#arma3_model
1 messages · Page 39 of 1
I've been doing a bit of reading here and gained some concerns over the polycount of a model that I'm working on. Building a PVS-31 model and it's working out to be probably between 7 - 10k triangles. That doesnt seem terrible but I'm worried that it is still too high
Would like a second opinion on if that will be problematic. I plan on doing LODs in the future but I've been trying to keep it relatively low poly and this is what I've gotten to
it is quie high for a small prop like that
complex uniforms reach 10k
high polycounts can lead to perfromance loss especially if everything is done at the high end
good distance lodding can mitigate that though
but then it may mean the nice details are never really shown if only lower lods get used
I hate that there's no atrocious areas on this model so far. (I've only modeled the tube and not the rest of the unit), every section has a pretty consistent polycount and it just kinda add's up
I guess maybe it would be a case of flattening the ridges at the front of the tube and making that a texture thing, I feel like that would lose a lot of the nice detail from up close
I guess I should be considering it from about here huhh
yeah possibly
you can still try have the fine detail lod in there too
but it may be its not really ever seen
in the event someone decides to touch forheads or something?
yeah
I'm not exactly sure how LODs work in arma yet. Do you set the distance that it switches between them?
no
the engine handles it depending on scene complexity and view distance
but there are no set values
I guess I'll be baking this down quite a lot, it really seems like it'll come out to a cylinder with 3 sections and a cube coming off the top. That should give me a better number. Thanks for the input
560 down from 3k and minus the details which have yet to be baked it looks the same. I have learned something important today
You can always keep more detail in the View Pilot LOD for when it's up close to the player, but won't be seen by others.
Will that affect a head item though, being that it's invisible to the player?
oh right 3rd person exists. I see the case for that now
3rdperson would use the 0 resolution lod
nvgs like helmets or other headgear typically are not present in the first person view
shinkicker: Low poly AO bakes are often fine too.
Particularly if you then throw them into Photoshop and blur/tweak.
you can also bake an ao while the mesh has a normal map shader assigned 😉
are powerline models not supposed to be land contact?
I think they are supposed to be 🤔
hmm
they are also at ground level by default
how incredibly useless lmao
now that I think about it I recall I may have had to turn the sogpf powerline versions into landcontact to be useable
but yeah without it, its very difficult to use them
basically works only on straight surfaces/heights
why on earth would BI do it any differently? I seem to recall their workflow being similar
unless you can accept they clip a lot
have they been used on slopes is the question I suppose
clipping isn't the issue lining them up is the issue
its possible they have had some script to do it
are there any powerline models that use land contact?
Can't use custom ones because of the function that destroys them if power poles get damaged
technically you could patch in custom power line classname/p3d name into the list
no compatibility issues?
unlikely Id suppose
so you really can't then
I mean issues are unlikely
you would just add yours into this list
well this is the original one
the enoch ones had extra variable if I remember right
what was the extra variable for
distance to look for the wire
the original wires had also these memorypoints points at the ends to detect if they are connected to a pole
so it was bit more accurate system
but the big lines just look check distance from the pole
which is ok for the big poles since there are unlikely to be crossing wires
oh actually the original does have the distance there too after the array
😄
yeah lol
this is just for model specific distances I guess
wouldn't it make more sense for the wires to have the function
yeh
40 meters radius from position of the pole will easily catch the wires on both sides of it
I guess I was looking at the tanoa power wires
must be reused with the livonia objects
as long as it's as difficult as possible for modders I suppose
One of my WIPS http://i.imgur.com/NKvnspf.jpg
Chat (hello again) im running into another issue again, curious if anyone else has had it happen
My rifle, despite having hidden selections, has for whatever reason stopped accepting said hidden selections. it suddenly stopped working, despite working before. There have been model changes since but i checked my camo selection and it’s all fine so

I can send my config but im curious if anyone has any ideas of common reasons this could happen
Have you changed filename?
I have a list of hiddenselection requirements listed in the pinned messages, check that out

no but I did change model CFG class name
but i only changed it bc it didn’t match the file name like it should
if it matches it should connect. double check for typos
yeah it matches
You still have the camo selection names in the model.cfg sections[] = ?
That doesn't look correct
?
class Animations should be inside the rifle class
is the p3d called servicerifle?
yep
no modding tags_
what he said

queen_serviceRifle.p3d
i generally don’t put a tag on file names but sure
tagging the p3ds is preferrable
since if someone else makes servicerifle.p3d or greenhouse.p3d
things start to go wrong
fair enough
Would it be possible to give a tank two main cannons that fire from different places (same turret)? Would I have to cleverly disguise fast food as my own cooking one of them as the coaxial gun?
Yes you can by giving one turret 2 gunpoint memory in both model and config
oh hello
you can use bullet type gun on them and make the bullet have same damahe and ballistic properties as the a shot shell
or pylons can be used
they can be linked to fire together
I was thinking let them fire them individually, rather than a single weapon. It's looking like I'll likely make it one weapon cleverly disguised as steamed hams a bullet gun
convincing the game and perhaps the atf that my 6 1/2 inch gun is, in fact, small arms
pylons would allow different guns be selected and fired too
if you want separately selectable guns on a same turret pylons might be the way
I've had agony making pylons work in the past, but I may try again in the future. Already learning a ton with first tank import so I'll leave the pylon learning for later
fun times eh 😄
I can just change gunEffects to give these the fancy smoke from a tank gun, right?
Or uh
Muzzle effects
Whatever that weapon sub class is called
yes effects can be anything you like
not my model, but something i have being tasked with converting from someones highpoly CryEngine work to A3
hey i mean thé 25mm cannon on a Bradley is considered small arms by the US army sooo
Is the bullet it fires smaller than an arm?
Looks like small arms to me
Hi everyone. In OB bulldozer the tank tracks rotate in the right direction, but in the game in the opposite direction. What parameter is responsible for direction?
do you mean the wheels?
as there is no way to preview the uv animation of the tracks in buldozer as far as I know
wheels + tracks
Yeah, I mean the wheels. They're spinning right in the bulldozer. But in the game, they spin backwards along with the tracks
Maybe in model.cfg put negative values to make them spin in the opposite direction?)))) but I'm not sure if it will affect the tracks
Mirror the wheel axis memory points (swap their positions with each other).
yo bros how can we make a selection move along an axis while rotating on its own axis
context is a bullet that moves while spinning at the same time
running both the translation and rotation produces a weird result, probably because the rotation axis stays in place
can we parent the axis memory point to the selection and will that work
can you maybe draw a diagram of what you mean?
bullet normally moves when shot, that does not need to be animated
no this is the model animation
Movement like this?
its just like throwing a bottle, the bottle translates and rotates at the same time
yes but it rotates on the red axis
this is not simulated
its model animation
model cfg
ok well then you probably can achieve that by chaining together bones for the different types of movements and give each the animation they need
"translationbone","",
"rotationbone","translationbone,
and rotation bones axis is part of translationbone selection
"shell", "",
"shell_spin_axis", "shell",
no just shell_spin
shell_spin_axis is memory point axis
the axis is the memorypoint
defined by the axis= parameter
and in model the axis points are part of shell_spin_axis selection
and shell selection
and in visual parts its all in shell_spin selection
got me confused

when bones are parented the animations of parent bones is inheriretd by the child bones
so translation bone having translate animation, that will move the spin bone and the spinbone_axis that is part of the translating selection
then second animation (rotation with axis using the spinbone_axis )spins the spin bone
and as the spinning is done individually on top of the translation it will move and spin
As long as you're aggressive enough about extra resolution LODs that looks like it'd be a beaut
i'm running into an issue with a subskeletonparameters error stopping me from packing a pbo using mikero's tools. it says the subskeleton index is out of range.
i don't know why this is happening now as my previous build of this model in its pbo was fine. i figured it could be to do with the update, but the items still exist and work properly in game.
Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.
i have never seen this issue in my life, and i'm not finding anything directly pertinent in searching the discord or the internet at large
ah
i'm going to update my mikero's tools and try again
no dice. no reinstall button either
Aye litty it worked !!! 🔥🔥

Thanks my homie @stuck oyster 
So my thinking initially was the other way around
This is the method that works:
- translate rotation axis
- Make it parent of shell
- shell now moves together following rotation axis bone
- Rotate shell
This is what i did before:
- translate shell
- Make shell parent of rotation axis
- rotation axis now moves following shell
- Rotate shell
Any idea what caused it to fail
Is it because even though the rotation axis translates with the shell, it also rotates together as its a child of the shell bone?
Generally better not to make axis mem points as bones, but just include them in a bone selection (maybe I misunderstand your description)
The key to understanding multi-animations on the same part, is that you can create "dummy" bones as parents of the real thing, each of which can be manipulated.
Hmm that actually makes sense… but the selection that translates, also uses the memory point as an axis to rotate around
So i dont think it would work
If you include the mem point into the bone, then the mem point itself will rotate
Cool how to do that
Yes, you'd want to translate the rotation axis first, by including it in the dummy parent, then apply the rotation to the actual mesh using that axis.
The dummy bone method is very useful for when you want to animate some object, but perhaps also want to hide it completely, perhaps when it is destroyed.
"door_1_hide", "", // <<< dummy bone, doesn't exist in p3d
"door_1", "door_1_hide",
"door_1_handle", "door_1"
rotation animation on door_1
hide animation on door_1_hide
i take pride in my distance LODs ;P
If it doesnt exist in p3d then what is it hiding?
The child bones.
It still. Exists even though it has no visual representation
Why do you need a separate bone to hide it
Im having a hard time understanding these arma concepts without an example lol
Hello, I have a problem. Since the arma update, I can no longer pack my old mods which worked with pbo project. I reinstalled pbo project and have the same problem. And in the binlog, I have all its errors that I have ever had in my life. Can you help me?
Hello, does anyone here have any kind of sample model.cfg that deals with the base case for an APC (e.g., wheeled vehicle with turret)? I'm having a hard time wrapping my head around how it works going off just the sample car and tank models
Because that hide bone might have complex multi bone setup after it that it hides in one neat animation
Also not all animations work nice on single selection/bone
model.cfg does not stand alone - without it's p3d and it's config it is almost meaningless really.
What you want is the car animations, plus add a turret (ref tanks) on top.
Simulation will be carx, and inherit from a vanilla BI APC class.
is there any performance hit to animationsources when they're not in use? i.e i have something that is only touched by commands like animateSource and such?
oh so with one class you can hide multiple selections/bones?
instead of making a single class for every selection?
His ArtStation is just nsfw 😭
It's scammer
Is there any benefit to having two shadowlods that are the same?
I am assuming not
cool cool , idk why some of these p3ds I have then have dup shadows 🙂
but I go remove
Hi, so like how do arma models work? Like do they need to be specifically tris or quads or like other strange quirks like that which I should know if wanting to make an arma model?
Final model should be triangulated and some technical lods have specific requirements
Alright, thank you 👍
You can of course model stuff with any method or workflow you like
iirc you can import stuff into object builder that’s quads
You can but you risk losing normal information, so it's generally better to use triangles, at least for your final export.
Any model I’ve seen imported normal information dies anyways lmao
You probably would benefit from fixing that, as importing models without the designed normal information will usually make them look terrible.
nah yknow the error where it’s random really off normals whenever you export a model from blender, and you gotta recalculate normals in OB
Means you have not set up the O2script path in the toolbox settings
Refer to the guide in pins
With that set up sharps and smooths export all as should
im using MrClock's one
as that's what everyone else ive modded with tells me to use instead
Well does it not also need O2script path set up
no place i see to set it up
Check his manual then.
👍
As far as I know that should not happen at least
And if there is such bug, report it so it might get fixed.
👍
I'll have to remember to ask him if that could be made a default setting somehow.
yeah
what does class damage.tex must be groups of 3 mean
and warning p3d is undecodable too
You need your texture and material entries in class Damage to be in groups of 3.
- Undamaged
- Partially damaged
- Destroyed.
You'll see the error if you only have 2 entries, for example.
Wish I knew, also seeing it on some mods and have no idea. Presumably has something to do with the update to p3d format to allow for encryption?
It doesn't specify a model
it doesn't tell me where the error is
I haven't changed anything since the last successful crunch
there isn't even a class damage section there
that warning is disabled in pboProject as well I am so confused
wait, textures CAN be in pairs. only materials need to be triplets
Where do you get that (wrong) info from?
You're checking the in-game config viewer to be sure, right?
NO class Damage at all? Unlikely.
I can't check that if it won't pack
it was pointing me to an entirely wrong part of the file
I have structures based on vanilla configs that have broken glass in pairs, none and half damage
Oh, these are buildings? Assumed it was vehicles for some reason.
bumping this btw
dont think we have any data on that, but dont think so.
just keep in mind that hidden model parts are still part of the model and do nothing to improve performance
how can i view res LODs in object builder?
in what context?
viewing the res 2, 3, 4, and so on
I don't have a screenshot atm, but there should be a list of all the LODs in the top right panel of the window.
Just double click on the res LOD you want and open Buldozer. Buldozer shows the LOD you currently have active.
that.... that ... thing... is heresy
Ya am not intending to hide stuff just animating a shit ton of switches etc
Is it possible to make it so when someone scrolls to "Open Door" it teleports that person to a different place by using memory points? For example, the elevator in a lobby teleports you to a floor higher up.
yes you can run anykind of scripts through the user actions
I'm trying to move this bayonet model around on different vests, but F5 (recalculate normals) isn't working, and the shading looks all wrong. Anyone know why?
There's a hard limit of 255 bones in the skeleton, in fact, in reality it's less than that before it starts randomly breaking.
In the SOG:PF DLC we regularly came up against this limit, to give you a clue as to what is possible - some of the aircraft cockpits for example, we animated the majority of the switches to follow check-list procedures etc.
255 bones should probably be enough though certainly not ideal
Depending upon bone selections being in different sections you might start running into problems around 210 bones, so watch out for that.
No way - just random breakage of some animations and no warnings given. I asked dedmen about the chances of the limit being raised, but it was a firm "no, won't be looked at", due to complexity.
Got it, thanks 🙂
F5 does work to recalculate normals, but it's not generally what you want to do on a model that is imported from something like blender. Try triangulating before export and bear in mind that the tools don't export custom normals and edge data very well. To get around this you can make extra topology (edge supports) on bent surfaces, or cut edges completely with a seam (sharp edge).
the model isn't imported from blender, it's just hacked together from other stuff in an open source (S&S models)
honestly I don't even know how to 3d model, I put this together to make a crude solution for a marine bayonet
Are you putting a proxy of the bayonet in to the uniform, then pressing F5? In which case, no it won't fix the normals on the bayonet, and you'd need to open the bayonet p3d and fix it inside there.
I'm just copy/pasting it. The normals won't even fix on the original model, when I rotate it around or do anything
It's hard to know what you mean by "the shading looks all wrong" and "the normals won't fix" - can you describe why in more detail or show comparison screenshots?
there's this one, and this is what it looks like before being rotated
Ctrl+X, Ctrl+V it after your rotation. If the normals still don't reorientate they might be locked in vertex properties
Thank you! I figured it out based on this
the normals were indeed locked, changed it to by dimensions or smth
are there any MLOD heads around? I don't need all the face weights, just need a guide to what selections might be needed?
there is a head in the samples...
A3_character_example.p3d?
i dont remember... i just know that there is a head
No, there is only a reference head in the fbx
but its not a seperate head
you're likely thinking of headgear
I need a seperate head with all the selections
this guy is not suffcient http://i.imgur.com/aEcnVgd.png
I'm trying to have rocket pods "deploy" out of a rack (think interior hard points like the f35) when they're selected and to fire straight forward regardless of the turret angle (missiles are lock on top down type deal, controlled by the commander to give them something to do other than sit there). Is there an engine anim source for this?
maxHoldsterValue
yeah the weapon is given a value that then controls the animation source
ah, so your anim source becomes 3 when that weapon is selected?
yes
and that will trigger animations tied to it
based
So my anim source should be, like, 2-3 for instance, there? With 2 being not selected and 3 being selected?
also sounds kinda similar to bay system (https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#vehicle_config_-_CfgVehicles)? However it works in-engine
true, pylons got their own system too which might be better to use since it works with swappable weapons
yeah... I just don't wanna adapt it to pylons because my guy modeled the missiles themselves
Already got em marked out for revolving
if its not going to be swapped then holdstervalue is totally fine for that
yeah
only 2 shadow lods ? interesting i thought there are need to be the 1000.000 and 1010.000
only trees have that.
so its basically unnessary that i did this for weapons, vehicles and vests ?
yes
The answer to your question is - a steam engine is a heat engine that performs mechanical work using steam as its working fluid. The steam engine uses the force produced by steam pressure to push a piston back and forth inside a cylinder. This pushing force can be transformed by a connecting rod and crank into rotational force for work. The term "steam engine" is most commonly applied to reciprocating engines as just described, although some authorities have also referred to the steam turbine and devices such as Hero's aeolipile as "steam engines". The essential feature of steam engines is that they are external combustion engines, where the working fluid is separated from the combustion products. The ideal thermodynamic cycle used to analyze this process is called the Rankine cycle. In general usage, the term steam engine can refer to either complete steam plants (including boilers etc.), such as railway steam locomotives and portable engines, or may refer to the piston or turbine machinery alone, as in the beam engine and stationary steam engine - no, except it will be bigger than it needs to be, so why fill it with irrelevant information?
because i thought more shadow lods are better
No, you asked AFTER knowing that only two shadow LOD's are used whether there was any negative points to retaining the extra ones you made.
So the simple answer is "yes, remove them".
alright thanks for the technical info Apollo
My silly answer was intended to demonstrate, by way of example, why including redundant LOD's was not a great idea, even though it wouldn't break the game.
chat what the fuck does this mean 😭
Lol... the op asked whether putting redundant LOD's into his pbo would be a problem. The answer is that it does nothing other than make it unnecessarily bigger than it should be, probably confuses other modders who look at it later, and therefore they should be removed. The example was intended to demonstrate this in an analogous way.
nah what it actually means is you need to put steam engines into your shadow LODs
I get it now
shoot me now 😉🚂
Re: this, is there a particular memory point missiles come out of and a direction? I see missileBeg and whatnot but it didn't seem to do anything
gotcha steam engine going into the shadowLod 🤝
but only when i ever import a steam engine
😜
hello 🙂
i have an iron dome launcher 20K poly .
And I wanted to know if it is possible to convert it for the game (ARMA3).
to be used as a missile launcher. without animation
Just like PAC-3
No script is needed.
Because there is already one.
since all kinds of models can be put in sure it most likely is possible
little bit depends of course whats the source of the model
and if it can actually be used for such a thing
tga
Is it necessary to use the "Bulldozer" for the convert?
do but it can be used to preview the model
OK, what's the next step?
I'm not really tough in modding Arma 3 . (It means that I do not create mods of this type.
Went out to make some textures. And sound edits not beyond.)
Can you take this project and check it ?
Of course I will pay you a fee.
Of course I have no problem with you using the mod. Or publish it.
well you could pay for processing the model into arma ready shape, but not for importing it into the game since those tools are noncommercial
but for that youll need to go to #creators_recruiting
(use the template)
ok 🙂 thx
should be same as before
it's a bit different
I tried extracting to addons_core but still it doesn't show up in blender
if I do install from disk to the zip it says no module found
why dont you install it from the zip with the addons dialog in the blender preferences
I tried
the zip might contain extra folder
so youll need to unpack it and repack it so it dont have armatools\armatools\
PBR Textures doesnt really transfer
i m just reading
god dam even answered to wrong comment
atleast for arma 3
on fabric stuff
Little late to this but if you use Blender then there is a plugin to export models as p3d
Uhm, what is the preferred process for separating the model into FireGeometry armour components?
Do I need to remove all the interior faces, solidify the mesh by the desired width, and then manually cut this up into convex components?
Or do I need to first separate the outside faces into the desired convex components, and then extrude them inwards by the desired width? I guess this will cause some tiny overlap around the edges.
In case I dont want to use a "blob" FG with a material with predefined thickness, but rather use FC components with realistic thickness
Id recommend making new pieces from 0
cleaning up/simplifying/splitting existing mesh is actually pretty slow
you can try pick main corner points into separate objects and make faces between them
theres a lot of different ways to go about it really.
Okay, I will try and see, guess its more about getting enough practice to get comfortable with it
pretty much eah
How come triangulating the FG breaks the convexity of some components? For some reason if I export a triangulated mesh from Blender, OB detects 4 non-convex vertices. But if I export it untriangulated, OB does not complain? 🤔
It is also appearing on a random triangular component, which makes no sense to be non-convex
If a quad isn't completely planar, splitting it to tris will make it non-convex or convex depending on what direction it's triangulated
There is a "turn edge" tool in object builder. If you can identify the quad that isn't triangulating in the right direction (i.e. find the two adjacent triangles), select that tool and click the diagonal edge where that quad is triangulating, and it'll turn it to triangulate in the opposite direction
Ahh I see, makes sense, cheers
Hi guys, I'm a bit lost with a problem. The following happens, I have a series of models in source that have been modified (they have letters made in blende) that when they are binarized and imported to Terrain builder. At the moment of selecting them the program crashes.
Investigating a little the things in common that we have found are the following:
- The p3d has things done in blender or has been modified in blender.
- When they are selected unbinarized they mark P3D version 257 unlike the others that mark 73.
They can not be left unbinarized, because they are large models or crashes when compiling the map.
Sincerely I don't know how to solve the problem. I have tried updating the Mikeros tools, I have tried to binarize with Addon builder, I have tried to save it again in object builder (P3D Old version).
Thanks if anyone can help me
latest binarized p3d cant be used in TB
you shoulld be able to use unbinarized p3d as templates and in TB buldozer just fine
Id fix whatever is broken in them If they dont work that way
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It does mean the config is wrong, not model
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#arma3_config actually is the best fit to such. An uniform is actually terrible to config anyways: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_Configuration
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Also it is actually much more straightforward to solve anything by share your config in #arma3_config too
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arma samples do have basic setup for uniform (needs 2 parts, cfgVehicles unit and cfgWeapons inventory item)
Hi there, does anyone have some documents or template/instructions on how to implement a brand new uniform? I remember someone a long time ago showing me how to transfer the weighting & selections from the vanilla template over to the new uniform model, but can't actually remember the steps to reproduce.
TL;DR Can I please get some help with implementing a new uniform model?
And immediately read this lol
Was LOD switching behaviour changed? I see a lot more pop-in and models dissappear before higher detail LODs appear
Not just my models actually
I don't recall anything in the patch notes for the update, and there probably would be a deluge of complaints if something had changed for the worse, so it's likely that the issue is just your end...perhaps some change in video settings?
I really notice it with the hesco barriers near the main airport on altis when flying at altitude. I can't tell if that is always how it happened but I don't remember objects fully disappearing during the transition between LODS. I will investigate further with graphics settings
Hey, I would like to export multiple models from arma into blender and combine them into one large object to save on performance. How would I go about doing that?
Can I just rip them straight from the game files?
no that is strickly forbidden
Okay gotcha, is there any way to get to the object files then without treading forbidden ground?
no
Even of mods like CUP?
CUP dont have arma 3 models
If I wanted to modify a CUP house, do I really have to built it all by myself again?
But cup is just arma 2 or am I wrong there?
arma2 models from the released datapack samples can be used
yes you are wrong
Okay, I dont mean to offend or anything like that. I am just interested in the rules since I would love to optimise a little.
and those I could import into an object builder to combine them with others?
if the packages license allows it yes
I have a complex city, with many repeating compositions, I would just love to make one object of a big table with many chairs for example. I wouldnt change any artwork or pass it off as my own.
Alright. Since arma 2 and 3 share many aspects, is it possible to import them easily or do I have to make substantial changes?
if you are combining stuff that is quite substantial changes already 
there are reasons why Arma maps dont have much any furniture and most large buildings are not fully enterable though
which may not be fixable by the optimization you have in mind
I understand that problem, still I would like to try to see if the combination of assets with a single Multimaterial wouldnt create performance benefits.
That way at the very least damage wouldnt have to be calculated individually, only one material would have to be loaded per house or dining table set.
I understand, I will try to contact the modowners and ask them if they would be alright with the idea.
Speaking of, do you by chance know the RHSTERRACORE developers or how to contact them?
RHS wont give out the models. thats pretty certain.
You can use the Arma2 public datapack samples though.
Alright, sadge. I will try myself with the arma 2 public samples then. Anything I gotta watch out for when porting the models to arma 3?
bears.
there isnt anything specific. but youll probably want to remake lot of the geometries if you are in there to optimize stuff
Is there a community tool to optimise that automatically?
no
you may notice people generally dont do stuff like that (in the past 11 years of Arma3)
Ngl. a little depressing. I understand why you wouldnt want your assets to be used outside of arma 3, in a different game or smt. but why limit improvements within arma 3?
If someone sees a cool house without interior and devides to add said interior he just isnt allowed to do that.
Or in my case if you want to make performance upgrades or simply wish to make minor tweaks its just banned outright. Very sad imo.
Especially since we all would benefit from these kinds of open upgrades.
it is what it is.
once you make your own assets you may start to understand it though. 
Well I mean I did make a couple uniforms and a small vehicle for a mission of mine based on a template a friend provided, but I wouldnt think of disallowing any change to my creations in perpetuity.
Its not like you would get any financial benefit from holding onto the texture of a building or the shape of a tree or smt.
Its cool that you made it, and you deserve to get credited for it for sure but why limit it to only yourself and prevent other cool things from being made with it.
But yeah it is what it is I guess.
How much you care may be proportional to how much effort it took to create your asset. Try spending 4 months at several hours per day with sleepless nights, and your perspective about IP theft or sharing might change.
But you're doing the right thing asking, as some assets, such as the A2 data does have license for reuse so there may be some you can experiment with and find out for yourself what others have already discovered when trying to populate building interiors.
It is not like I havent ever poured my heart and soul into a free project. I do know what its like to care about your work deeply. However I am not talking about stealing any assets to pass of as my own. merely to iterate on its design with proper credit where its due. I understand that people dont want others to touch their masterpiece.
However I think its shortsighted to let assets never be used by someoneelse regardless of context.
Since some context is warranted. Say you accidentally included too many polygons or someone found a better way of implementing a function or simply made a more detailed version of your asset. I dont think in these situations you should enforce your copyright, but rather accept constructive changes or alternative variants.
These changes are a net benefit for the community.
it just dont go that way in reality im afraid
open it up more.
im fairly sure scopes dont really have interiors
in the models
that are see through
because there is no lens like behavior in the materials to create the zoom
well that’s going to be fun…
the original code didn’t have this issue but it had clipping issues
this is the channel if you have questions on how to make stuff
if you want to commission someone to make you models #creators_recruiting is the place
do note that you can only pay for making of source material, not the actual implementation since the modding tools required for that are non commercial
also no use of models from other games
Oh dang I didn’t even know you had a channel for that. Sweet!
How would I go about figuring out the implementation process?
Or would the creator be able to run me through that process as well?
there are some tutorials on youtube. you can also check out the chat history here for links too
Thanks
depending on what you try to do, the time you have might be a tad short to learn the stuff though 
Wdym?
I recall you wanted to do stuff for halloween event
and learning this stuff can take a while
Ah, yeah I’m probably not gonna meet it.
But it’ll all be cool for later down the line regardless.
Thanks for all the help
anyone have tips on resolving this clipping issue>
hard to say which part clips into your eye there
its the vest
then nothing but changing the vest model can resolve it
well maybe adjusting the eye position in the weapon
Okay I've been working on a gun pod for my helis. I got the stuff right but when I go in Buldozer the game shows everything works (no model.cfg errors, so that's good), but when I go in-game the muzzleflash is visible and the gatling no worky. So how do I get rid of the muzzleflash and get the barrels to rotate? I've used the A3 Samples stuff but no worky. What am I doing wrong if it's howing and no rotating? It acts like there's something wrong with the model.cfg, but I'm not seeing any errors
just to make sure, animations work in buldozer?
middle mouse, enter, backspace change animation source (active one pops up on screen)
mouse wheel rolls around animation stage
Okay cool, never knew that
if the sources dont pop up, that means model.cfg dont connect with p3d
and that typically is caused by the cfgModels class not having same name as the P3D
the names are the connection
Yeah well the muzzleflash rotates but no access to the gatling anim
I named it the same, so there's no p3d issue, that I can see
if you see any animation then yes the connection works
Okay
if you cant select some sources you have defined with enter or mid mouse
then that could indicate the class structure isnt right
in model.cfg
Okay so that's the issue. I have MachineGun: Rotation for the gatling
most likely some of the animation classes are actually outisde the models class
SO the question what is the right one?
the external rotation class is not really needed. I dont use that setup myself and define what gets inherited from it just straight in the animation classes themsleves
drop more questions here if you got any. Its getting late o'clock so might be more answers come tomorrow
Okay will do
Not to mention that not everyone is late o'clock if you aren't a Flat Earther
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Where do you put the cfg is important too
Does your model followed uniform template?
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(I'm sure it does according to the pose/posture but making it sure)
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What software to pack it to pbo
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I don't recognize that name
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Pbotools is not a tool we know
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...Which actually? Do you have a GUI screen of pbotools you say?
Just in case, is it pboManager?
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That could be why. Especially older pboManager is notorious to break anything
I don't know latest one is any good (or acceptable) but I don't at least recommend it. Or avoid it
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AB as your friend uses is at least better
pboProject or HEMTT if you can spend some time to setup
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Put it into the same folder with P3D or its parent folder
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can you move an axis in model.cfg stuff? ive got a shotgun with a folding grip which needs the grip able to fold when both forwards and backwards but dont think thats possible without moving the axis or just having 2 selections?
axis can be parented to the bone and move, though? See door handles in vanilla/samples?
ok next problem
said grip is not moving with the action
its just staying still
its part of the same selection
https://pastebin.com/N4FscG8B model.cfg
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ive double and triple checked its part of the action bone and it is
grip should be parented to action and rotation axis should be included in action, i'd say?
rotation axis should be included in action
huh?
will try parenting tho
just parenting worked
thanks artemoz
now time to make these textures not look horrendous 
i gave given it dumb muzzle flash though
reusable flashbang
Breaching shotgun
Sorry guys I don't know if my problem belong to #arma3_texture or here as some people in this channel talk about .p3d too and this is what i'm modyfing
I ask here just in case :
I'm importing a texture on a .p3d with Blender 3.6 and I can see my texture on the model, everything good. But when I export it to .p3d and put it ingame, it just appear White.
Anyone already encountered that kind of issue of can help me to find a solution please ?
Go to Materials in Blender, scroll down, Arma Toolbox Material Settings
so im looking at starting a project sometime near January to create some new vehicles for arma 3, most of which will be a more futuristic style, though nothing insane.
id like to ask the modders/modelers/coders, in your experience was creating a fully custom vehicle a huge challenge for you or was it more of a tedious type of situation?
I'll check tomorrow, thank you for your advise !
I have an item that when it gets placed on the ground the item axis is the wrong way then how I would like it to be. How do I change that? I figured it would follow the axis from OB but it doesn't. Its rotated 90 degrees up pointing to the sky.
What do I need to start modelling A3? Specifically drones, and other drone vehicles? And do models need have their elements named in Czechs?
for the first a lot of time, patience and willing to learn
and for the other question no but you will need to learn a large amount of info about blender and arma 3 implementation
I can see a lot of whats needed in the example files, but there is no "drone" example files
There is no drone secific P3D thing. It is just a plane/heli/car with a certain config
Ah
RIPSAW M5 is what I am interested in making which is basically a UGV.
Do you follow any rule of how much LODs you make in Arma 3 ?
I mean yeah the 50% rule sure but for some stuff it make no sense to make like 5 LODs.
E.g really small one like a Charging Handle of an M4 -
my LOD 4 is already at 30 Verts
does it make sense to make a 5th one with 15 Verts - I guess not but is there any rule you guys follow ?
Thanks in Advance!
The very last lods can have significantly less polies than 50% from previous.
J
10000 5000 2500 1250 300 is fine
Going under few hundred may not have much if at all benefits
For very small things they typically stop rendering at long distances anyway
Small moving parts on weapons probably are fine to not be present in 3rd lod onwards.
But it is case by case rule on what looks good in live game.
Yeah, I already heard you guys add boxes to see what lod is active or so to check ingame right ?
maybe I will make some 3d writing "LOD1" LOD2 etc. which i can add 😄
Boxes are one way but they can skew the size of the object and distort swapping.
Generally small parts become insignificant at 3rd lod in my experience
Perfect - thanks for the expertise!
Oh yeah I did not thought that it will screw the swapping good to know 🙂
Size of object on screen matters
Do I only need to assign Vertex Mass to the Resolution LODs or also to Geometrys ?

Thanks in Advance!
or is there a list which LODs need vertex mass
ok definitely a really dumb question but ive been at this for nearly a day and my brain just cant brain
for slide movements in model.cfg, how do i make it faster/slower? i currently have problem of slide moving back is slower than forwards, need it to be constant (this is for shotgun racking, i named it pretty badly)
https://pastebin.com/YFasrLyi
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ive tried just making the values the same and they did Not Like That
reload source runs from 1 (start) to 0 (end)
So slide_back can have
minValue = 0.8
maxValue = 1.0
and slide_forward can have
minValue = 0.0
maxValue = 0.2
depending on how you modelled it, you might want to switch your offset0 and offset1 numbers around
Think that's done it, thanks so much
just loading arma again to check
model.cfg stuff confuses the piss out of me
the sources that run backwards can turn brain to mush, yes 😉
What part of it is what makes it travel the same speed back and forth though? Just the fact every 0.# is "covered" by the source?
On slide_back it animates from 1.0 to 0.8, which is 0.2 of the total reload time
On slide_forward it animates from 0.2 to 0.0, which is also 0.2 of the total reload time.
From 0.8 down to 0.2 it will be doing nothing.
Aaaah I get you now thanks
so if I wanted to make it in the rear position for less time I would make 0.2 -> 0.0 something like 0.4 -> 0.2?
So if you wanted a smooth back and forward with no pause
back: 0.5 and 1.0
forward 0.0 and 0.5
Right I get you now thanks apollo 🙂
Actually explained in a way that makes sense to me lol
just wondering are arma 3 and blender measurements one to one or is there an upsize / downsize that happens in implementation?
One to one
So yeah I did this already yesterday and the resultat is still white ingame, I don't really find what's happening, the texture isn't here
Are you using the correct version of the toolbox for 3.6?
Are you making something with transparency?
Did you check if the texture file is addressed/packed properly?
Could you have made a mistake with the RVMAT?
check the rpt
if stuff is white then your face texture is not loading
I'm trying new things, I think I fucked-up the texture face, I opened that de-binarised P3D from author cause he allow us to put the texture on it. And I figured out some locations are not the same. I'm trying myself out on it and will keep you in touch.
So maybe wrong directory.
Uhm, which source do I need to be using in order to set up animations of the driver pulling / pushing the levers that control a tracked vehicle´s tracks?
drivingWheel
?
yeah I am wondering
this exact thing
unfortunately tracked samples don´t have anything
that one is not progressive afaik
they look pretty progressive when i check the O_MBT_02_cannon_F. 0.00 when neutral, 1.00 for side full forward, -1.00 side full back. 1/-1 for turning in place; 1/0 for turning when moving forward, etc
problem was solved using the right .P3D model un-binarised AND apply texture path from object builder ! thx all 🙂
Just to confirm something from my own testing, but I take it that sourceweaponMuzzle will not work for magazine proxies?
You mean animating part of a magazine, based on which muzzle the weapon it's loaded into, is using?
No. The only supported sources on mags are in the biki article https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies#Model_Config
ah okay I was looking at this page to see if there was anything specific to mags but there was not
https://community.bistudio.com/wiki/Model_Config
ty
nvm I got it to work correctly
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You sure every proxies are placed properly?
oh hey, progress, atleast you can now wear it properly
check your proxies, your weapon floating over there means something its messed up
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Hey! Anyone would happen to know why my textures are weird?
I use Blender and baked the shaders as a texture since i don't have anything else.
I have UV unwrapped the model, averaged the island scale and packed the islands - the UV fits the texture in blender, but will not in game 😦
I have exported Ambient Occlusion, Normal, Diffuse and Glossy texture in blender.
Please ping me if anyone has an idea, ty! 😄
you probably have multiple mismatch named uvsets that dont combine right
But its one model joined together - this is not right? The tutorial i followed did this
well check your uvsets
Can anyone help me my mod wont pack...
this is a real head scratcher as I haven't encountered this issue before. mod packed fine earlier using PBO project and I added a .p3d that I had made and there were no issues to speak of...
so using process of elimination I decided to trouble shoot and removed the offending content and gave it a test. still the issue persisted and I got a load of errors with a version of the mod which packed fine.
if yall could help that would be awesome I have the .bin logs here:
maybe I just did a stoopid, I dunno im tired...
what does the last screen of the console say as the error?
That's the kicker it doesn't list one it just says to refer to the .bin file
So I am stumped
I'll come back to this in the morning, I'm getting frustrated
screenshot the screen
(also make sure your mikero tools are up to date)
I'm running into an issue with mikeros, all of the models were in game yesterday but i deleted the mod file to add a couple more models I just finished and am trying to repack. I havent adjusted any of the older models I'm currently trying to pack and Ive packed these a few times and havent had issues until now. Every single model is producing this same error. I seen the previous post and updated my tools and its still not packing a single model https://pastebin.com/fSWZ5Fhp https://pastebin.com/VBC5jsr1
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What version number of pboProject and the dePbo dll are you using?
I’m using the most up to date pause pboProject, I didn’t thing to update the dePbo though
(don't cross-post in multiple channels please)
That's not the right answer - easy to say "latest" and be wrong. Exact version numbers.
dePbo was last updated for free tools on 24th Oct, so important to make sure you have it
I apologize, my pboProject is version 414 and my DePbo is 944.
Update dePbo at least then - should be 9.76.0.23
Updated and got everything working. Thank you for the help
Always update the whole set. (all in one launcher is gud)
Fully update mikero's tools, especially latest dePbo dll - fixed similar issue for Dr_Seuss (above)
They look correct?
Also tried it like this, same "issue"
This is how Object Builder UV Unwraps?
Can i somehow load my UV Unwrap? Blender can give me a PNG for that, but i have not found an "Import" in Object Builder 😦
The texture you have in the OB images, isn't the same as what you're showing in either blender image
So you're applying a texture that wasn't made for the UV layout your model has
Yeah, i found the issue - i have created like 4 UV maps in Blender and used the wrong textures XD
Now it is working, but im facing these issues:
- Textures apply correctly, but sometimes look weird?
- Some Edges are still pretty sharp. Do i have to subdivide even more in Blender? Currently i have 23741 faces and tris - making the Edges Smooth in Object Builder did not really help
- I still have a static muzzle image? hanging on the lower left corner of my weapon - i have followed the tutorial step by step, used the "muzzle_flash_rifle_Mk20" and did the vertex group "zasleh" - im clueless on how to get rid of the static muzzle flash 😦
- I also have quite long loading times when i select the weapon in the ACE Arsenal - might this be because i have not binarized the model yet?
yes for that last one
But i have a 4096x4096 normal map 😄
I'll try that thanks buddy
Do you have an rvmat assigned?
Check the rpt
a lot of these 😄
'g:\test\addons\testweapon\mp41_texture.rvmat'
12:08:49 ➥ Context: ShapeLoad: N:'testweapon\mp41.p3d' P:'testweapon\mp41.p3d'
12:08:49 Material path seems to start with disk path, these will not work outside of dev environment, you will want to use in-pbo path:
I have now given each part of my model a Vertex Group and assigned these parts to it - the texture looks better but still not perfect 😦
My normal map is breaking my textures??? and its also making the edges more sharp again 😦
It is my AS texture - any idea how to fix that? Do i have to edit the AS texture manually?
Are you using a p: drive for your mod files? It's generally required for most modders.
Paths then are relative to p:, not some other drive (like g) on your pc.
Yeah, i have a P drive but was not using it rn - this could be my muzzle problem… 😄
But the most important issue rn is that my AS file is broken AF - Blender generates it like that and i have no clue how to fix it 😭
My Texture files
- name the muzzle flash proxy in the res LOD's as
zaslehand don't include it in any other selection (especially acamo) - add
zaslehto the model.cfgsections []array - add
selectionFireAnim = "zasleh";to your weapon config in cfgWeapons
Yeah i have that 😄 might just be the issue with my wrong drive
I don't know anything about Blender generating textures - all the artists I work with texture in Substance Painter and export from there.
For AO map, green channel is the only relevant one. White (1) = full lighting, Black (0) = no lighting.
So in short being stumped by Hidden Selections in a Project im working on
- Base model contains all helmet attachments, patches light etc
what i'm trying and failing to do is have the item be hidden unless called on
it's set in the Model.cfg as i've seen everywhere else, just cant work out why it's not hidden
External Dev who does implementation is looking at it
trying to set up proxies for an integrally suppressed weapon, in the a3 proxies folder for muzzle flashes it has separate ones for "silenced" and "suppressed". what is the difference, if any?
There is no difference. Just visual
I mean, does one have more flash than the other, or are they both pretty hard to see, or what
Hard to see
alright, thanks
What do you mean its set in the model.cfg? In my experience things are normally hidden via the config
Item is a Helmet and has a model CFG to call the skeleton it’s attaching to
So to hide things you need to use the hiddenSelections/Textures portion of the config, assign textures to the things you want visible and dont for the things you want hidden for each seperate class
this is very bad practice for performance
you dont hide anything, you make it transparent = far more expensive for draw calculation
all the mesh is constantly there being drawn
dynamic decorations may look nice but in long term you will cause performace issues
especially if you have it on a lot of units at once 😅
yeah
it adds up fast
everyone is wearing 3 cars on them

and people blame the game for not being optimized
mods can be very poorly designed performance wise
I debated doing something similar for one of my mods but quickly pivoted when I just looked at the level of variety I wanted 😅
It's already bad enough when most modded vests nowadays have 40k tris out the gate before they put on all the jazz
yeah I mention that a lot, "our servers are crashing all the time", then I look at the mods list 😂
And no resolution LODs 
So best bet is a Transparent Paa then calling a textured version performance wise
Cheers goat
no
no transparent parts
thats the worst
non transparent textures
delete mesh you dont want to see on variant P3D
transparency "hiding" = worst bet
yeah
the way I'm going to do my vests that I'm making is to have two hidden selections, one for my base vest and then one for the addons
with individual P3Ds
but as goat said, not a million of those 😅 maybe 4 or 5
Yeah thankfully it’s only around 6 variants
I’m gonna say the curse word
its 3DMA models
So I’m spending more time reworking them than it would’ve taken to do new ones
idk what that is 😂 I model my own stuff, may not be the best but it's mine 🥲
Not me main mod mod had bought assets before I joined

yeah the challenge of bought models is quite real
people often mistake that as a shortcut to new stuff
it can be
but that is far rarer case
unless it's modelled for arma specifically, it's more work than it's worth 😂
it's why I said fuck it and started learning modelling
I’ll just go the recommended way of multiple P3D’s
Tbf modelling now even compared to 2016 is so much easier with all the tools and tutorials
I'll take your word for it, I've only been doing modding for like a year
I do know the blender addons are a godsend haha
If you used proxies for the content and then used hiddenselections to "hide" the proxy, would that be performant? Since the proxy is a single tri in the mesh, or does it count as loading the other p3d and then hiding it?
dont work like that
hidden selections are not for hiding things
they are for swapping textures
the proxy isnt single tri either
its replaced by the mesh that it proxies in
so it still needs to be rendered
Gotcha, ya thats what I thought might happen, its too bad there isnt a real way to hide the proxy and have it not load the other p3d
class HideMinigun:damageHide
{
selection="OtocHlavne";
source="Proxy";
animPeriod=0;
}; ``` source *what*? (from Test_Heli_01's model.cfg) 
ah, it defines a custom animation source in config.cpp 
is there female models in the a2 licensed data packs?
Someone mentioned them being there but were not able to be pulled into object builder, so unsure of where is this model coming from
Yeah, it's a horrible choice of animationSource name. Those samples need remaking.
Use a hide animation rather than a hiddenSelection mechanism.
Smart
Hey anyone know what might be wrong with the .rvmats?
That might actually be your normals on the model, send a screenshot of the model in OB
Post the rvmat code
texture = "\lirus_uniforms\Feudal_Guardsmen\data\Lower_as.paa.paa";
can one line break the entire thing?
cause its split into 3 .rvmats
Can you see the error.error with that line?
What will it do if the _as is not applied?
I would assume it would break that specific part, but will it break all the rvmats on a model?
No of course not. But without a crystal ball I can only point out errors as you provide the data.
does anything look wrong with textures?
I couldn't find anything wrong, as they looked in lined with other mods
Taking the "lower" part (whatever that is) initially, your rvmat is not applying that _as texture, so it doesn't matter whether it is correct or not. Your model will have broken ambient occlusion.
I can check rn, let me see if it fixes everything
It won't necessarily fix "everything", only the parts assigned to upper.rvmat
yeah still seems to have the same problems
Does seem odd that you have "lower" maps in upper.rvmat
anything else that might be causing it
fixed that too as I just noticed haha
I can only think of like, maybe something on hte model side but unsure
Yes as the SW mods (Looks to be one in the ss’s) use 1 model and the RV will glitch em all
ok, so we found 2 breaking errors, now need to reset - show new rvmat, screenshot in game and which part of model that rvmat applies to
Wait, is this Star Wars?
@cloud arrow ^
no
this is my own rvmats
and the mod isn't for star wars
ok that's good to know as mods using Disney IP on Star Wars are not allowed
yeah, got no part in all that
This would be more usual
should I try that then?
Why are you asking me that lol? What's the worst that can happen?
Cause I don't know what to do, that's why I'm asking
nuclear explosion
(trust)
is there a guide specifically going over how to set up memory points for a gun? the tutorial I'm following only really mentions the barrel's points and glosses over the rest but I see a lot more stuff I assume I need to set up, like eye position(?)
At which point does it become pointless to create further resolution LODs?
I have currently 6 LODs taking a howitzer from 80.000 tris down to 1.500 tris.
Is there any point in me creating more? Or maybe just one more extremely basic LOD, with something like 500 tris?
1500 is fine for the last LOD of a static weapon or vehicle.
Thanks boss
Yo just curious how to do you make models in arma 3? Day i want some rocket interceptors iron dome style, can you make the model in game?
You could create a composition in game by combining existing objects and having them stick together. To create something from scratch though you will need to 3d model and texture it in 3rd party software before going through the import process which involves configs
How can i fix this? Already reinstalled Blender, Arma3ObjectBuilder, extracted game data again - no change.. But i can import the TestWeapon_01
Oh and if i want to open any muzzle in object builder it just crashes right away
can't open models from the game files. They're binarised
no, i extracted game data via Arma Tools
That does not change the fact that they are binarized, extracting the game files does not unbinarize them, it just extracts the pbo
But it worked before? It just suddenly stopped working - how can i unbinarize them?
You can't, doing so would break eula
but i have to use the proxies for a weapon?????
Ok then use proxies, you don't need to open the model file to use it as a proxy
What you are importing is not a proxy, its the model file
If you have arma toolbox for blender installed then there is a system in it to create proxies, all you do is put the file path to the model
All good lol
ty for refreshing my mind LMFAO
trying to export a .p3d from blender using the Arma 3 Object Builder addon, it keeps giving me an error saying it's only exported 2/5 LODs and says to "check the logs in the system console" to find out more. I have no idea what console it's referring to.
the info view reveals nothing and there's no error file in the temp folder where blender is supposed to write error files (I think)
Check Blender's top (I guess) menu, check "script" or "console" in preference
ah that's it, cheers
Blender has its own UNIX console (black console like everything in Windoes have) so it maybe pointing that
What do you have in console BTW?
(It was under "Window > Toggle Console")
Yup
ugh discord character limit
one sec, I think I can upload a text file
looks like the three LODs in question failed validation?
though I don't know what that means in this case
Neither. Can you export one (faulty) LOD?
yeah I can try
P3D export to P:\JSM\@testweapon\addons\delisle\delisle test.p3d
Preprocessing done in 0.066014 sec
Detected 1 LOD objects
File type: MLOD
File version: 257
Processing LOD data:
LOD 1: Res 1
Type: Resolution 1
Failed validation -> skipping LOD (run manual validation for details)
Done in 0.001010 sec
Traceback (most recent call last):
File "C:\Users\Nils\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Arma3ObjectBuilder\ui\import_export_p3d.py", line 328, in execute
lod_count, exported_count = export_p3d.write_file(self, context, file, temp_collection)
File "C:\Users\Nils\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Arma3ObjectBuilder\io\export_p3d.py", line 713, in write_file
raise p3d.P3D_Error("All LODs failed validation, cannot write P3D with 0 LODs")
Arma3ObjectBuilder.io.data_p3d.P3D_Error: P3D - All LODs failed validation, cannot write P3D with 0 LODs
my only guesses are that either the models need to be airtight, or I missed applying some sort of tag that the exporter needs in order to interpret the LOD as valid
actually no scratch the first one, the shadow lod I made should be airtight
Maybe, n-gons?
ah did I need to triangulate everything before export
Quads are acceptable
but not n-gons?
But not yeah
So n > 4 are invalid
(FYI poly with 5 or more sides are hated by every 3D software)
I am accustomed to using them for hard surface work but I don't often model for in-game stuff so I guess that was easy to miss
aha, that did it! thanks
You can also use triangulate modifier so you won't forget but exporting will do it instead, too
is clock banned from the a3 discord? (the guy who maintains the a3 obj addon)
And what about the behaviour? Can you for example make a mlrs from parts?
You could get an approximation visually with parts. You could also use basic scripting to attach said approximation to an existing missile. However the further this goes the jankier it gets
not really how things are really made
main method of making new assets is to create a 3d model and configure it to behave in X way
the mentioned bashing together stuff in live game has very very limited possibilities compared to making new specific things
why would he be lmao
how do i fix the white appearing when a part of the object is inside a transparent part
In Object Builder bring the outer-most glass layer to the top of the stack (Face Order, Top).
I troubleshot the directory thing from earlier with my weapon mod and got addon builder to make the PBO but when I loaded into the game, I get an error saying it can't read the p3d. where would I start with trying to figure out what's wrong? I assume it's something to do with the model this time.
What exact error
cannot open object delisle\delisle.p3d
it's definitely in there
the path in the config is model="\delisle\delisle.p3d";, the path in windows explorer is P:\JSM\delisle
unless it shouldn't be in the tag directory at all? I have no idea
It does mean it is in JSM\delisle\delisle.p3d
can you rephrase
Not delisle\delisle.p3d
I need to change the path in the config to include the tag?
Yes
changed it to model="\JSM\delisle\delisle.p3d"; but it still gives me the same error
(also thank you for your patience, this is my first time getting this far in the process so I have no idea what I'm doing)
it's already set to JSM
...is it possible that it's giving this error because textures were set up wrong earlier in the process? like it can't read the p3d because something in it is messed up?
Try removing the first back slash
model="JSM\delisle\delisle.p3d";
still giving the error
Can you use pboProject rather than Addon Builder?
I tried yesterday or the day before and it doesn't seem to do anything, when I hit "crunch" it just closes
it's the most recent pboproject available on mikero's page
4.14 (free) and get the updated dll's too if you're not using the All-in-One installer
it says v4.15
DePbo64.dll is also (I assume) up to date, since the file in windows explorer has a "Last Modified" date only a couple minutes before pboProject
and I DL'd them all at the same time
dePbo 9.79 by the looks of it
If you need a bit more detailed help you can dm me a link to your files and I'll have a look.
sure, gimme a minute
ElectricSquids build fixed - needed to have config.cpp in the top level folder, plus a number of other things fixed along the way. Weapon now in game.
Just out of interest - would making a dynamic weapon model with different serial numbers be possible in Arma?
I guess not and i would have to create new textures each time?
No
Yes but would require ui2tex which would be an insane waste of GPU resources
Inb4 set of animated rolling wheels per digit for even bigger waste of GPU
Ah alr - then ill just scrap that idea 😄
u could like say make 99 weapons each one with a diff texture for a digit hiddenselection LOL
is there any reason for a scope to have a geo lod?
and scopes dont support any model cfg animations correct?
11GB for just 1 weapon 
Couldn't the way its done with ships be implemented?
No. Weapons don't have such dynamically retex way
Correct
Named properties like autocenter 0 and making sure it's empty instead of possible generated from other lods.
I'm not sure whether to put this question in modeling or someplace else (I'll delete this message if it should be posted someplace else) but I was wondering where wheel_X_X (I.E. Wheel_1_1) is in the sample vehicle model, I believe this is the reason to why non my of vehicle animations (I.E. the wheels spinning when driving, or the front wheels steering left or right) aren't working.
im trying to pack my custom uniform to a pbo using mikeros tools and im getting this error, is there a way to fix that?
missing file a3\characters_f\heads\bysta.p3d in \gear_mod\apparel\gear\uniforms\custom_uni.p3d
Hey boys does anybody have an example or template for making a mod that adds a new texture or a vehicle
I need to remove the markings from an RHS helicopter
Connection is between physx config, model named selections and skeleton and animations in model.cfg
Path bysta proxy to it's new path
problem is that there is no bysta.p3d in a3\characters_f\heads, will something different work?
It's in there somewhere in folder called template rtm or something like that. Use file search
I meant like where would (For example) wheel_1_1 be located in the memory or visual LOD, it isn't included within the sample car P3D
this is the part where youll have to learn to understand model.cfg and parented bones and stacking animations
ok, i fixed the bysta.p3d but the uniform itself is transparent, is there a way to debug the problem? or do i need a texture? the default texture should be white, no?
oh okay cool 👍
I have all the mentioned selections in the correct place, and I understand parented bones. The ones selected in blue are the child of the ones selected in red are the parents; The child bones will follow the movement of the parent bone. I still thank you for answering my question, it just seems my model is incompatible for ARMA 3.
i checked and the model.cfg is being referenced, the uniform is still transparent
ps. this is the bysta.p3d path that i found
\a3\characters_f\templatertm\bysta.p3d
i changed the path, but the uniform is empty, transparent, picture for reference
Make hidden selections empty if you have no texture, worked for me before
if you explain the problem you have its probably solvable
you are just likely missing some parts you dont understand
typically means your material/texture paths dont match what you have in the P drive folder and what then gets packed into the pbo
Alright, I'll explain try to explain everything shortly. The vehicle is functional; To elaborate, the vehicle can go left and right, it has some "jigge" to it (I.E a complete phyx configuration I think), it can forward and backward, Exhaust particles, and the player can get in and out. The problems only include that of animations, I have all the correct selections and memory points according to the sample car and multiple other vehicles. Yet even after revising the model.cfg and the model for possible errors... Nothing. Also it floats 10cm off the ground but I have no idea what causes that.
floating is likely springs being wrong way
and no animations can mean you have not set up model.cfg right with the cfgModels classname matching the p3d name
it is best to not copy paste from other things and build from scratch
so you can more easily learn each part and how they connect
anybody know?
look up any existing RHS retexture tbh, if the model has hidden selections then usually that means it’s capable of being retextured license permitting
what model.cfg source do i want to be using for an animation every other shot? cant figure this shit out for the life of me
basically have a gun with two barrels, want shots to alternate between barrels (but on the same muzzle)
as in all magazines the gun can take must be the same maximum?
Yeah
fine by me as its a "speciality" gun
i would guess i want sourceaddress to be loop and do revolving between 0 and 1/maxmagazinecount?
yeah something like that
I can't really be too helpful about it because last time I tried it I failed miserably but it should be possible
so at least theoretically
class top_muzzle
{
type = "translation";
source = "revolving";
sourceAddress = "loop";
selection = "topmuzzle";
axis = "topmuzzle_axis";
minValue = 0;
maxValue = 1/60;
offset0 = 0;
offset1 = -0.3;
}; ``` should work?
where 60 is max ammo count
oh word i think that works actually
so for every other shot offset by one i guess i would do 2/60 instead..?
i.e two animations, when the first barrel doesnt move back on the shot the second one does
Yeah - what I was trying to do was do a muzzle flash every shot with revolving but it was a broken mess
yeah ive still got to figure out how to move the muzzle flash between them 
im also pretty sure ive got to make the other barrel come out then shoot backwards after the shot's been fired...
wait they both do omfg
what have i got myself into
it needs to be:
muzzle piece comes forwards, fires shot, goes backwards until other muzzle piece has started going backwards -> rinse and repeat
not actually that difficult using offsets, just 1/60 doesnt seem to be right as its not smooth, weirdly
it does do 2 round bursts but shouldnt matter
ah
decimal point precision strikes again
1/60 is 0.16 recurring
1/20 with 20rnd mag works kinda
problem at the moment is its doing two reciprocations per shot
1/40 increases that number and 1/10 seems to break things again - gets clipping and stuff, even if i adjust minvalue etc, though some ammo counts seem to work fine, e.g 0.5 -> 0.4 with 20rnd mag
class top_muzzle
{
type = "translation";
source = "revolving";
sourceAddress = "loop";
selection = "topmuzzle";
axis = "topmuzzle_axis";
minValue = 0;
maxValue = 0.1;
offset0 = 0;
offset1 = -1;
};
class bottom_muzzle: top_muzzle
{
selection = "bottommuzzle";
axis = "bottommuzzle_axis";
offset0 = -1;
offset1 = 0;
};```
current model cfg
GOT IT
class top_muzzle
{
type = "translation";
source = "revolving";
sourceAddress = "mirror";
selection = "topmuzzle";
axis = "topmuzzle_axis";
minValue = 0.05;
maxValue = 0.1;
offset0 = 0;
offset1 = -1;
};
class bottom_muzzle: top_muzzle
{
selection = "bottommuzzle";
axis = "bottommuzzle_axis";
offset0 = -1;
offset1 = 0;
};```
cc @bright echo have no idea if this is useful to you or not but hopefully it is 🙂
yeah loop wasnt the way to go
at least for my use
wouldve been nice if mirror got some more documentation but i think we're too late for that 😵💫

That's my cousin you talk about
Distant relation
I have two problems with my vehicle right now. One is that the muzzle flash animation does not face where the turret is rotated (it is always shooting "forward"). Two, I have never been able to figure out why sometimes the muzzle flash itself doesnt follow where I define it in the config/memory point and instead just animates in the origin point of the model.
this seems to be an issue with the car.p3d sample, but not the tank sample, but i dont know what is causing it
In the p3d res LOD's, include the muzzle flash proxy in the gun barrel selection.
Include this in your turret config selectionFireAnim = "zasleh";
For now, make sure you don't have zasleh as a bone in the model.cfg skeleton, and do put it in sections[]
i deleted that for now, but that doesnt explain the 2nd problem. This vehicle will have 2 weapons, a coax and the main gun. The coax memory is under memorypointGun which is explained in the tank sample but the muzzle flash instead just appears at the origin point of the model.
I've tried and tested for hours I really don't know how to fix the problem
There is also the case that my commander seat will not show up as well...
I don't know, vehicles are way too unintutive for me, there is very little documentation, and the ones that have them already require you to have a certain amount of knowledge.
With 2 weapons, you can't use the selectionFireAnim, but need to manually hide animate the muzzle flashes, so they have to be set-up as bones in the skeleton.
👍thanks
It’s got a few Retexture mods out there I just don’t know how to do it myself
You'll have to start learning from just how to make a config you can pack into pbo. So basic file and and class structure with cfgpatches header.
Once you have that learned it gets easier to expand.
Do you have any tutorial videos or posts?
"OtocVez","",
"OtocHlaven","OtocVez",
"usti hlavne","",
"usti hlavne2","",```
```sqf
class zaslehROT_coax {
type="rotationZ";
source="muzzle_rot_coax"; // Defined in AnimationSources
sourceAddress="loop";
selection="zasleh3";
axis="usti hlavne2";
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
memory = 1;
};
class zaslehROT_cannon {
type="rotationZ";
source="muzzle_rot_cannon"; // Defined in AnimationSources
sourceAddress="loop";
selection="zasleh";
axis="usti hlavne";
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
memory = 1;
};```
```sqf
class AnimationSources
{
class zaslehROT_cannon {source = "ammorandom"; weapon = "cannon_105mm";};
class zaslehROT_coax {source = "ammorandom"; weapon = "LMG_coax";};
};````
this is what i ended up putting.
