage
stuck oyster
scarlet mirage
# stuck oyster that gets people paying, making and the mods banned

this is very good to know, thank you for clarifying, hopefully people start to see and understand this message/rule from Bohemia, and maybe take heed to it, there are so many amazing creators out there, yet it seems that there are almost as many aiming to make a profit in ways that they aren't allowed ( I assume this, because that rule wouldn't be there if that wasn't the case.... same with warning labels, wouldn't be there if something hadn't happened to force them to be πŸ˜‰ - mostly joking about warning labels lol

stuck oyster
foggy finch
#

anyone know if this is possible.. we already have hiddenselectiontextures[] = {"selectionname"};, is it possible to do the same with rvmats ? the script command setObjectMaterial exists for this, but I do not see anything config-wise to enable this,. could be a feature request

#

i.e. be able to define different mats in the config that you can switch to

#

(that arent damage mats or hitpoint related)

#

n/m will try with standard hiddenselections[], damned config megalist hidden in wiki πŸ˜„

last spindle
#

hiddenSelectionsMaterials[] = ........

#

not sure it works all the time or always as expected

sturdy orchid
#

Hey uh, can anyone here teach me how to model in arma 3?

marsh canyon
#

Do you mean you need an assistance with modelling process itself or importing into Arma 3

sleek trout
#

What kind of LAV?

south badge
stuck oyster
#

πŸ˜…

sturdy orchid
#

Oh

stuck oyster
#

1 or 2

#

or both

#

bot not yea

sturdy orchid
#

Assistance

stuck oyster
#

with what

#

exactly

sturdy orchid
#

I need help trying to recreate the federation soldiers from cod ghosts

stuck oyster
#

well first you need to learn how to 3d model

sturdy orchid
#

Apparently I'm trying to use these models for a large mod

stuck oyster
#

models?

#

from where?

#

models from other games cant be used

#

as thats stealing

sturdy orchid
#

Yea

stuck oyster
#

and we have 0 tolerance for that

sturdy orchid
#

But I can try recreating them

stuck oyster
#

sure

#

do you know how to 3d model?

#

at all

sturdy orchid
#

No

#

But I really need help with that

stuck oyster
#

then youll first have to forget any particular goals

#

and pick up basic tutorials on whatever program you want to learn

#

like Blender is good and free

sturdy orchid
#

Alright

stuck oyster
#

and has lot of tutorials

sturdy orchid
#

I'll stick with blender

stuck oyster
#

and expect learning all thats necessary to take few weeks to few months at least

#

theres multiple larger topics like 3d modeling, uvmappingm texturing etc that a then break down to smaller sub topics accross various techniques youll have to figure out

#

and how to make a game character is combination of all of them

sturdy orchid
#

True

#

Do you know any 3d model makers who can help me?

stuck oyster
#

Id guess people generally dont have months of time for personal teaching like that

#

small specific questions are easy to answer

#

but "teach me to 3d model" is what people got to schools for

sturdy orchid
#

That is very true

stuck oyster
#

so no sorry I dont know anyone who does that kind of teaching

sturdy orchid
#

Oh, it's alright

stuck oyster
#

its all possible to learn on your own

#

you just got to be patient and practice a lot and watch and read tutorials

sturdy orchid
#

Alright

rich meadow
#

I explain everything from Blender to actually deploying a mod for the said item πŸ‘

#

(modelling on Blender will have to be learned online though, so vast that impossible to teach that in any procedure xD )

lyric harbor
#

What is the first thing to do after completing a 3d model of a vehicle

lyric harbor
#

I mean after that

stuck oyster
lyric harbor
#

I want to make a vehicle mod

charred bolt
# lyric harbor I want to make a vehicle mod

Make Geometry, Geometry Phys, Buoyancy, View Geometry, Fire Geometry, Shadow Volume 0, Shadow Volume 10, View Pilot/Gunner/Cargo, Memory, LandContact, Hitpoints and multiple resolution LOD's.
Write config.cpp, including CfgPatches, CfgVehicles, maybe also CfgWeapons
Make new character animation rtm's.
Make model.cfg with skeleton bones, sections and animations.
Allow 6-12 months hard work.

glad niche
#

hi all

stuck oyster
#

ripping the game models is not allowed

#

we have 0 tolerance for that

#

this is your one and only warning

#

@glad niche is that clear

errant pumice
#

What all determines how many damage does the body/armor take in a p3d model? Trying to fix some of units, they are currently sponges for bullets... of all types.

woeful viper
#

again?

errant pumice
#

it happens I work on islands, units... not so much πŸ˜ƒ but in this community a lot of stuff has to be done by yourself or it never gets done πŸ˜‰

woeful viper
#

vanilla damage model or something else?

errant pumice
#

yeah vanilla

woeful viper
#

and what effect does it have?

#

if youre dealing with 3rd party addons, how do you know the hitpoints in the model are even setup correctly for the uniform?

foggy finch
#

@last spindle thanks, I'll pass it on to the guy asking, nothing in biki about that πŸ˜‰

woeful viper
#

nvm

foggy finch
#

hehe πŸ˜„

errant pumice
#

X3KJ well model is made by a friend, all proper as I can tell. Units take tremendous amount of fire and dont get killed easy... like dealing with robocops lol

woeful viper
#

with or without armor equipment?

errant pumice
#

tnx!

#

X3KJ found the issue, vest had armor of 30(!) geez...

#

lol πŸ˜ƒ

glad niche
#

Oh I'm sorry

#

Thank you

errant pumice
#

any clue why an ammobox is not visible in Zeus? It has a scopeCurator = 2; value

woeful viper
#

cfgpatch?

storm wave
#

how do some object i see in object builder are not triangulated

#

and if i use rvmat for metirial does it put texture or i need to add texture and metirial in the same face

sly plover
#

Hello everyone, someone can help me to find this uniform in the files, i can't find it and i want to retexture it ( change the camo )

#

im new at it so pls forgive me for this dumb question

sly plover
#

thank you

storm wave
#

how do i convex thet in a way it will not be a diffrent object

pallid island
# sly plover thank you

hidden selections don't seem to be properly configured in its linked CfgVehicles > I_G_Soldier_TL_F class. Class config says hiddenSelections[] = {"Camo", "insignia"}; when the model has "Camo1" and "Camo2" selections only notlikemeow

stuck oyster
#

simple fix, write camo1 and camo2 in your configg

pallid island
#

ye, works

sly plover
#

im trying to do something like that ?

#

i don't realy know where to start

stuck oyster
#

so you grab those and start painting

sly plover
#

i literaly can't find the character in arma3 file, im searching in a3 document

stuck oyster
#

just the textures

sly plover
#

how ?

stuck oyster
#

you get the texture file (.paa)

#

convert it to png

#

open it in paint/gimp/photoshop

#

paint

storm wave
#

@sly ploveri can help you with thet if you want

sly plover
#

yes pls, i feel fuckin bad bcs i don't really understand 😭

#

@stuck oyster thank you

charred bolt
storm wave
#

yeah mate how do i do thet

charred bolt
#

How do you make boxes in a 3d modelling program?

storm wave
#

in object builder

charred bolt
#

Are you using blender?

storm wave
#

did made boxes they are not showing

charred bolt
#

Are you using blender?

storm wave
#

sometimes

charred bolt
#

Do you know how to make boxes in blender?

storm wave
charred bolt
#

make them show then... honestly, how do you think that information can help us help you?

storm wave
#

ok never maind

charred bolt
#

I did a thing. It doesn't work. Please fix for me.

#

We're happy to help, but you'll only get back what you can be bothered to put in.

marsh canyon
#

Looks he left the server. Finally, a good riddance

mossy mulch
#

they'll be back

sour bough
#

For a dual-turreted vehicle, is there a particular trick to making the two turrets have a convergence distance adjusted by zeroing?

stuck oyster
#

scripting

#

lot of it

#

well maybe turrets ould be AI manned and follow main gunners view

#

or something like that

#

there are no vanilla examples of such solutions

sour bough
#

hmmm.

I could've sworn I've seen it before.

I should specify, they're not two turrets in a config sense. It's two guns on the same turret

#

Or rather

One Weapon on one Turret that is two guns on the model with alternating shooting

charred bolt
sour bough
sour bough
stuck oyster
#

thought you meant 2 separate turrets

#

which is a bit of pain πŸ˜…

sour bough
#

Yeah nah, one Turret one Weapon two hlavne

stuck oyster
#

vehicle weapon zeroing should just work πŸ€”

charred bolt
#

Like this?

sour bough
sour bough
stuck oyster
#

dual mounted guns dont typically converge in real life solutions

subtle bison
#

my newly installed buldozer (started from o2) won't show textures even though texture path is set to p:\ anyone got any clues for why?

stuck oyster
subtle bison
#

arma3.exe

#

actually arma3_x64.exe right now for a test

stuck oyster
#

OB started from launcher or shortcut/exe

#

x64 should work

subtle bison
#

ob from shortcut

stuck oyster
#

P drive set via launchers setup or other ways (subst bat)

subtle bison
#

same if i start it from a3 tools

#

launcher setup

stuck oyster
#

that is the issue if I guess right

subtle bison
#

hm. how should i do it instead?

#

can't remember if i did it differently before

stuck oyster
#

simple bat file will work

#

theres some problem with read permissions happening with how the launcher does it

subtle bison
#

you mean mapdisk.bat?

stuck oyster
#

yeah

subtle bison
#

hm. will check.

stuck oyster
#

make sure automounting from launcher is disabled so it wont keep messing with it

sour bough
subtle bison
#

hm nope, no change. still gray model in buldozer

stuck oyster
subtle bison
stuck oyster
subtle bison
#

yeah, worked on my old pc

#

tried multiple models to make sure, but all the same

#

somehow the screen resolution is weird as well

#

hmm maybe i'm missing buldozer script stuff. because i also dont have that "buldozer help" tips something something window which was always there before

stuck oyster
subtle bison
#

nah, a3 tools like always πŸ˜„

#

but i'm thinking of rerunning it with arma3p

#

probably makes sense

stuck oyster
#

yeah that might be it then

subtle bison
#

ok, for some reason arma3p doesnt allow me to extract to my d drive

stuck oyster
#

is D drive set as the P drive?

#

or you have P

subtle bison
#

i have p

stuck oyster
#

youll want to do it on P when P is mounted

subtle bison
#

ah. so mount p drive, then arma3p

stuck oyster
#

yas

subtle bison
#

i'm not doing this stuff often enough πŸ˜„

subtle bison
#

yup, now it works.

#

tl;dr -- dont be lazy, dont use a3 tools to unpack to p drive

stuck oyster
#

πŸ˜…

#

It sometimes works

#

or so I hear

subtle bison
#

it's really weird, because before i had to reinstall everything on this machine, it was working fine

#

so who knows what happened this time

charred bolt
stuck oyster
#

yep

#

misunderstood the convergence/zeroing question there. zeroing does work basically automatically. Convergence is not a engine thing

#

can be done with scripting though

lyric harbor
#

Is there a link to a sample model from SWT_Janowich that can be used to learn modding

#

Or any other model that i can open in blender and use to see how it looks

marsh canyon
#

Arma 3 Samples?

stuck oyster
#

πŸ‘† those can be subscribed to on steam

amber swift
#

Hello everyone, i need some help with my custom ifv, i have the following issues:
the LOD doesn't switch when the driver turns out;
all the passagers sit on the same spot, instead of the seats i put the proxies on;
the gunner is invisible and is not placed in the same place as the proxy;
the weapons muzzle and gunner camera are offset;
the rear hatch gunners dont rotate or rise when turned out.

#

if you know the solution to any of these issues please share.

charred bolt
amber swift
#

I had these parameters, but had lodDriverTurnedOut = 1;
i think that might be the issue.

charred bolt
amber swift
#

i have 6 cargo proxies with indexes from 1 to 6 yeah, but the the values on the config are diferent:
transportSoldier=6;
cargoProxyIndexes[] = {1,2,3,4,5,6};
getInProxyOrder[] = {1,2,3,4,5,6,7,8,9};

#

i thought that the cargoProxyIndexes only indicated the cargo indexes without the crew

charred bolt
#

The crew are normally given commander or gunner proxies and will be defined inside turrets.

amber swift
#

i described the problem poorly, its only the rear hatch gunners that sit in the same spot as the rear passengers, for some reason it seams the proxy is being used as two slots

charred bolt
#

So are the two rear hatch gunners defined inside turret classes?

amber swift
#

yes

charred bolt
#

inside the turret class you will have something like this

proxyType = "CPGunner";
#

make sure your rear hatch gunners are gunner type proxies and have indices that match with the proxyIndex in the turret classes

#

I guess it goes without saying, but if you've placed the gunner proxies on top of some cargo proxies in the back, of course they will sit on each other.

amber swift
#

what proxy should i use, im browsing the folder in data_f but im not sure what vehicles have this kind of ffv feature

charred bolt
#

The proxy itself is largely irrelevant (aside from buldozer visualisation perhaps), because the character pose (animation) is set in config. Only the proxy type and index are really relevant.
There is a set of proxies (driver, gunner, commander) here: \a3\data_f\proxies\T100k\
and a cargo one here: \a3\data_f\proxies\passenger_apc_generic01\Cargo

amber swift
#

ah ok understood

charred bolt
#

When you've got the gunners appearing in the correct places, and if you still need help with the other questions, let us know.

amber swift
#

thanks, i still have other really annoying issues, like the weapons not firing to where the camera points at, but ill check the previous fixes first.

amber swift
charred bolt
amber swift
charred bolt
#

Can you screenshot your vehicle LOD 0 with just all the proxies showing and label them (C0, C1, C2 etc, Driver, G0, G1 etc)

amber swift
#

ok one sec

#

its a bit confusing, if u theres smt u cant understand i can explain or re take the screenshot

#

the cargo interior is theres as well because i made the ramp open when the soldiers enter the vehicle

charred bolt
#

C4 to C6 labels, but I count 4 proxies?

#

and who's the guy next to the driver, unlabelled?

#

best to select character proxies and hide everything else for screenshot

amber swift
#

ah yeah true

#

ill send another one sec

charred bolt
#

that all looks good

amber swift
#

the hidden proxies were for the muzzle of the mg and flag

charred bolt
#

so

cargoProxyIndexes[] = {1,2,3,4};```
and 4 turrets; 3 with gunners, 1 with commander
amber swift
#

ah ok

#

wait 4 turrets, you mean cargo?

charred bolt
#

No 4 turret classes

amber swift
#

ah, yeah the commander counts

charred bolt
#

Yes, because even if he has no special powers, you probably still want the player to be able to choose the position for entry

amber swift
#

true, i got a bit confused for a sec

#

the driver lod change works, but the rear hatch gunners spawn outside

#

ill double check everything

amber swift
#

its working now

#

i had the indexes mixed up

amber swift
#

thanks to you its fixed hehe. i was stuck for a while

#

i have another problem that cant quite figure out whats causing it, the weapons of the turret hit too low from the gunner crosshair. I have checked the memory points but they seem correct

stuck oyster
charred bolt
late mauve
#

Hey all, apologies if this is the wrong channel but was wondering if someone could help me an Arma modelling / Object Builder issue. I am currently working on taking an existing 3D model that I have in Blender and exporting it as a P3D for Arma. I am using the Arma Toolbox to export it and have configured it properly so that the item shows up in Object Builder when I export it.

The issue I have encountered now though is that I seemingly cannot get the textures to show when loading it in Bulldozer. I've defined them in the Arma Toolbox (in Blender) and when I open the Face Properties menu in OB it shows the Texture locations as being correct. But the moment I launch it in Bulldozer they do not show. I was wondering if someone could have a look and tell me what I'm doing wrong.

I've included a zip folder of the project which includes the Textures, the Blender file and the P3D. Any help would be greatly appreciated. Thanks!!!

stuck oyster
#

things broke back in the day with win10

#

so you will likely need to do some startup setup again to get it all runnign

late mauve
#

As in I need to store my project file on the P Drive?

stuck oyster
#

if you dont have P drive then thats is first missing step yes blobcatsweats

#

all the Arma tools are design to work with P drive

#

the drive represents the games internal file system

late mauve
#

Oh no I do sorry

#

I am shit at explaining sutff

#

So I have the P Drive mounted and setup

#

but should I be storing everything in the PDrive for the projects?

stuck oyster
#

the stuff you would pack into pbo

#

so configs, p3ds, PAA textures

late mauve
#

okay cool, I'll tex that now

#

thanks @stuck oyster

stuck oyster
#

the stuff the tools like Object builder reads

#

also Object Builder does not seem to always have the texture path variable set in its options

#

that needs to be P:\

late mauve
#

Yeah I just did that and it fixed it

#

Thanks @stuck oyster !!!!

#

You are a saviour

#

That's been bugging me for like 3 days

lusty ginkgo
#

Anybody know of a way to get a macro texture to appear correctly in blender?

#

overlay node just uses blending modes

#

I'm not sure how the shader works in arma

stuck oyster
#

RVMAT typically uses second UVset for that

#

so Blender will need that too

lusty ginkgo
#

I know that

#

I have a working multi material that incorporates normal maps and ambient shadow and I'm working on the macro

#

the color/shading is wrong

#

the overlay node uses blend modes and none of those modes match whatever the engine does

lusty ginkgo
#

overlaying the multi textures on top of the macro helps but still not close

stuck oyster
#

its probably never going to be 100% exact. how close/far yours is?

lusty ginkgo
#

about 25%

stuck oyster
#

that is pretty different then yeah

#

I recall I've used overlay as color mix mode

#

and overlay happening very last

lusty ginkgo
#

unfortunately that doesn't work

stuck oyster
#

colors do tend to get more saturated in game/buldozer

#

but also I have far colder environment map in blender there

lusty ginkgo
#

and brightness as well. the overlay blend mode does some other weird stuff too

#

I have a couple ideas, I'll try those

#

well this setup is the closest I could get it

#

the details still aren't correct though

late mauve
stuck oyster
late mauve
lusty ginkgo
#

Does anyone have knowledge on how any of the arma 3 shaders work?

marsh canyon
#

Near to nothing. You better to ask the actual question

lusty ginkgo
#

I just need to know how the macro texture in super or multi are applied so I can recreate it accurately in blender

#

specifically with _mc textures that have transparency

#

MixRGB method is ineffective

ripe flax
#

How can I fix this?

marsh canyon
#

Fix what?

ripe flax
#

I want everything to be in place but I can't fix it

marsh canyon
#

Explain without "everything" or "it" etc. No vague words

ripe flax
marsh canyon
#

This is a handAnim thing

#

Also magazine is just a proxy you can tweak by P3D

sacred perch
#

So I've got a uniform model that right now is in a T pose state, Arma man and all that, other uniforms vests are in the A pose, Im wondering does it matter what pose it's in once its been weight painted?

marsh canyon
#

It does matter

sacred perch
#

Tragic

#

Any easy way to make the A pose πŸ’€

marsh canyon
#

Sounds like your model is not even made for Arma 3. Every uniforms have to follow the template

sacred perch
marsh canyon
#

That means you better to knock your idea off

sacred perch
#

heh?

marsh canyon
#

Better word: stop your project and learn the way how to make it yourself

sacred perch
#

Mh

#

Mabye

stuck oyster
#

It sounds like it's stolen from some other game

sacred perch
#

Well it's not

marsh canyon
#

Well, as long as you can't be sure what the model is, you can't also be sure it's not stolen

stuck oyster
sacred perch
#

Not from a game.

stuck oyster
sacred perch
#

I have no idea as i'm not the one who found it.

stuck oyster
sacred perch
#

Meh, I got my answer no need to.

stuck oyster
#

you can see how scetchy this looks right?

#

you do understand that?

sacred perch
#

I guess yea.

#

Ye reading back you're right, does look scetchy I guess, But like at the same time all i came to do was get an answer not to be told im ripping.

stuck oyster
sacred perch
stuck oyster
#

could have just got the source link blobdoggoshruggoogly

sacred perch
#

I mean

#

The dude who got it is asleep

#

Can't do much about that

#

And i was only handed their modified file

stuck oyster
analog garden
#

look at mutual servers for him lmao

short marsh
#

Is it possible to make a rocket pod without modeling the tubes? I have an old A2 rocket pod that I just don't feel like doing every tube for, and just use that model for a proxy and able to fire the rockets out of and be done with it.

#

For the pylon system

cinder summit
#

I mean I don’t see why not

short marsh
#

I don't either, but was making sure I don't get blown up beforehand, never did a rocket pod yet for the pylon system, so I'm just playing it safe.

still trail
#

That value needs to be set on base class I believe

lusty ginkgo
#

Does anyone know what the verdict is when it comes to performance of visualex shadows vs models that have shadow volumes?

charred bolt
lusty ginkgo
bitter ermine
#

i'm encountering a crash status 2 in mikero's tools and i can't find any useful information online regarding finding what is causing the problem.

lusty ginkgo
#

Anybody know why my ambient shadow might be baking this specific pipe to be brighter than the ones next to it?

lusty ginkgo
#

no light source, just ambient lighting. using bake wrangler in blender

#

the pipes all along the fence alternate at seemingly random between darker and lighter

runic plover
peak surge
#

He doesn’t stole it

peak surge
marsh canyon
#

We also don't want a drama. So we just wanted to make it sure

peak surge
#

Sorry for being late here @sacred perch it’s my fault if they where like that with you

#

Yes but don’t be rude like that it’s very unfriendly and unpolite

runic plover
#

Everything is okey looks like so dont worry about it

peak surge
#

Okay

So If I understand well the T pose is not the good pose for the uniform

runic plover
#

Indeed

peak surge
#

I will have to redo it in A pose…mmh

runic plover
#

In the A3 Samples you can see a example

marsh canyon
#

Not good is too optimistic to say. It's inappropriate

runic plover
#

You can add the selections and weightpaint for it of the A3 Sample

#

Also you can correct the pose with it then

peak surge
peak surge
viral hinge
#

Hi,
Is there a way to hide predefined markers on certain objects that I import onto a map? For example, in my image, there are cabinets that display with a marker. There are also gas stations, antennas, and so on. Can I prevent these from being displayed?

stuck oyster
viral hinge
#

Thanks for the feedback

south badge
#

Are dovetail scopes supposed to be impossible to position properly across different weapons? Even when testing different weapons from the same mod, if I model the scope to properly "fit" one weapon, on the other weapons it might be glitching into the weapon or floating in mid-aid

sour bough
#

Depends on the mod, tbh. Usually there's a sort of standardized offset/position for each type of optics mount, but when it comes to mods it's ymmv

round bloom
#

Im currently making a festive christmas hat for A3 and when I assign a texture to it in OB I load in bulldozer and the texture is not showing at all, any ideas?

lusty ginkgo
#

So I have a wall model, and AI walks right through it sometimes. Can't seem to figure out why

marsh canyon
#

Not a part of model issue but AI issue and you really have nothing to do

lusty ginkgo
#

doesn't happen with my other models

#

no conflicting paths either, it's just a wall placed in empty space

lusty ginkgo
stuck oyster
#

what kind of collision geometry you got on it?

lusty ginkgo
#

For geometry, I just did what it looks like the vanilla model did. A single rectangle for the whole model. View geometry is more precise, and fire geometry is essentially the same as view. No physx, no path, no roadways

#

although the original model has aicovers = 0 as a property and mine doesn't. not sure how that could affect pathing but it could be connected

#

I would think it would be the other way around though, honestly, with aicovers = 1 preventing AI from walking through since they account for the object as cover

#

Yeah based on how the AI hide I think cover was disabled on the original because the concrete barrier is too low

stuck oyster
#

yeah Im not sure if cover behavior is related to ai walking through it.

#

do you test it in editor or as terrain object?

#

single rectangle component should be pretty safe bet

#

AI can occasionally phase through things for sure. but it should be pretty rare

lusty ginkgo
#

both in editor and built into the wrp

#

usually it happens when they are on near a path like a path lod from a nearby model or a road

stuck oyster
#

then it could be they are on the other objects path

#

that does make AI ignore anything else

lusty ginkgo
#

but the soldier I tested with was moving at combat pace, not walking like they do on paths. So it would seem like he was following a road, but there was no road

stuck oyster
#

like if you put stuff inside a house AI will walk through it

lusty ginkgo
#

yeah I know

#

thats why AI sometimes phase through walls near gates, or phase through closed gates

#

if you place objects on a road they can walk through occasionally as well

#

I had trouble with my placeable paths causing AI to walk through stuff a good 2 meters away or more

stuck oyster
#

on a custom map?

#

what mapframe parameters you got for it?

#

as in is it something very different from "normal"

#

very big, very small etc

lusty ginkgo
#

4k heightfield, 2.5 cell size, 10km x 10km. Texture layer says 40m x 40m

#

Though I should mention the issue doesn't seem to happen with the vanilla wall objects mine is meant to replace

stuck oyster
#

then unlikely to be map related. πŸ€” and your parameters are pretty normal

#

do the walls use slope landcontacting?

#

and do they have autocenter named property set?

lusty ginkgo
#

nope and nope

#

it's hard to replicate the issue. it's inconsistent

stuck oyster
#

does the geometry extend well under the ground?

lusty ginkgo
#

quite a bit yeah

stuck oyster
#

what Im thinking here is that if theres tiny gaps left between it and ground creating an opening

lusty ginkgo
#

relatively

stuck oyster
#

then that likely is not what happens

#

disabling autocenter with autocenter = 0 named property could be worth a shot

lusty ginkgo
#

I'll try that

stuck oyster
#

that does require new wrp export and new map pbo. and might require repositioning of the walls

#

so make backups

lusty ginkgo
#

Yeah I know lol

stuck oyster
#

oh and do they have any class definition in named properties

#

class house/ fence

lusty ginkgo
#

damage wall, map fence, that's it

stable marsh
#

Hello. What needs to be changed for vests to update the armor values after the update?

short marsh
#

Okay I'm having an issue with a rocket pod. I followed an example and got that squared away. Now the rockets don't follow the memory points, because I set everything up, and it SHOULD work fine. Instead, the rockets are flying in the wrong direction, and I haven't figured out what the issue is. The config entries match, and things should fire as they should. I don't know what I'm missing in this rocket pod so I can fire forward and have it work as it should.

#

I noticed that the memory points are correct too from an example I have, but I don't know what to fix so it fires correctly

stuck oyster
#

is this for a pylon weapon?

short marsh
#

Yes

stuck oyster
#

do the rockets have proxies for them?

short marsh
#

Yes

#

It's a closed model, and don't think (but maybe) it's colliding with the rocket pod model? I don't know but I did see the rockets fly upward so it's hitting the heli

#

Not flying forward

#

Do the tubes have to be modeled?

stuck oyster
#

no it does not collide with itself

#

but the proxies do give the rockets direction

#

flying upwards means theres gimbal lock in missing points

#

and they all default to 0

short marsh
#

Okay so how do I add those points?

#

Or fix the issue?

stuck oyster
#

alternatively do you have muzzle direction defining points?

short marsh
#

Yes

#

MuzzlePos and MuzzleEnd. they are part of the memory lod

stuck oyster
#

then you may need the proxies

#

to define the rocket positions and direction

short marsh
#

Okay with the proxies it still does it

#

Okay

stuck oyster
#

then it could be the muzzle points have typo?

short marsh
#

Maybe, I'll go over them again

stuck oyster
#

are they defined in the config too?

short marsh
#

Yes

#

Should I remove the proxies and work with the muzzle pos and end?

#

I'll need to check for a typo then.

stuck oyster
#

I believe the proxies are needed.

short marsh
#

Okay

stuck oyster
#

you have these defined in the magazine yes?

short marsh
#

Yes they are

#

I just redid the names, copying and pasting on the memory points to make sure.

stuck oyster
#

hmm

short marsh
#

Just tried it no change still blowing me up

wispy orchid
#

I have the model of the C-1 Trader from NightIntruder for arma2 and converted it for arma3. The arma3 binarize refuses to binarize it, due to many polys or so. I went ahead and created a proxy for the seats in the Trader and removed those seats from the base model. That basically works for the C-1 Trader with passenger seats. However, there is a cargo variant where the seats are hidden in arma2 through a hide animation for the seats (_plane animate ["int73c1a_seats",1];) This is broken now through the proxy process. Can anyone point to a way to hide the seats through the proxy? Or is my only chance to have two base models, one with seats as proxies, one with cargo as proxies?

stuck oyster
#

can you try move the pods position in the vehicle

#

like way out of the way just to test its not hitting it

short marsh
#

I thought of that earlier. Sure

stuck oyster
#

as far as I know your own shots should not hit you

short marsh
#

Yeah agreed, but I'll move the model a bit and see what happens

stuck oyster
#

is the pylon on vehicle hull or a turret?

short marsh
#

On a wing more or less

stuck oyster
#

does it animate?

short marsh
#

No, it's just a A2 model of a rocket pod

#

BIS seriously needs to make Sample models of stuff like this

#

I mean others have figured out it yes, but I'm just now getting to it

#

Question, do I have to use a proxy for a rocket pod for it to show? Or I just need it as a pylon rack with the stuff with it?

#

I'm using a proxy to show the model, which may be the issue

bright echo
#

I think there's something funky with rockets and their 'direction'

short marsh
#

Okay me too, but not sure what exactly to do with it to fix the issue

bright echo
#

like when I was messing with rotating the entire vehicle, other proxies take the rotation fine but rockets would always shoot 'forward'

#

and I'm wondering if something like that is happening here

#

like the game uses some aiming memorypoint for the direction and because it can't find it it'd just using 0,0,0

short marsh
#

Maybe, but I think it should use the memory points of course, why it's not I don't know. I'm trying something else, to see if I don't need a proxy to show the model for the rocket pods, which I was doing for the PylonRack. I think that was the issue, it was looking for the memory points in the rack, and not finding them, so it's not using them.

#

Yep that was the issue, I wasn't using the rocket pod as a rack with the model and memory points. Just tested it and it worky. Thanks for the help!

stuck oyster
#

πŸ‘

woeful viper
#

you cant animate anything inside a proxy. You can only animate the entire proxy or nothing

wispy orchid
#

thanks, that's probably why the seats cannot be hidden like that. Is there a way to hide the whole proxy?

woeful viper
#

yes, just create a selection for the proxy triangle inside the main model and make an animation for this like you would for any regular model part

sour bough
#

What might cause the driver seat of a tank not to work?

  • I don't have the action to get in
  • forcing it via moveindriver does not work
  • zeus-teleporting inside will work and it drives properly

I haven't yet finished all the LOD's but I'm trying to finish this part first. Lack of view-pilot lod? Driver proxy needs to be in some other LOD?

stuck oyster
#

no driver actions in config?

charred bolt
#
memoryPointsGetInDriverDir = 
getInAction = 
getOutAction = 
driverAction = 
driverInAction = ```
Driver type proxy in first res LOD and View Pilot or View Cargo LOD.
sour bough
#

My config is like ten lines difference from the sample guy, lemme confirm

#

I got it - I hadn't made a view pilot or view cargo lod made yet. Temp one copy of res 1 fixed it.

stuck oyster
#

can also be just empty

sour bough
#

Tank has an interior, just haven't gotten it all set up yet. Doesn't really matter what's in it rn lol

stuck oyster
#

yeh there are some requirements for vehicle to work right

olive ice
#

is it possible to generate an _as perhaps by tweaking the channels? I no longer have the high poly to bake from?

round bloom
reef gate
#

does anyone have any tips/ things i should take into consideration when modding an aircraft

#

i'm currently in the blockout stage

stuck oyster
#

good reference pictures can be helpful.

reef gate
#

is there anything i can do in this stage that will make my life easier when i'm doing config stuff, i've never made an aircraft before

reef gate
charred bolt
# reef gate
  • aircraft pointing to the left
  • fuselage parallel to the ground
  • gear extended and at normal compression for sitting on ground
  • wheels touching ground (y=0)
reef gate
toxic cobalt
#

hello I am quitting modding Arma 3 but still want to play it is there any way I can delete the P drive and everything else without touching the game itself

stuck oyster
charred bolt
wispy orchid
#

X3KJ, worked nicely! I initially forgot to put the selection as bone as well, so it wouldn't work, but then all went well

sour bough
# charred bolt Like this?

Related to this: Is this done by moving the usti and konec hlavne with an animation source? Or is there an engine method of alternating between the two points? I found that if I move the hlavne's, the smoke shifts from side to side when I shoot but the actual bullets come from the original position.

#

(Context: this is a tank with a pair of main guns that alternates between the two. Turret path is [0] I think)

stuck oyster
#

typically only bullet type weapons have been made alternating

sour bough
#

hmm, cannon_120mm is bullet isn't it? shotShell?

stuck oyster
#

so animating the gunbeg gunend points should work for it

calm ginkgo
#

Ellooooo I am very new to blender and plan on using it to make some stuff for arma just wondering if anyone can point me in the right direction I have watched a couple vids ect just having trouble with some stuff

#

So far this is what I have done and plan on getting a wood texture too it and then getting it into arma but struggeling with the whole get it into arma thing. I have tried to watch videos on it but I am just not getting it

#

as well as the texture

#

for example the sides of this seem to be stretched

stuck oyster
calm ginkgo
stuck oyster
#

and for now forget what Arma needs

#

focus on understanding 3d modeling and texturing first

sour bough
marsh canyon
#

Maybe you want to make it 100% sure by using BIS_fnc_traceBullets etc to where it came from or went

sour bough
#

Confirmed, only coming out of the original hlavne's but the smoke is properly alternating

sour bough
#

...Could it be that only the gunEnd point is getting animated?

bright echo
#

i think theres some memorypoints that are like engine driven in a very weird way

#

and that might be whats happening here

#

this is for like a shotBullet machinegun right?

sour bough
#

shotShell main gun

#

pair of em

bright echo
#

ah

#

I remember running into something similar before trying to find it

sour bough
#

Lemme know if you remember your solution - I'm gonna try fiddling with bones to try to isolate whether the gunBeg is actually animating

bright echo
#

last time I did it I ended up either using pylons or instead of animating the memorypoint I just moved the projectile after it spawned

sour bough
#

Update: syncing only gunBeg to the group does nothing, confirming that I can't seem to move it.

sour bough
#

Huh, so just a fired EH?

bright echo
#

ignore that its called missile - it works for shells too

#

yeah

sour bough
#

eh i've heard of dumber solutions lol

#

My other one was just to separate them into left and right cannon weapons

#

which...i might still do

#

On a tank main turret, muzzleend and muzzlepos are ignored in favor of gunbeg and gunend, right?

bright echo
#

I dont think those are used (muzzlepos) on vehicles

sour bough
#

...well, it's definitely sub-optimal since it seems to happen a frame late lol

#

...oh it's also very inaccurate lol

bright echo
#

there might be a better way to do it, I used it for rocket artillery a long time ago and it was good enough for that as it wasnt two shots at the same time etc

sour bough
#

(meaning the adjusted one ends up off because it seems to be a frame late)

#

I may just try to make one of them technically a coax, since the gunner here doesn't have access to a coax

stuck oyster
#

I have handled this through similar eventhanlder too in my multi barrel weapons in lost dragons.

last spindle
#

You can generate a AO from the Normal Map to some degree, you will need something like xNormal/Knald/Substance Designer and some competency to figure it out, it aint that hard

honest terrace
#

Gday all, is there any way to proxy a specific LOD from a vanilla vehicle into my own? Im making a family of Merkava vehicles and im looking at my interiors thinking it may be easier just to use them,

Obviously i dont want to debin a vanilla model, is it possible to do?

#

Some photos for inspo

honest terrace
stuck oyster
#

Because it bears all the telltale signs of warthunder model

honest terrace
stuck oyster
#

but good that its not from wt πŸ™

honest terrace
charred bolt
honest terrace