#arma3_model

1 messages · Page 39 of 1

woeful viper
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just bake an AO from the low poly itself... those normal map processing tools can only pick up fine details with their algorithms. You can combine them however.

gritty vigil
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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

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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

stuck oyster
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complex uniforms reach 10k

gritty vigil
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I guess I'll have to go over and see what I can make into textures instead of mesh

stuck oyster
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high polycounts can lead to perfromance loss especially if everything is done at the high end

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good distance lodding can mitigate that though

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but then it may mean the nice details are never really shown if only lower lods get used

gritty vigil
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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

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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

stuck oyster
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those are really in your face upclose details though

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😅

gritty vigil
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I guess I should be considering it from about here huhh

stuck oyster
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yeah possibly

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you can still try have the fine detail lod in there too

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but it may be its not really ever seen

gritty vigil
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in the event someone decides to touch forheads or something?

stuck oyster
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yeah

gritty vigil
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I'm not exactly sure how LODs work in arma yet. Do you set the distance that it switches between them?

stuck oyster
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no

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the engine handles it depending on scene complexity and view distance

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but there are no set values

gritty vigil
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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

gritty vigil
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560 down from 3k and minus the details which have yet to be baked it looks the same. I have learned something important today

charred bolt
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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.

gritty vigil
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Will that affect a head item though, being that it's invisible to the player?

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oh right 3rd person exists. I see the case for that now

stuck oyster
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3rdperson would use the 0 resolution lod

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nvgs like helmets or other headgear typically are not present in the first person view

obtuse rain
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shinkicker: Low poly AO bakes are often fine too.

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Particularly if you then throw them into Photoshop and blur/tweak.

quick terrace
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you can also bake an ao while the mesh has a normal map shader assigned 😉

lusty ginkgo
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are powerline models not supposed to be land contact?

stuck oyster
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I think they are supposed to be 🤔

lusty ginkgo
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apparently not

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the enoch ones aren't

stuck oyster
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hmm

lusty ginkgo
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they are also at ground level by default

stuck oyster
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😅

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oof

lusty ginkgo
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how incredibly useless lmao

stuck oyster
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now that I think about it I recall I may have had to turn the sogpf powerline versions into landcontact to be useable

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but yeah without it, its very difficult to use them

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basically works only on straight surfaces/heights

lusty ginkgo
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why on earth would BI do it any differently? I seem to recall their workflow being similar

stuck oyster
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unless you can accept they clip a lot

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have they been used on slopes is the question I suppose

lusty ginkgo
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clipping isn't the issue lining them up is the issue

stuck oyster
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its possible they have had some script to do it

lusty ginkgo
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are there any powerline models that use land contact?

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Can't use custom ones because of the function that destroys them if power poles get damaged

stuck oyster
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technically you could patch in custom power line classname/p3d name into the list

lusty ginkgo
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no compatibility issues?

stuck oyster
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unlikely Id suppose

lusty ginkgo
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so you really can't then

stuck oyster
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I mean issues are unlikely

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you would just add yours into this list

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well this is the original one

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the enoch ones had extra variable if I remember right

lusty ginkgo
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what was the extra variable for

stuck oyster
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distance to look for the wire

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the original wires had also these memorypoints points at the ends to detect if they are connected to a pole

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so it was bit more accurate system

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but the big lines just look check distance from the pole

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which is ok for the big poles since there are unlikely to be crossing wires

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oh actually the original does have the distance there too after the array

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😄

lusty ginkgo
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yeah lol

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this is just for model specific distances I guess

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wouldn't it make more sense for the wires to have the function

stuck oyster
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yeh

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40 meters radius from position of the pole will easily catch the wires on both sides of it

lusty ginkgo
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I guess I was looking at the tanoa power wires

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must be reused with the livonia objects

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as long as it's as difficult as possible for modders I suppose

terse elm
cinder summit
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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

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I can send my config but im curious if anyone has any ideas of common reasons this could happen

stuck oyster
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Have you changed filename?

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I have a list of hiddenselection requirements listed in the pinned messages, check that out

cinder summit
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no but I did change model CFG class name

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but i only changed it bc it didn’t match the file name like it should

stuck oyster
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if it matches it should connect. double check for typos

cinder summit
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yeah it matches

charred bolt
cinder summit
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yep

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yippee

charred bolt
cinder summit
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?

charred bolt
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class Animations should be inside the rifle class

cinder summit
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oh

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that would explain why my model cfg animations won’t work

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lmfao

stuck oyster
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is the p3d called servicerifle?

cinder summit
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yep

stuck oyster
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no modding tags_

charred bolt
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what he said

stuck oyster
cinder summit
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I have tags on all my classes

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just not my file name?

charred bolt
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queen_serviceRifle.p3d

cinder summit
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i generally don’t put a tag on file names but sure

stuck oyster
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tagging the p3ds is preferrable

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since if someone else makes servicerifle.p3d or greenhouse.p3d

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things start to go wrong

cinder summit
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fair enough

sour bough
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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?

halcyon rampart
cinder summit
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oh hello

stuck oyster
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you can use bullet type gun on them and make the bullet have same damahe and ballistic properties as the a shot shell

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or pylons can be used

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they can be linked to fire together

sour bough
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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

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convincing the game and perhaps the atf that my 6 1/2 inch gun is, in fact, small arms

stuck oyster
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pylons would allow different guns be selected and fired too

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if you want separately selectable guns on a same turret pylons might be the way

sour bough
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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

stuck oyster
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fun times eh 😄

sour bough
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I can just change gunEffects to give these the fancy smoke from a tank gun, right?

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Or uh

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Muzzle effects

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Whatever that weapon sub class is called

stuck oyster
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yes effects can be anything you like

sour bough
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yay!

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this will be an unforgettable luncheon a good thing

last spindle
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not my model, but something i have being tasked with converting from someones highpoly CryEngine work to A3

cinder summit
white oak
smoky lava
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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?

stuck oyster
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as there is no way to preview the uv animation of the tracks in buldozer as far as I know

smoky lava
smoky lava
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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

charred bolt
marsh jewel
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yo bros how can we make a selection move along an axis while rotating on its own axis

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context is a bullet that moves while spinning at the same time

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running both the translation and rotation produces a weird result, probably because the rotation axis stays in place

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can we parent the axis memory point to the selection and will that work

stuck oyster
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bullet normally moves when shot, that does not need to be animated

marsh jewel
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no this is the model animation

unkempt token
marsh jewel
stuck oyster
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but

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like

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it gets the translation from the thrown force

marsh jewel
marsh jewel
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its model animation

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model cfg

stuck oyster
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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

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"translationbone","",
"rotationbone","translationbone,

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and rotation bones axis is part of translationbone selection

marsh jewel
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"shell", "",
"shell_spin_axis", "shell",

stuck oyster
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no just shell_spin

marsh jewel
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shell_spin_axis is memory point axis

stuck oyster
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the axis is the memorypoint

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defined by the axis= parameter

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and in model the axis points are part of shell_spin_axis selection

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and shell selection

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and in visual parts its all in shell_spin selection

marsh jewel
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got me confused

stuck oyster
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when bones are parented the animations of parent bones is inheriretd by the child bones

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so translation bone having translate animation, that will move the spin bone and the spinbone_axis that is part of the translating selection

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then second animation (rotation with axis using the spinbone_axis )spins the spin bone

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and as the spinning is done individually on top of the translation it will move and spin

carmine gull
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As long as you're aggressive enough about extra resolution LODs that looks like it'd be a beaut

bitter ermine
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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.

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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.

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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

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ah

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i'm going to update my mikero's tools and try again

bitter ermine
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no dice. no reinstall button either

marsh jewel
stuck oyster
marsh jewel
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Thanks my homie @stuck oyster a3dude

marsh jewel
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So my thinking initially was the other way around

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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
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Any idea what caused it to fail

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Is it because even though the rotation axis translates with the shell, it also rotates together as its a child of the shell bone?

charred bolt
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Generally better not to make axis mem points as bones, but just include them in a bone selection (maybe I misunderstand your description)

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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.

marsh jewel
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So i dont think it would work

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If you include the mem point into the bone, then the mem point itself will rotate

charred bolt
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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.

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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

last spindle
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i take pride in my distance LODs ;P

marsh jewel
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If it doesnt exist in p3d then what is it hiding?

stuck oyster
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It still. Exists even though it has no visual representation

marsh jewel
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Why do you need a separate bone to hide it

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Im having a hard time understanding these arma concepts without an example lol

long slate
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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?

untold totem
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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

stuck oyster
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Also not all animations work nice on single selection/bone

charred bolt
mossy mulch
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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?

marsh jewel
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instead of making a single class for every selection?

analog garden
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His ArtStation is just nsfw 😭

stuck oyster
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It's scammer

umbral shuttle
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Is there any benefit to having two shadowlods that are the same?

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I am assuming not

mossy mulch
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no

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would be marginally worse for performance as p3d size is larger as a result

umbral shuttle
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cool cool , idk why some of these p3ds I have then have dup shadows 🙂

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but I go remove

hearty anchor
north python
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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?

hearty anchor
stuck oyster
stuck oyster
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You can of course model stuff with any method or workflow you like

analog garden
charred bolt
analog garden
charred bolt
analog garden
stuck oyster
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Refer to the guide in pins

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With that set up sharps and smooths export all as should

analog garden
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im using MrClock's one

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as that's what everyone else ive modded with tells me to use instead

stuck oyster
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Well does it not also need O2script path set up

analog garden
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no place i see to set it up

stuck oyster
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Check his manual then.

analog garden
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ill check the git

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yeah

stuck oyster
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👍

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As far as I know that should not happen at least

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And if there is such bug, report it so it might get fixed.

analog garden
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lmao it's a footnote at the bottom of p3d lod setup

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that's good to know

stuck oyster
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👍

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I'll have to remember to ask him if that could be made a default setting somehow.

analog garden
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yeah

lusty ginkgo
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what does class damage.tex must be groups of 3 mean

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and warning p3d is undecodable too

charred bolt
charred bolt
lusty ginkgo
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It doesn't specify a model

lusty ginkgo
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I haven't changed anything since the last successful crunch

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there isn't even a class damage section there

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that warning is disabled in pboProject as well I am so confused

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wait, textures CAN be in pairs. only materials need to be triplets

charred bolt
charred bolt
lusty ginkgo
lusty ginkgo
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I have structures based on vanilla configs that have broken glass in pairs, none and half damage

charred bolt
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Oh, these are buildings? Assumed it was vehicles for some reason.

stuck oyster
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dont think we have any data on that, but dont think so.

mossy mulch
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splendid

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many thanks

subtle bison
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just keep in mind that hidden model parts are still part of the model and do nothing to improve performance

restive pond
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how can i view res LODs in object builder?

stuck oyster
restive pond
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viewing the res 2, 3, 4, and so on

prisma mulch
restive pond
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sorry i meant bulldozer

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i keep mistaking between the two

charred bolt
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Just double click on the res LOD you want and open Buldozer. Buldozer shows the LOD you currently have active.

woeful viper
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that.... that ... thing... is heresy

mossy mulch
finite stump
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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.

stuck oyster
white cairn
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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?

charred bolt
mossy mulch
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255 bones should probably be enough though certainly not ideal

charred bolt
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Depending upon bone selections being in different sections you might start running into problems around 210 bones, so watch out for that.

mossy mulch
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Gotcha, thanks for the warning

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Any way to resolve them or just arma bullshit?

charred bolt
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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.

mossy mulch
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Got it, thanks 🙂

charred bolt
white cairn
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the model isn't imported from blender, it's just hacked together from other stuff in an open source (S&S models)

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honestly I don't even know how to 3d model, I put this together to make a crude solution for a marine bayonet

charred bolt
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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.

white cairn
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I'm just copy/pasting it. The normals won't even fix on the original model, when I rotate it around or do anything

charred bolt
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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?

white cairn
polar fiber
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Ctrl+X, Ctrl+V it after your rotation. If the normals still don't reorientate they might be locked in vertex properties

white cairn
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the normals were indeed locked, changed it to by dimensions or smth

olive ice
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are there any MLOD heads around? I don't need all the face weights, just need a guide to what selections might be needed?

woeful viper
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there is a head in the samples...

olive ice
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A3_character_example.p3d?

woeful viper
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i dont remember... i just know that there is a head

olive ice
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No, there is only a reference head in the fbx

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but its not a seperate head

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you're likely thinking of headgear

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I need a seperate head with all the selections

tired bramble
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There is a bust.p3d in the samples.

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I remember using it for something.

olive ice
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nice find! did not know that was there

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thx

sour bough
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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?

sour bough
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ooooooo

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That's for the weapon?

stuck oyster
sour bough
stuck oyster
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and that will trigger animations tied to it

sour bough
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based

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So my anim source should be, like, 2-3 for instance, there? With 2 being not selected and 3 being selected?

pallid island
stuck oyster
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true, pylons got their own system too which might be better to use since it works with swappable weapons

sour bough
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yeah... I just don't wanna adapt it to pylons because my guy modeled the missiles themselves

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Already got em marked out for revolving

stuck oyster
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if its not going to be swapped then holdstervalue is totally fine for that

sour bough
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yeah

rapid tree
# charred bolt

only 2 shadow lods ? interesting i thought there are need to be the 1000.000 and 1010.000

rapid tree
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so its basically unnessary that i did this for weapons, vehicles and vests ?

stuck oyster
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yes

rapid tree
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good to know 😄

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is there any negative point about this ?

charred bolt
# rapid tree is there any negative point about this ?

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?

rapid tree
charred bolt
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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.

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So the simple answer is "yes, remove them".

rapid tree
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alright thanks for the technical info Apollo

charred bolt
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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.

analog garden
charred bolt
# analog garden 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.

analog garden
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nah what it actually means is you need to put steam engines into your shadow LODs

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I get it now

charred bolt
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shoot me now 😉🚂

sour bough
rapid tree
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but only when i ever import a steam engine

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😜

finite lava
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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.

stuck oyster
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since all kinds of models can be put in sure it most likely is possible

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little bit depends of course whats the source of the model

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and if it can actually be used for such a thing

finite lava
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oops .

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How can you tell if the model meets the requirements?

stuck oyster
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well for starters where it is from?

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what kind of textures does it have?

finite lava
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Is it necessary to use the "Bulldozer" for the convert?

stuck oyster
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do but it can be used to preview the model

finite lava
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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.

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Of course I have no problem with you using the mod. Or publish it.

stuck oyster
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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

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(use the template)

finite lava
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ok 🙂 thx

plush trail
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where do we install in blender 4.2 the addons

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I got the armatoolbox for 4.2

stuck oyster
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should be same as before

plush trail
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it's a bit different

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I tried extracting to addons_core but still it doesn't show up in blender

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if I do install from disk to the zip it says no module found

stuck oyster
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why dont you install it from the zip with the addons dialog in the blender preferences

plush trail
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I tried

stuck oyster
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the zip might contain extra folder

plush trail
stuck oyster
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so youll need to unpack it and repack it so it dont have armatools\armatools\

plush trail
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still get no module named "Arma Toolbox"

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I'll just go to 4.1 for now

meager bronze
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PBR Textures doesnt really transfer

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i m just reading

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god dam even answered to wrong comment

meager bronze
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on fabric stuff

livid portal
south badge
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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.

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In case I dont want to use a "blob" FG with a material with predefined thickness, but rather use FC components with realistic thickness

stuck oyster
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cleaning up/simplifying/splitting existing mesh is actually pretty slow

south badge
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Yeah I am trying to simplify it and I am like feelsdeadman

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I´ll try from scratch

stuck oyster
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you can try pick main corner points into separate objects and make faces between them

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theres a lot of different ways to go about it really.

south badge
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Okay, I will try and see, guess its more about getting enough practice to get comfortable with it

stuck oyster
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pretty much eah

south badge
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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? 🤔

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It is also appearing on a random triangular component, which makes no sense to be non-convex

polar fiber
#

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

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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

south badge
#

Ahh I see, makes sense, cheers

vale spoke
#

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:

  1. The p3d has things done in blender or has been modified in blender.
  2. 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).

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Thanks if anyone can help me

stuck oyster
#

latest binarized p3d cant be used in TB

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you shoulld be able to use unbinarized p3d as templates and in TB buldozer just fine

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Id fix whatever is broken in them If they dont work that way

limber abyss
#

One message removed from a suspended account.

marsh canyon
#

It does mean the config is wrong, not model

limber abyss
marsh canyon
limber abyss
#

One message removed from a suspended account.

marsh canyon
#

Also it is actually much more straightforward to solve anything by share your config in #arma3_config too

limber abyss
#

One message removed from a suspended account.

stuck oyster
sleek trout
#

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?

sleek trout
lusty ginkgo
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Was LOD switching behaviour changed? I see a lot more pop-in and models dissappear before higher detail LODs appear

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Not just my models actually

charred bolt
# lusty ginkgo 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?

lusty ginkgo
hexed dock
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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?

stuck oyster
hexed dock
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Okay gotcha, is there any way to get to the object files then without treading forbidden ground?

stuck oyster
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no

hexed dock
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Even of mods like CUP?

stuck oyster
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CUP dont have arma 3 models

hexed dock
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If I wanted to modify a CUP house, do I really have to built it all by myself again?

stuck oyster
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yes

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you have no right to take anyone elses work

hexed dock
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But cup is just arma 2 or am I wrong there?

stuck oyster
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arma2 models from the released datapack samples can be used

stuck oyster
hexed dock
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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.

hexed dock
stuck oyster
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if the packages license allows it yes

hexed dock
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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.

hexed dock
stuck oyster
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if you are combining stuff that is quite substantial changes already blobdoggoshruggoogly

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there are reasons why Arma maps dont have much any furniture and most large buildings are not fully enterable though

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which may not be fixable by the optimization you have in mind

hexed dock
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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.

hexed dock
stuck oyster
hexed dock
hexed dock
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scary

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No but apart from flesh eating fish devouring fur monsters?

stuck oyster
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there isnt anything specific. but youll probably want to remake lot of the geometries if you are in there to optimize stuff

hexed dock
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Is there a community tool to optimise that automatically?

stuck oyster
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no

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you may notice people generally dont do stuff like that (in the past 11 years of Arma3)

hexed dock
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I wonder why

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This seems like a lot of effort to create a single dining table set

stuck oyster
#

yep

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now you understand

hexed dock
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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.

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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.

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Especially since we all would benefit from these kinds of open upgrades.

stuck oyster
#

it is what it is.

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once you make your own assets you may start to understand it though. blobdoggoshruggoogly

hexed dock
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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.

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But yeah it is what it is I guess.

charred bolt
# hexed dock Well I mean I did make a couple uniforms and a small vehicle for a mission of mi...

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.

hexed dock
# charred bolt How much you care may be proportional to how much effort it took to create your ...

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.

stuck oyster
main zenith
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Hows it going homies

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any tips on make a 3d scope interior less obstructive?

stuck oyster
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im fairly sure scopes dont really have interiors

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in the models

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that are see through

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because there is no lens like behavior in the materials to create the zoom

bright echo
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you basically need to warp the scope to be more cone shaped

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due to how FOV works

main zenith
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well that’s going to be fun…

stuck oyster
#

this is the channel if you have questions on how to make stuff

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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

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also no use of models from other games

fierce blade
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Oh dang I didn’t even know you had a channel for that. Sweet!

fierce blade
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Or would the creator be able to run me through that process as well?

stuck oyster
fierce blade
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Thanks

stuck oyster
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depending on what you try to do, the time you have might be a tad short to learn the stuff though blobcatsweats

fierce blade
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Wdym?

stuck oyster
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and learning this stuff can take a while

fierce blade
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Ah, yeah I’m probably not gonna meet it.

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But it’ll all be cool for later down the line regardless.

#

Thanks for all the help

main zenith
stuck oyster
main zenith
stuck oyster
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then nothing but changing the vest model can resolve it

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well maybe adjusting the eye position in the weapon

short marsh
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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

stuck oyster
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just to make sure, animations work in buldozer?

short marsh
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I don't know how to do animations in Buldozer

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The muzzleflash shows in Buldozer too

stuck oyster
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middle mouse, enter, backspace change animation source (active one pops up on screen)

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mouse wheel rolls around animation stage

short marsh
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Okay cool, never knew that

stuck oyster
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if the sources dont pop up, that means model.cfg dont connect with p3d

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and that typically is caused by the cfgModels class not having same name as the P3D

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the names are the connection

short marsh
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Yeah well the muzzleflash rotates but no access to the gatling anim

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I named it the same, so there's no p3d issue, that I can see

stuck oyster
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if you see any animation then yes the connection works

short marsh
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Okay

stuck oyster
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if you cant select some sources you have defined with enter or mid mouse

#

then that could indicate the class structure isnt right

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in model.cfg

short marsh
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Okay so that's the issue. I have MachineGun: Rotation for the gatling

stuck oyster
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most likely some of the animation classes are actually outisde the models class

short marsh
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SO the question what is the right one?

stuck oyster
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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

short marsh
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Okay, so I fiddle with it until it works then

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Thanks again man

stuck oyster
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drop more questions here if you got any. Its getting late o'clock so might be more answers come tomorrow

short marsh
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Okay will do

marsh canyon
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Not to mention that not everyone is late o'clock if you aren't a Flat Earther

limber abyss
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One message removed from a suspended account.

marsh canyon
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You need a model.cfg

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Also Stencil Shadow is missing

limber abyss
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One message removed from a suspended account.

marsh canyon
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Where do you put the cfg is important too

#

Does your model followed uniform template?

limber abyss
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One message removed from a suspended account.

marsh canyon
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(I'm sure it does according to the pose/posture but making it sure)

limber abyss
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One message removed from a suspended account.

marsh canyon
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What software to pack it to pbo

limber abyss
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One message removed from a suspended account.

#

One message removed from a suspended account.

marsh canyon
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I don't recognize that name

limber abyss
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One message removed from a suspended account.

#

One message removed from a suspended account.

marsh canyon
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Pbotools is not a tool we know

limber abyss
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One message removed from a suspended account.

marsh canyon
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...Which actually? Do you have a GUI screen of pbotools you say?

#

Just in case, is it pboManager?

limber abyss
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One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

marsh canyon
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That could be why. Especially older pboManager is notorious to break anything

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I don't know latest one is any good (or acceptable) but I don't at least recommend it. Or avoid it

limber abyss
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One message removed from a suspended account.

marsh canyon
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AB as your friend uses is at least better

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pboProject or HEMTT if you can spend some time to setup

limber abyss
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One message removed from a suspended account.

limber abyss
marsh canyon
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Put it into the same folder with P3D or its parent folder

limber abyss
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One message removed from a suspended account.

mossy mulch
#

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?

pallid island
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axis can be parented to the bone and move, though? See door handles in vanilla/samples?

mossy mulch
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oh word

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thanks

mossy mulch
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ok next problem

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said grip is not moving with the action

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its just staying still

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its part of the same selection

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ive double and triple checked its part of the action bone and it is

pallid island
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grip should be parented to action and rotation axis should be included in action, i'd say?

mossy mulch
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rotation axis should be included in action
huh?

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will try parenting tho

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just parenting worked

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thanks artemoz

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now time to make these textures not look horrendous hmmyes

pallid island
mossy mulch
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i gave given it dumb muzzle flash though

pallid island
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reusable flashbang

marsh jewel
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Breaching shotgun

fleet spindle
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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 ?

marsh canyon
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Go to Materials in Blender, scroll down, Arma Toolbox Material Settings

torn mica
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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?

fleet spindle
finite stump
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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.

white jay
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What do I need to start modelling A3? Specifically drones, and other drone vehicles? And do models need have their elements named in Czechs?

lyric field
white jay
marsh canyon
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There is no drone secific P3D thing. It is just a plane/heli/car with a certain config

white jay
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RIPSAW M5 is what I am interested in making which is basically a UGV.

junior kestrel
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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!

stuck oyster
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The very last lods can have significantly less polies than 50% from previous.

J
10000 5000 2500 1250 300 is fine

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Going under few hundred may not have much if at all benefits

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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.

junior kestrel
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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 😄

stuck oyster
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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

junior kestrel
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Perfect - thanks for the expertise!
Oh yeah I did not thought that it will screw the swapping good to know 🙂

stuck oyster
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Size of object on screen matters

junior kestrel
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Do I only need to assign Vertex Mass to the Resolution LODs or also to Geometrys ?
thinkRotate
Thanks in Advance!

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or is there a list which LODs need vertex mass

mossy mulch
#

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

charred bolt
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depending on how you modelled it, you might want to switch your offset0 and offset1 numbers around

mossy mulch
#

Think that's done it, thanks so much

#

just loading arma again to check

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model.cfg stuff confuses the piss out of me

charred bolt
#

the sources that run backwards can turn brain to mush, yes 😉

mossy mulch
#

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?

charred bolt
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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.

mossy mulch
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Aaaah I get you now thanks

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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?

charred bolt
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So if you wanted a smooth back and forward with no pause
back: 0.5 and 1.0
forward 0.0 and 0.5

mossy mulch
#

Right I get you now thanks apollo 🙂

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Actually explained in a way that makes sense to me lol

lyric field
#

just wondering are arma 3 and blender measurements one to one or is there an upsize / downsize that happens in implementation?

white oak
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One to one

fleet spindle
white oak
south badge
#

if stuff is white then your face texture is not loading

fleet spindle
south badge
#

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?

pallid island
south badge
#

yeah I am wondering

#

this exact thing

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unfortunately tracked samples don´t have anything

white oak
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that one is not progressive afaik

pallid island
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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

fleet spindle
umbral shuttle
#

Just to confirm something from my own testing, but I take it that sourceweaponMuzzle will not work for magazine proxies?

polar fiber
#

You mean animating part of a magazine, based on which muzzle the weapon it's loaded into, is using?

umbral shuttle
south badge
limber abyss
#

One message removed from a suspended account.

marsh canyon
#

You sure every proxies are placed properly?

grizzled halo
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check your proxies, your weapon floating over there means something its messed up

limber abyss
cedar jacinth
#

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! 😄

stuck oyster
cedar jacinth
stuck oyster
#

well check your uvsets

spare musk
#

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:

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maybe I just did a stoopid, I dunno im tired...

stuck oyster
#

what does the last screen of the console say as the error?

spare musk
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That's the kicker it doesn't list one it just says to refer to the .bin file

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So I am stumped

#

I'll come back to this in the morning, I'm getting frustrated

stuck oyster
#

(also make sure your mikero tools are up to date)

lone robin
#

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

charred bolt
lone robin
#

I’m using the most up to date pause pboProject, I didn’t thing to update the dePbo though

charred bolt
#

(don't cross-post in multiple channels please)

charred bolt
#

dePbo was last updated for free tools on 24th Oct, so important to make sure you have it

lone robin
charred bolt
lone robin
stuck oyster
#

Always update the whole set. (all in one launcher is gud)

charred bolt
cedar jacinth
#

Also tried it like this, same "issue"

cedar jacinth
#

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 😦

polar fiber
#

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

cedar jacinth
# polar fiber The texture you have in the OB images, isn't the same as what you're showing in ...

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?
mossy mulch
#

yes for that last one

south badge
#

Sharp edges are fixed by using a normal map

#

Not by subdividing the low poly

cedar jacinth
mossy mulch
cedar jacinth
#

yes

#

I also do not get any errors when equiping the gun

south badge
#

Check the rpt

cedar jacinth
#

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:

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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 😦

cedar jacinth
#

It is my AS texture - any idea how to fix that? Do i have to edit the AS texture manually?

charred bolt
cedar jacinth
#

My Texture files

charred bolt
cedar jacinth
charred bolt
#

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.

oak holly
#

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

dusk frost
#

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?

marsh canyon
#

There is no difference. Just visual

dusk frost
#

I mean, does one have more flash than the other, or are they both pretty hard to see, or what

marsh canyon
#

Hard to see

dusk frost
#

alright, thanks

fluid copper
oak holly
fluid copper
stuck oyster
#

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

onyx mountain
#

especially if you have it on a lot of units at once 😅

stuck oyster
#

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

onyx mountain
#

I debated doing something similar for one of my mods but quickly pivoted when I just looked at the level of variety I wanted 😅

fluid copper
#

It's already bad enough when most modded vests nowadays have 40k tris out the gate before they put on all the jazz

onyx mountain
oak holly
#

Cheers goat

stuck oyster
#

no

#

no transparent parts

#

thats the worst

#

non transparent textures

#

delete mesh you dont want to see on variant P3D

#

transparency "hiding" = worst bet

oak holly
#

So just have multiple P3D’s with each variant

#

++

onyx mountain
#

yeah

stuck oyster
#

but also there is a thing called too many variants

#

this is game environment

onyx mountain
#

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

oak holly
#

Yeah thankfully it’s only around 6 variants

oak holly
#

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

onyx mountain
#

idk what that is 😂 I model my own stuff, may not be the best but it's mine 🥲

oak holly
#

Not me main mod mod had bought assets before I joined

stuck oyster
#

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

onyx mountain
#

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

oak holly
#

I’ll just go the recommended way of multiple P3D’s

oak holly
onyx mountain
#

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

fluid copper
#

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?

stuck oyster
#

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

fluid copper
#

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

pallid island
#
            class HideMinigun:damageHide
            {
                selection="OtocHlavne";
                source="Proxy";                    
                animPeriod=0;            
            };    ``` source *what*? (from Test_Heli_01's model.cfg) ![meowhuh](https://cdn.discordapp.com/emojis/700311721784377405.webp?size=128 "meowhuh")
#

ah, it defines a custom animation source in config.cpp notlikemeow

grizzled halo
#

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

charred bolt
charred bolt
cloud arrow
#

Hey anyone know what might be wrong with the .rvmats?

fluid copper
charred bolt
cloud arrow
charred bolt
#

texture = "\lirus_uniforms\Feudal_Guardsmen\data\Lower_as.paa.paa";

cloud arrow
#

cause its split into 3 .rvmats

charred bolt
#

Can you see the error.error with that line?

cloud arrow
#

yeah

#

but what I am asking is that can one line break all the rvmats

charred bolt
#

What will it do if the _as is not applied?

cloud arrow
#

I would assume it would break that specific part, but will it break all the rvmats on a model?

charred bolt
#

No of course not. But without a crystal ball I can only point out errors as you provide the data.

cloud arrow
#

does anything look wrong with textures?

#

I couldn't find anything wrong, as they looked in lined with other mods

charred bolt
#

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.

cloud arrow
#

I can check rn, let me see if it fixes everything

charred bolt
#

It won't necessarily fix "everything", only the parts assigned to upper.rvmat

cloud arrow
#

yeah still seems to have the same problems

charred bolt
#

Does seem odd that you have "lower" maps in upper.rvmat

cloud arrow
#

anything else that might be causing it

cloud arrow
#

I can only think of like, maybe something on hte model side but unsure

oak holly
charred bolt
#

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 ^

cloud arrow
#

this is my own rvmats

#

and the mod isn't for star wars

charred bolt
#

ok that's good to know as mods using Disney IP on Star Wars are not allowed

cloud arrow
#

yeah, got no part in all that

charred bolt
#

This would be more usual

cloud arrow
charred bolt
#

Why are you asking me that lol? What's the worst that can happen?

cloud arrow
analog garden
#

(trust)

dusk frost
#

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(?)

south badge
#

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?

charred bolt
south badge
#

Thanks boss

daring atlas
#

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?

fluid copper
cedar jacinth
#

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

polar fiber
#

can't open models from the game files. They're binarised

cedar jacinth
#

no, i extracted game data via Arma Tools

fluid copper
cedar jacinth
#

But it worked before? It just suddenly stopped working - how can i unbinarize them?

fluid copper
#

You can't, doing so would break eula

cedar jacinth
#

but i have to use the proxies for a weapon?????

fluid copper
#

Ok then use proxies, you don't need to open the model file to use it as a proxy

cedar jacinth
#

but i cant import the Proxy - that is my issue

#

it throws me the error above

fluid copper
#

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

cedar jacinth
#

OH TRUE IM SO STUPID

#

WTHJ

#

bruh

#

im sry

fluid copper
#

All good lol

cedar jacinth
#

ty for refreshing my mind LMFAO

dusk frost
#

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)

marsh canyon
#

Check Blender's top (I guess) menu, check "script" or "console" in preference

dusk frost
#

ah that's it, cheers

marsh canyon
#

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?

dusk frost
#

(It was under "Window > Toggle Console")

marsh canyon
#

Yup

dusk frost
#

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

marsh canyon
#

Neither. Can you export one (faulty) LOD?

dusk frost
#

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

marsh canyon
#

Maybe, n-gons?

dusk frost
#

ah did I need to triangulate everything before export

marsh canyon
#

Quads are acceptable

dusk frost
#

but not n-gons?

marsh canyon
#

But not yeah

dusk frost
#

alas

#

alright I'll have a look

marsh canyon
#

So n > 4 are invalid

#

(FYI poly with 5 or more sides are hated by every 3D software)

dusk frost
#

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

marsh canyon
#

You can also use triangulate modifier so you won't forget but exporting will do it instead, too

formal halo
#

is clock banned from the a3 discord? (the guy who maintains the a3 obj addon)

daring atlas
fluid copper
stuck oyster
#

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

trail junco
#

how do i fix the white appearing when a part of the object is inside a transparent part

charred bolt
dusk frost
#

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.

marsh canyon
#

What exact error

dusk frost
#

cannot open object delisle\delisle.p3d

marsh canyon
#

It does mean your path is wrong

#

And/or the P3D is not there

dusk frost
#

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

marsh canyon
#

It does mean it is in JSM\delisle\delisle.p3d

dusk frost
#

can you rephrase

marsh canyon
#

Not delisle\delisle.p3d

dusk frost
#

I need to change the path in the config to include the tag?

marsh canyon
#

Yes

dusk frost
#

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)

marsh canyon
#

Okay so your pboPrefix is wrong then

#

You use AB right? You can set it in options

dusk frost
#

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?

charred bolt
dusk frost
#

still giving the error

charred bolt
#

Can you use pboProject rather than Addon Builder?

dusk frost
#

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

charred bolt
#

4.14 (free) and get the updated dll's too if you're not using the All-in-One installer

dusk frost
#

it says v4.15

charred bolt
#

ooo, I'd best look see

#

right you are, another update

dusk frost
#

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

charred bolt
#

dePbo 9.79 by the looks of it

charred bolt
dusk frost
#

sure, gimme a minute

charred bolt
#

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.

cedar jacinth
#

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?

marsh canyon
#

No

mossy mulch
pallid island
#

Inb4 set of animated rolling wheels per digit for even bigger waste of GPU

cedar jacinth
umbral shuttle
#

is there any reason for a scope to have a geo lod?

umbral shuttle
#

and scopes dont support any model cfg animations correct?

white oak
#

Couldn't the way its done with ships be implemented?

marsh canyon
#

No. Weapons don't have such dynamically retex way

stuck oyster
dapper creek
#

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.

wise stone
#

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

elder condor
#

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

stuck oyster
stuck oyster
wise stone
stuck oyster
dapper creek
stuck oyster
#

this is the part where youll have to learn to understand model.cfg and parented bones and stacking animations

wise stone
#

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?

dapper creek
# stuck oyster

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.

wise stone
#

ps. this is the bysta.p3d path that i found
\a3\characters_f\templatertm\bysta.p3d

wise stone
dapper creek
stuck oyster
#

you are just likely missing some parts you dont understand

stuck oyster
dapper creek
# stuck oyster if you explain the problem you have its probably solvable

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.

stuck oyster
#

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

analog garden
mossy mulch
#

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)

bright echo
#

revolving

#

but you have to have a fixed magazine max count

mossy mulch
#

as in all magazines the gun can take must be the same maximum?

bright echo
#

Yeah

mossy mulch
#

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?

bright echo
#

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

mossy mulch
#

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

bright echo
#

Yeah - what I was trying to do was do a muzzle flash every shot with revolving but it was a broken mess

mossy mulch
#

yeah ive still got to figure out how to move the muzzle flash between them meowsweats

#

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

mossy mulch
#

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 🙂
bright echo
#

nice

#

ill keep it in mind if I have to do some horrible thing again

mossy mulch
#

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 😵‍💫

stuck oyster
#

That's my cousin you talk about

#

Distant relation

restive pond
#

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

charred bolt
restive pond
#

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.

charred bolt
#

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.

elder condor
#

It’s got a few Retexture mods out there I just don’t know how to do it myself

stuck oyster
elder condor
#

Do you have any tutorial videos or posts?

restive pond
# charred bolt With 2 weapons, you can't use the selectionFireAnim, but need to manually hide a...
            "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.