#arma3_model

1 messages · Page 40 of 1

restive pond
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still does not work.....

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im about to lose my mind

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why there has never been a proper documentation/tutorial on a military sandbox vehicle modding from beginning to finish for more than 10 years i will never know

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just the whole workflow is all over the place, you have to learn everything the hard way until you understand what it a line means, because there is no explanation for it elsewhere other than the config dump and samples, which are sometimes incomplete with its explanation

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im moving to enfusion after this ffs, atleast its much more like unity

stuck oyster
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And people who end up spending the time learning usually want to spend the time after that making stuff

charred bolt
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It hasn't been documented by modders for the same reason that you won't document it when you do eventually get it working. But yes, Bohemia should have done more for modders, given the positive effect on sales and game longevity

stuck oyster
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For sure

charred bolt
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Looks like you need to add zasleh and zasleh3 as bones in your skeleton, parented to their respective gun barrels

restive pond
# stuck oyster Because it's a hell of a lot of work to make comprehensive set of instructions t...

reforger modding tutorials were comprehensive enough that it was incredibly easy to comprehend without any effort. It doesn't go much into detail with 3d modeling or computer skills either, but it explains the step by step process that makes it easy to follow. Compared to arma 3 tutorials, there is no proper workflow that is thoroughly explained, each person has to learn things on their own with tiny bits of documentation here and there to aid them.

mossy mulch
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something something reforger needs mods to sell

restive pond
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yes, but that is not the point

mossy mulch
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bohemia is a company driven by profit

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surprised?

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they dont need modding documentation to sell arma 3, they need sovietwomble youtube videos

restive pond
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do you think people buy arma 3 for the 2035 setting? or the mods?

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the more mods the community can make, the more money BI makes because more people will buy arma 3 to try out those mods

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and i believe with proper documentation that could be achieved even further than before

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not that BI is going to do it, but the community should atleast make one

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fuck, i might even make one on just how frustrated i am with the whole workflow

stuck oyster
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I've contemplated making some many times. Then I can't be bothered. I want to spend my time making my stuff. Maybe it's selfish. But I don't want to hear someone else say I should make tutorials either

mossy mulch
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theres not a single new mod that is doable in RV4 that could be created that either:
a) already exists
b) would make someone want to try the game

limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

stuck oyster
limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

stuck oyster
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did you copy proxies from the sample model?

wise stone
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can someone hop on a call with me to help with my custom uniform? if thats possible*

stuck oyster
wise stone
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gotcha, ill try to implement the fixes that you and other guys wrote to me yesterday and ill ask if it repeats itself
TY

limber abyss
stuck oyster
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binocular proxy is the only thing that controls where they attach

limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

stuck oyster
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easy way is just to grab all your proxies in object builder

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delete

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and copy the sample ones back in from another instance of OB

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(unless you already moved it in the sample 😅 )

wise stone
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Ok i have tested multiple things, i have transfered the weights for the model, i verified the models weights + took the proxies and other things from the template of A3_character_template + changed the bysta proxie to \a3\characters_f\templatertm\bysta.p3d,
Sadly its still empty

  1. I have data vertex of camo, its defined in mode.cfg, example below *test_uniform is the name of the p3d
        sections[] =
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","camo","camoB","camo1","camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
        };
        skeletonName = "OFP2_ManSkeleton";
    };

    class test_uniform: ArmaMan{};
  1. This is the config.cpp
class CfgWeapons {
    class Uniform_Base;  // Base class reference
    class UniformItem;   // Base class for uniform item details

    class template_Uniform: Uniform_Base {
        author = "Me";
        scope = 2;  // Public access
        displayName = "template Uniform";
        picture = "kk";  // Path to an icon image for the inventory
        model = "\template_Mod\apparel\gear\uniforms\test_uniform.p3d";  // Example 3D model path for folded uniform
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {
            "\template_Mod\debug\red.paa"  // Path to the texture for your uniform
        };

        class ItemInfo: UniformItem {
            uniformModel = "\template_Mod\apparel\gear\uniforms\test_uniform.p3d";  // No specific 3D model needed here
            uniformClass = "Test_Uniform_soldier";  // Class defined in CfgVehicles
            containerClass = "Supply40";  // Carry capacity of the uniform
            mass = 40;  // Adjust to represent weight
        };
    };
}


ill send the cfgVehicles in a sec

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CfgVehicles

class CfgVehicles {
    class B_Soldier_F;  // Base class to inherit from

    class Test_Uniform_soldier: B_Soldier_F {
        author = "Me";
        scope = 2;  // Public access
        displayName = "template Uniform soldier";
        uniformClass = "template_Uniform";  // The uniform class defined in CfgWeapons
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {
            "\template_Mod\debug\red.paa"  // Path to the uniform texture
        };
        weapons[] = {"arifle_MX_Black_F"};  // Adjust as needed, or leave empty
        respawnWeapons[] = {"arifle_MX_Black_F"};  // Same as above
        linkedItems[] = {"V_PlateCarrier1_rgr", "H_HelmetB"};  // Example items
        respawnLinkedItems[] = {"V_PlateCarrier1_rgr", "H_HelmetB"};  // Same as above
    };
}
  1. Tried using with empty hiddenSelectionsTextures[] = {""} and the red.paa *Paths are correct
  2. Tried placing textures on the face properties menu, its still empty
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and its still transparent as this photo

stuck oyster
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does this explain what you are doing wrong

wise stone
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im having some trouble reading the writing, sorry 😦

stuck oyster
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cfgWEapons entry defines the item uniform you have in your inventory and can put on or drop on ground

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cfgVehicles entry defines what that wearable uniform looks like when its worn

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your new model is defined only in the item

wise stone
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oh damn, so i just need to move the .p3d importing to cfgVehicles?

stuck oyster
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its a start

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also your texture does not use suffixes

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so it is unknow if it will covnert right

wise stone
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gotcha, ill try that rn.

stuck oyster
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right now you got camo and Camo in use

wise stone
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yeah i noticed that, i changed everything to camo
Thanks for the heads up

wise stone
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So after tweaking things, i got the uniform working without model.cfg.
But when i add the uniform in the model.cfg it just returns to the empty version of the uniform
(first picture is without model.cfg) (second picture is with model.cfg)
the length of the arms are correct.

stuck oyster
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you dont seem to be assigining any default texture on it

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remove all hiddenselection shenannigans and get it working normally first

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then add the texture swap stuff

wise stone
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ok, model is working but the texture is somehow incorrect, i added a total red, but its just incorrect,
Path: temp_Mod\debug\red.paa
temp_Mod\apparel\data\uniforms\bet_uniform.rvmat

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uvmat is just a temporary test

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but the models working 😄

charred bolt
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red_co BEFORE conversion to red_co.paa

wise stone
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tbh i thought that would just a semantic and that wont interfer with the textures

marsh canyon
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The prefix does influence when the conversion is done

wise stone
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gotcha it should work right now after that, thanks!

wise stone
shadow root
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Hey. First off, this is from a model from the recent Helldivers Strategem mod. It is open source. I didn't make these models. I don't make models.

I am checking some stuff out and a model is throwing 2 kinds of errors:
0:19:38 Trying to create an invalid center EMPTY
0:19:38 Warning: bax_helldivers\assets\destroyer\ses.p3d:0 Face 1012, point 802, face points 802,804,807 - very small normal -0,-0,-0
0:19:38 Warning: bax_helldivers\assets\destroyer\ses.p3d:0 Face 1013, point 805, face points 805,802,806 - very small normal -0,-0,-0
0:19:38 Warning: bax_helldivers\assets\destroyer\ses.p3d:0 Face 1014, point 802, face points 802,807,806 - very small normal -0,-0,-0
0:19:38 Warning: bax_helldivers\assets\destroyer\ses.p3d:0 Face 1017, point 804, face points 804,808,807 - very small normal -0,-0,-0
0:19:38 Warning: bax_helldivers\assets\destroyer\ses.p3d:0 Face 1027, point 805, face points 805,806,817 - very small normal -0,-0,-0

Can someone please explain what these errors are and if they are significant enough that I should attempt to fix them or avoid using this model?
I do know what a normal of a face is, and that -0,-0,-0 probably isnt good for a face normal

analog garden
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tbh you can prolly ignore them

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realistically they’d be nice to be fix but it’s doubtful it will do anything in terms of performance/issues

shadow root
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cools

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Can I get your opinion on one more set of errors?

analog garden
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sure I’m not a pro at them tho tbh

shadow root
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0:31:03 Warning: special LOD contains 2nd UV set.
0:31:03 Warnings in helldivers_main\support_pod\helldiverssuppod1.p3d:geometry
0:31:03 CalculateMass helldivers_main\support_pod\helldiverssuppod1.p3d
0:31:03 Cannot recalculate mass
0:31:03 ➥ Context: ShapeLoad: N:'helldivers_main\support_pod\helldiverssuppod1.p3d' P:'helldivers_main\support_pod\helldiverssuppod1.p3d'
0:31:03 Error: Trying to add LOD with resolution that already exists, duplicate shadowbuffer LOD? Res: 1.100100e+04 (11001.000000)
0:31:03 CalculateMass helldivers_main\support_pod\helldiverssuppod1.p3d
0:31:03 Cannot recalculate mass
0:31:03 ➥ Context: ShapeLoad: N:'helldivers_main\support_pod\helldiverssuppod1.p3d' P:'helldivers_main\support_pod\helldiverssuppod1.p3d'

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.
Trying to add LOD with resolution that already exists, duplicate shadowbuffer LOD? Res: 1.100100e+04 (11001.000000)
I think I understand this piece

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For the shadowBuffer LOD, would the 1.000 and ShadowVolume 1.000 be trying to do the same thing?

charred bolt
shadow root
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Where can I find good reading material on this?

charred bolt
shadow root
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The only thing I currently know how to do is rename the ShadowVolume lod

charred bolt
shadow root
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👍

charred bolt
shadow root
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Im good on the UV Set. Good on the Shadow Volume. Wher do I find the sbsource = shadowvolume property?

charred bolt
shadow root
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It took me a second. But I got it. It was the geometry LOD

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I appreciate all the help!

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2 errors remain:
1:04:32 Fresnel k must be >0, given n=2.51,k=0
1:04:47 Trying to create an invalid center EMPTY

charred bolt
shadow root
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class Stage6 {
    texture = "#(ai,64,64,1)fresnel(0.4,0.2)";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 0 };
    };
};
analog garden
charred bolt
shadow root
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rpt

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it occured right after placing down the object

charred bolt
# shadow root rpt

Run Arma without your mod loaded, see if it still exists. If so, not your problem!

shadow root
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fresnel isnt mine

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Any idea what that empty center is?

charred bolt
charred bolt
shadow root
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real qiuck, here is the config:

class ReammoBox_F;
class BAX_HellDivers_SupportPod: ReammoBox_F {
    author = "Venom, Neex, Grave, Phenosi";
    displayName = "Support Pod";
    model = "\bax_hellDivers\assets\supportPod\HellDiversSupPod1.p3d";
    editorCategory = "BAX_HellDivers_Objects";
    editorSubcategory = "BAX_HellDivers_Supply";
    maximumLoad = 4000;
    scope = 2;
    ScopeCurator = 2;
    side = 4;
};
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Everything looking good here?

charred bolt
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I wouldn't use CAPS in the classname as they tend to indicate a macro.
So would suggest bax_hellDivers_supportPod

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That's also only a partial config as it doesn't say which class Cfg... it is in, and there's no CfgPatches

shadow root
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That is CfgVehicle definition. I didnt copy paste the whole config.

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Still throwing

charred bolt
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too small to read, sorry

shadow root
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It says that the error should be fixed, but no explaination for what a empty center is

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The error is still throwing

charred bolt
shadow root
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yes

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but let me test something

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Not the issue

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Everything has a side

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This is simply because the model is set to the side, but it does spawn off center

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And the bounding box is rather large on it

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How do I move the camera around in object builder?

charred bolt
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ALT + RMB, although I might have set-up non-default keys

shadow root
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the supply pod went for a spin

charred bolt
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Did you mean Object Builder or Eden Editor?

shadow root
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where can I view controls?

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object builder

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nvrmnd

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im being an idiot. I did ctrl not alt. Alt rmb is right

charred bolt
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There may be an instruction manual somewhere, don't know, haven't looked for one in 15 years

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ALT + LMB translates camera

shadow root
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Do you know if there is a way to center a LOD on x = 0

charred bolt
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Also ALT + * (numpad)

shadow root
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I am good on view. Alt + *(Num) centered my view on the LOD.
Id like to move the LOD to exactly 0. Ill eyeball if i have to.

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it is offset on the X axis right now

charred bolt
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I'd use one or more of the orthographic views (side/front/top) and move the object manually.

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Sometimes 4 view can be useful (F9)

shadow root
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oh

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wow

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Thank you for all the help. The face normal issue from earlier is fixed. I am just left with the Trying to create an invalid center EMPTY error. Im going to shrug my shoulders for now and see if I can figure out how bad it is.

lusty ginkgo
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strange coincidence lol

stuck oyster
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strange indeed

lusty ginkgo
stuck oyster
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doesnt it still exist

lusty ginkgo
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It's a subscription based site now. No free options are left. You can't download previous purchases without an active subscription either

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quite sad

stuck oyster
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aa

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yeah thats sad then

lusty ginkgo
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know any tools that can automatically uv unwrap a model?

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blender's tools kinda suck and placing seems takes way too long and also I'm bad at it lol

south badge
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I heared about something called Rizom UV or something, but I never used it

south badge
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except for "select all edges over X degrees and mark them as seams"

lusty ginkgo
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the way you place seams is to select edges and make them seams

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Ctrl + E, Mark Seam

stuck oyster
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that is the best way to get best uv islands

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automation is a bit iffy, especially with complex models

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packing algorithms there are

lusty ginkgo
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yeah but I don't have the patience

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I use uvpackmaster for packing

stuck oyster
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then throw the basic blender smart unwrap

lusty ginkgo
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unwrapping is the problem

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smart uv project is pretty bad. Creates way too many islands

stuck oyster
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well that is really the options

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there isnt much in 3d model to go by to generate uvs

south badge
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Well, that´s why you select all edges over X (I usually do 70-75 percent) degrees and mark them as seams.
After that I separate my model "by all loose parts" and place a single lengthwise seam on every cylinder to unwrap it.

This will satisfactorily unwrap most of your model.

More complicated meshes you will need to clean up manually

south badge
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But I dont know why would you want fewer islands, because more smaller islands are easier to pack more efficiently onto a texture than fewer big ones.

lusty ginkgo
lusty ginkgo
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well maybe partially

stuck oyster
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it doesnt.

south badge
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I was told by a professional to not use Smart UV in Blender

stuck oyster
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you can also do smart uv, mark those seams from islands and then clean up

stuck oyster
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but hes looking for fast solutions instead doing it manually

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fast != good

south badge
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Well, I guess the quality will correspond to the effort put in

lusty ginkgo
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Yeah for larger islands using the smart uv as a seam does save some time

turbid pollen
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👋 I'm working on trying to start building my own custom weapon. I bought a model for a KAC KS1 from 3DMA, and I have an addon for working with A3 models in Blender, but beyond having the model I'm a little lost; is there any documentation or tutorials that are great for learning how to put stuff together?

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This is the model as is, I know it has a lot of objects & is pretty high-poly, but I'm very much new to this lol

stuck oyster
turbid pollen
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Plus, I tend to learn really terribly if I'm not applying it to the thing I'm interested in 🙃
If I need to do a few different takes on this until I get it right, that's not much of an issue

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The things I primarily don't know are the Arma 3-specific things like the LODs and proxies

stuck oyster
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there is a sample weapon that shows the basic technical bits in the arma3 samples

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and there are some blender /arma tutorials out there too that do go through the process

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the model you got you likely need to process a lot to get into a game friendly shape

turbid pollen
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more than likely 🙂

stuck oyster
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Id suspect its split into bunch of materials etc which would be preferable to bake into 1 or 2 max

turbid pollen
kind arrow
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Hey does anyone have a half decent beginner tutorial on vehicle modding for Arma 3?

charred bolt
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And there are the Arma 3 Samples (car/tank etc) on Steam

kind arrow
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Config is all working as it should, managed to verify it by just pointing it to the vanilla BLUFOR MRAP (the name escapes me right now) rather than the model I'm wanting it to work with

stuck oyster
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there unfortunately is no full step by step guides on this

kind arrow
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Damn, so I'm guessing the best approach is just load up the sample and mirror the various LODs on the new model

south badge
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Crying is optional

stuck oyster
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some people also lose lot of hair

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I dont know if that helps though 😅

stuck oyster
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there was one newer series too I think

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But the name escapes me right now

kind arrow
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I think the problem right now is lack of weight (?) basically if you lift the thing into the air while in Zeus it won't fall back down it'll just stay in the air like a building would

charred bolt
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Vehicles are not the easiest things to start with, in fact, aside from maps, probably the hardest.
If you were to learn, step-by-step, you'd want to start with a retexture mod, then making a simple prop, then maybe a gun, and finally a vehicle.

charred bolt
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Geo LOD should have mass applied

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Config class needs to inherit from something similar so it has the right simulation characteristics

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Class in model.cfg needs to match the p3d file name

kind arrow
charred bolt
gusty crest
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Anyone have any tutorials on importing a weapon? I bought the m16a1 from 3dma and want to put a custom stance for the default stance

stuck oyster
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it has its won dialog both in blender and object builder

charred bolt
kind arrow
kind arrow
charred bolt
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Select all of your geo lod objects, then you can enter a mass (in kg).

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You also need to check the objects are

  • closed
  • convex
  • named Component01 02 03 etc
gaunt pebble
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Guys, I have a .p3d file on my old mod and now I want to rename the folder of the mod but then the .p3d needs updating, checking the file via notepad++ there are references that need to be updated with the updated folder location for example from "wow_veh\landrover\data\lr_base.rvmat" to "wow_veh_old\landrover\data\lr_base.rvmat" but doing so via notepad++ breaks the .p3d

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My question is, what is the easiest way to update just the rvmat folder locations inside a .p3d file?

shadow root
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Can anyone please link me to texture templates of the apcs, specifically the Badger and the Pandur?

stuck oyster
dusk frost
gusty crest
stuck oyster
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youll need a weapon holding animation too

dusk frost
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it’s in-game already?

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also that yeah

stuck oyster
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but thats for later

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youll have enough to tackle with the model first

gusty crest
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Yeah I modded the stance in game now I want to implement it natively into a weapon model

gaunt pebble
dusk frost
gusty crest
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Yeah I have no idea about weapons since it’s a whole different ballgame

dusk frost
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k one sec

gusty crest
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The way it’s implemented now it’s a mask instead of an actual native way the weapon is use by default

stuck oyster
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ripping is not a tolerated thing

gusty crest
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I want to get it so it’s like the MGs from spearhead instead of my current solution

gaunt pebble
stuck oyster
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I was hoping I was clear enough that this isnt something that should be discussed here

stuck oyster
gaunt pebble
lusty ginkgo
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at what point does the amount/complexity of fire geometry actually start to affect performance?

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I have never had trouble with anything I have done but I don't know how far you can realistically push it.

charred bolt
wise stone
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im having a problem, i set the textures to be with the correct path, i have tried with different textures and im still getting the same results
paths:
\idf_mod\debug\red_co.paa
\idf_mod\apparel\data\uniforms\bet_uniform.rvmat

*same textures + UV for lods and view pilot

charred bolt
wise stone
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oh understood

stuck oyster
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or few less

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no data on performance hits though

dusk frost
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got a memory LOD question, when I imported the MX(?) from the samples it came with a memory LOD that I was able to use without much tweaking bc I was trying to import a rifle. If I’m trying to do a revolver, I know there’s revolvers in vanilla arma, but I’m not sure how I’d borrow their memory LODs. I tried importing the p3d that I thought was supposed to be for the Chiappa rhino but it didn’t seem to import anything. is there at least a list of vert groups I’d need or something like that?

charred bolt
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All the memory point names are contained within the configs

dusk frost
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mainly I’m expecting that the cylinder and swing-out arm use different memory points than the stuff found in the rifle sample

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alright I’ll check that out

lusty ginkgo
charred bolt
stuck oyster
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least amount you can make work

charred bolt
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I heard you say everyone should use 2047 components. HG bad man

stuck oyster
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ok you got me. everyone should have 2047 components in geometry lods!

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physX especially

charred bolt
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yay, I'm getting to work

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ultimate realism baby

stuck oyster
lusty ginkgo
sinful spade
# gaunt pebble Guys, I have a .p3d file on my old mod and now I want to rename the folder of th...

The question has probably already been answered and it is better to use the provided tools, but here is a small tip for anyone who wants to make such changes without tools. Of course, success is not always guaranteed, but it is better to use a HEX tool for this kind of work. Notepad++ is not very good at dealing with this kind of work. And usually it is only older games from the 90s that can handle it. And even then the rate is less than 50%.

south badge
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Why use many component when few do trick

sinful spade
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Question, are there female soldier models available as a mod for ArmA3? I would like to try to create some for the BW mods.

dusk frost
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there's a few mods that cover that I think

sinful spade
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Okay, then I have to look/search further.

viral hinge
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Hi, have you ever encountered the issue of a vehicle not displaying its damage texture on a multiplayer server, even though it displays correctly in the editor?

charred bolt
umbral shuttle
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unsure if modeling issue or texture issue, but I have this track for tank. in game it looks like this, a few problems are:

  1. that stretchin
  2. when pressing w key the track looks like it goes the other way, the wheels spin forward correctly,
  3. in bulldozer it looks fine,

what could I be missing?

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I picture in bulldozer

umbral shuttle
viral hinge
stuck oyster
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yours is baked full length and has huge amount of unused space

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its supposed to be repeating pattern

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and the uvmapping is supposed to cover multiple uvspaces

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when you constrain the uv into 1 space only, the engine clamps it to that space instead of being able to repeat it

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so when it scrolls the uvmapping to animate the texture it hits the edge of texture drawing only streched pixel

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(this aint documented anywhere Id suppose 😅 )

charred bolt
charred bolt
viral hinge
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I don't find any class Damage { }

I have this type of info : damageFull[] = {};

stuck oyster
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refer to vanilla configs for example

viral hinge
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I have a class damage I just don't see it on the in-game config viewer

stuck oyster
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paste your class damage

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also do you have selectionDamage named selection covering all parts you want the damage to swap on?

charred bolt
stuck oyster
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👆

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solid advice

viral hinge
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class Damage /// damage changes material in specific places (visual in hitPoint)
        {
            tex[]={};
            mat[]=
            {

                "AlessioGT86\data\rvmats\glass_fume.rvmat",         
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",             
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",

                "AlessioGT86\data\rvmats\Glass_veh.rvmat",         
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",             
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",

                "AlessioGT86\data\rvmats\glassint.rvmat",         
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",             
                "AlessioGT86\data\rvmats\Glass_veh_damage.rvmat",

                "AlessioGT86\data\rvmats\Car.rvmat",                     
                "AlessioGT86\data\rvmats\Car_damage.rvmat",         
                "alessioGT86\data\rvmats\Car_destruct.rvmat",

            };
        };
stuck oyster
stuck oyster
#

in config, p3d and model.cfg section list

stuck oyster
viral hinge
charred bolt
#

Usually most of your car textures will have the named selection of zbytek in the res LOD's.
In config, there will be a selectionDamage = "zbytek"; entry.
And in model.cfg, you must have "zbytek" in the sections [] array.
When you have that in place, the materials will swap according to the class Damage entries, so
car.rvmat >> car_damage.rvmat >> car_destruct.rvmat

viral hinge
#

Thanks for the feedback ! 🙂

charred bolt
viral hinge
#

I made it

stuck oyster
#

it might be good idea to make armaverse brand name instead of using a real one

stuck oyster
#

was discussed here too

solid sonnet
#

HEY, everyone, I'm importing some buildings into A3, but I don't know the model settings in the "Paths" Lod in OB, such as the naming of the model vertices such as "in" and "ActionBegin\ActionEnd"

stuck oyster
#

you can look at the sample house for reference

solid sonnet
stuck oyster
#

in points are where AI can start/exit the path

#

pos points are building position points AI can be commanded to go to

#

action points connect to config.cpp so AI can do things like open doors

solid sonnet
#

Very clear so thanks

lusty ginkgo
#

what is the best way to determine the mapSize config parameter for an object?

charred bolt
#

Does anyone know why a vehicle would not show it's second Shadow LOD as the camera moves away?
It just shows the SV0 until the Shadow display limit is reached.
SV0 and SV10.
Shadows are closed, triangulated, sharp.
SV10 at 500 tri's.

stuck oyster
#

too strong shadow quality settings?

south badge
#

Would it be overkill to model all the holes for the shadow lod? I currently dumped a solid cube there as the shadow LOD, but it looks kinda weird. On the other hand including all the holes might probably not be the most optimised way? I really don´t know.

stuck oyster
#

model them.

#

will look better

#

then simpler sv10 lod for far distance

south badge
#

fair, cheers

stuck oyster
#

you can try square holes but that might not be good enough

south badge
#

Might as well do round holes and make it look good if I go through the effort smort

stuck oyster
#

yep

charred bolt
stuck oyster
#

weirdness then

umbral shuttle
#

ah okay, I was able to do a quickly test something out for having the uv in multiple uvspaces, that works fine just gotta retexture.
what about the issue of the track looks like it goes backwards when it should go forward? anything special for that?

charred bolt
umbral shuttle
#

but pas_l?

charred bolt
#

Tank is facing to the LEFT when in Object Builder LEFT orthographic view?

umbral shuttle
charred bolt
#

Check in game config viewer that you have this

selectionRightOffset = "pasoffsetP";```
umbral shuttle
#

looks correct

charred bolt
#

pas_L and pas_P are often the selection names given to the tracks and used for material damage swapping, from the track hitpoint classes, so unlikely to be cause of backwards movement

#

Try flipping the track UV's in the vertical ie. top goes to bottom

umbral shuttle
#

okay will try

charred bolt
#

in fact, I'm fairly sure that will be the answer

stuck oyster
charred bolt
#

If it doesn't work I'll give you the credit 😉

stuck oyster
#

if it dont work Im more than happy for you to keep the credit 😅

umbral shuttle
solid sonnet
#

Hey guys, is there any way to quickly build a Geometry model of a house?

solid sonnet
#

is only way to use 3D software and re-model every wall?😳

stuck oyster
#

pretty much

solid sonnet
#

lol i get

stuck oyster
#

it gets easier the better you are with handling the program and techniques

#

but theres no easy magic to skip the practicing

solid sonnet
#

yeah is truth

normal cloud
#

my fire blast doesn't want to stick with barrel

#

basically it just chaotically shoots around

#

what's might the problem?

#

proxy is set accordingly to barrel

#

i think it's model cfg issue

stuck oyster
#

is it part of some animation?

#

mut memory=1 in there

#

this is some extracted model.cfg so many thing can be wrong

#

you have not written it fully yourself

#

cant ever trust someone elses config 😛

#

continue here since you split up

restive pond
#

im looking as to why my amphibious vehicle doesnt float on water, it stays on the ground and behaves as if it is on land when underwater

Geo lod is set to buoyancy = 1

this is in the config

// WATER
canfloat = 1;
engineEffectSpeed = 5;
waterFastEffectSpeed = 8;
waterspeedcoef = 0.2;
waterSpeedFactor = 2;
waterResistanceCoef = 0.09;
waterResistance = 1;/// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
maxFordingDepth         = 0.5;            /// how high water would damage the engine of the car```
stuck oyster
#

Does it have a boyancy lod?

restive pond
#

i will check that

#

but i have another amphibious vehicle that works completely fine when on water but it doesnt have a geometry buoyancy lod?

#

nah it doesnt work

#

this shows up on diag.exe though

#

im not sure what the error means?

stuck oyster
#

make boyancy lods.. blobcatsweats

charred bolt
#

What I was gonna say

#

will take credit

#

buoyancy should be 1 component, maybe 2

restive pond
#

i am so confused because i have another vehicle that i never made a buoyancy LOD for, but works just fine

charred bolt
#

but that would be a terrible performance issue, even if you think it's "working"

restive pond
#

yeah it still wont work, the error still shows up

#

i have it as 3 components and the only property listed is autocenter

charred bolt
#

you have a Geo Phys LOD?

restive pond
#

yeah, its the same model too

stuck oyster
#

autocenter needs to be just in the normal geometry lod

restive pond
#

nope still the same errror 😭

stuck oyster
#

make the boyancy lod just simple cube

#

and make sure you are packing right folder 😅

charred bolt
#

also delete/replace in eden after build if using saved mission

restive pond
#

yea still doesnt work

#

definitely on the right folder here

#

and i restart arma just to pack

#

not a big issue if it doesnt work tbh, its just going to be a side feature

stuck oyster
#

every error stacks up in the background

restive pond
#

ok so how should i approach this problem?

charred bolt
#

remove canFloat from config, check error goes away
run game without your mod loaded, check error not present

restive pond
charred bolt
restive pond
#

it still produces the error

#

although now the engine gets damaged overtime, that wasnt the case before

charred bolt
#

is it tankx simulation?

#

or carx?

restive pond
#

carx

#

the thing is most of the config (and even some parts of the LODs) are copied over from the vehicle I talked about that works on water

#

which is strange

charred bolt
#

can you show OB with the buoyancy LOD and also the Geo LOD properties?

restive pond
#

Geo LOD

#

buoyancy LOD doesnt have any properties

charred bolt
#

I mean, show actual buoyancy lod

restive pond
stuck oyster
charred bolt
#

Show the whole OB window, selection names etc

stuck oyster
#

does it have component name

restive pond
charred bolt
#

wrong

restive pond
charred bolt
#

Component01

restive pond
restive pond
charred bolt
#

You've checked it's closed and convex?

restive pond
# restive pond

i messed up the layout and never figured how to to get it back

restive pond
charred bolt
#

try reducing the size of the buoyancy cube, and lifting it off the ground above the wheel tops

restive pond
#

i dont think the real issue is that atm. its that the game doesnt recognize that i dont have a buoyancy LOD

restive pond
polar fiber
charred bolt
#

true ^

polar fiber
#

and yes, having it does effect how the vehicle interacts with water so this is probably your issue

restive pond
#

that was it!

#

thanks alot

bright echo
#

yeah autocenter 0 completely breaks the water sim

solid sonnet
#

Hey everyone, it's me again. I made a Geometry model in 3D MAX and imported it into OB via FBX format, but in OB the model changed from Quads to Triangles

#

FBX models are Quads in Blender

bright stone
#

Hi guys, does anybody install/reinstall buldozer after latest tools update? Me and my friend find out a problem, after fresh install it broke up, OB just can't found a model viewer so we can use only arma3.exe

#

but also the arma3_x64.exe doesn't work anymore, keybinds on it broke up too, i can move camera only by scrollwheel, freecamera mode (on F2) broken too

#

if i remember correctly, on spring-summer 2023 buldozer_x64.exe worked fine, and i opened 300k+ tris models by it, but now with arma3_x64.exe i can't (buldozer_x64.exe, as his x32 brother can't be seen by OB too)

marsh canyon
analog garden
fluid copper
#

Engines convert the object to triangles anyway, some people just prefer working with quads during model/animation creation

stuck oyster
#

But yes it can have trouble opening large models.

300k is quite a lot. Like maybe too much.

formal halo
#

maybe

prisma mulch
#

If I wanted to make a set of street signs for a map how would I deal with getting different text on the signs?

Ideally I want to make a couple signs and then change the text separately.

Saw that this can be done using a transparent plane showing part of a texture with text options and UV mapping but not how that works in practice.

Sign and text being different objects, multiple p3d files with shifted UV maps, changing something in the model.cfg or in the config?

white oak
stuck oyster
#

for terrain making each sign needs its own model

#

since texture swapping does not work on terrain objects

#

Id just make the text straight on the texture since you need unique textures anyway

#

that way the model is kept as simple as possible

#

with just 1 material/texture that can be shared with many

#

as the sign textures can be combined into an atlas

#

for example

prisma mulch
#

Thanks, that makes sense

stuck oyster
#

BI has made their signs in the way you described above though

#

with blank base and transparent background texts

#

imo this does add more overhead with the 2 textures/materials

#

and signs are everywhere

#

typically 1 atlas texture is said to be better performing though blobdoggoshruggoogly

prisma mulch
#

In the example is that rusty bit shared between the signs for poles and other bits?

white oak
#

Frame of it

stuck oyster
#

frame, backside can be uvmapped on that space yeah

tribal rain
#

so ive got this UGL sight ive setup way ive done it is ive modelled two different GL sight states one flipped up and one flipped down. then in the model cfg depending on the is selected state should change which one is hidden/visible.

however the flipped down version is visible and also shrunk in scale throughout and also is in the wrong position.

Guessing im doing something wrong not sure what it is though?

            class Animations
        {
            class RearSightGLDown
            {
                type = "hide";
                source = "isselected";
                selection = "RearSightGLDown";
                sourceAddress = "clamp";
                minPhase = 0;
                maxPhase = 1;
                minValue = 0;
                maxValue = 1;
                memory = 0;
                hideValue = 0.5;
                unHideValue = -1;
            };

            class RearSightGLUp
            {
                type = "hide";
                source = "isselected"; 
                selection = "RearSightGLUp";
                sourceAddress = "clamp";
                minPhase = 0;
                maxPhase = 1;
                minValue = 0;
                maxValue = 1;
                memory = 0;
                hideValue = -1; 
                unHideValue = 0.5;
            };
stuck oyster
#

when you child/parent bones in a chain

#

you use only the last bone of the chain on the model

tribal rain
#

right so way to fix it? change the parent dependency?

stuck oyster
#

you could also make the part rotate instead have 2 parts swap with hide

tribal rain
tribal rain
# stuck oyster make sure you only have the last bone as selection for those parts

apologies if im bombarding you now but when we say "bone" we talking memory point or the bones in the cfg?

Speaking of:

       skeletonBones[]={
    "bolt","", 
    "bolt_catch","bolt",
    "cover","", 
    "magazine","", 
    "safety","",
    "trigger","",
    "zasleh","",
    "muzzle","",
    "op", "",
    "op_hide","op",
    "op_end","op_hide",
    "gl","",
    "gl_cartridge","gl",
    "gl_bullet","gl_cartridge",
    "RearSightGLUp", "", 
    "RearSightGLDown", ""
};
stuck oyster
tribal rain
#

i forget Z and Y are swapped in arma right?

#

like coming from Blender to Arma

stuck oyster
#

use "rotation" type with memoryLod defined axis

#

liek always

#

rotationX rotaionY are pretty much obsolete

tribal rain
#

so as long as the memory points are in the right orientation everything else is moot?

tribal rain
#

i swear its these little bungles that get me everytime 😅

unborn juniper
#

i'm not sure if this is the right place to ask but; recently i set a goal to make walking mechs in Arma. but from the bit of research i've done, i notice that vehicle models have a different animation process than making animations for soldiers, and i wonder how i'd go about making a walking mech without a rig so to speak

#

is it just done procedurally? i notice the HMCS mod seems like the animations are hand made for it.

stuck oyster
#

basically there is 2 options
Mech characters with RTM
or
Mech vehicles (typically tank based) with model.cfg procedural animations

#

both have good and bad things

#

so start learning the stuff from something simpler 😅

unborn juniper
#

oh absolutely going to start simple

#

i just wanted to get a gist of the process first before diving into that

#

seems like the second option is my best bet since i'd like to at least make it a vehicle, which at least gives me some direction on what to learn. thanks for the info!

stuck oyster
#

since they cant adapt to the slope but just angle with it

#

Im pretty sure there were no animation source for land vehicles that could be used to cancel that

#

tilt forward when going up hill and so on

#

characters stay straight up on slopes and can have bit of leg animation blending

#

that too can look bad in extreme cases though

unborn juniper
#

yeahhhh i can imagine

stuck oyster
#

there are few mech mods around for both solutions so you do have some reference that you can try out

unborn juniper
#

all i've tried was HMCS, that's primarily what inspired me to consider Arma for it since it was indeed possible, even if it's trying to bend the engine to your will to achieve it

#

but that's the fun part, learning to break the rules

stuck oyster
#

for sure

#

this is mine from a while back

#

still working on it figuring things out

#

(also was distracted with other stuff for a bit 😅 )

unborn juniper
#

oh, that's friggin awesome! i love the entering animation

#

is it based off of anything?

stuck oyster
#

no its my own designs

unborn juniper
#

they look great! i love how imposing this mech is

stuck oyster
#

this is actually option 3.

#

combination of man and tank

#

but its a bit trickier to do

#

and well

#

no guarantees it works 😅

#

so far it does

unborn juniper
#

it sounds trickier. and perhaps jankier. if i'm to start anywhere, i'd just go with procedural-ish

stuck oyster
#

but blobdoggoshruggoogly things can happen that break it eventually when features are added

unborn juniper
#

i personally want to make Steel Battalion VTs for Arma, because i've been kinda obsessed with that game lately and it seemed a perfect fit for a milsim oriented game

#

but! that's a long term goal. i'm not gonna jump for it immediately, especially given how ambitious it is. i've been developing stuff for external game engines n whatnot for a good year now, but Arma 3 is new territory for me. so i've got a lot of learning to do

analog garden
stuck oyster
#

this is what my brother is cooking for his side

#

it too has gone few rounds of redesigns 😅 hes starting to be happy with it though

analog garden
#

wooo worldspace normals woooo

#

looks nice tho

fluid copper
#

it missin a leg

limber abyss
#

One message removed from a suspended account.

#

One message removed from a suspended account.

west haven
#

kinda curious, is it easy to add something like a suppressor to arma 3?

marsh canyon
#

If you know how to make a P3D, config, PBO, yes

west haven
#

Baller

#

I do know how to make most of that

west haven
#

also when doing a hand grenade, do I need to have one model for the ground and one thrown one sans the lever? Or is it one model with a cfg file doing the lifting

marsh canyon
#

You can set two P3Ds, but people won't really notice I guess

west haven
#

that is fair tbh

#

I might just go with that then yeah

stuck oyster
proven urchin
#

Is this the right channel to ask for help involving a error I'm getting from a gun model?

stuck oyster
proven urchin
#

Alright, in that case this is the model in question. The error, "ModelInfo.bounding_box is not a float" appears when trying to pack the model into a PBO using PBOProject 4.17. I'm convinced that it's a issue with the model, as the code side of it works with any base game model, and I can pack the PBO just fine when the model ins't in the folder.

stuck oyster
proven urchin
#

Did that a couple hours ago, error still happens

stuck oyster
#

but when I removed those it packed fine at least blobdoggoshruggoogly

proven urchin
#

So you think it might be a issue with the model not drawing the right textures?

stuck oyster
#

no idea

#

the error does not feel like its anything textures related

proven urchin
#

What do you think I should try then?

charred bolt
proven urchin
charred bolt
proven urchin
charred bolt
jaunty rune
#

thorught i would ask in here because you guys would know the best, what would be better for modeling and map creation I5 or I7?

stuck oyster
#

also has your armatools been updated since the 2.18 patch

last spindle
#

i7

jaunty rune
#

price for performance?

proven urchin
#

So I went ahead and reinstalled it again, and now it's working, so I'm thinking I got a bad download.

As for the all in one, I didn't even know that was a thing

charred bolt
last spindle
#

can not say, i have never owned anything less than an i7 since the first generation of them, i don't have the latest gen i7 and it is fine, can handle upto 16 million polygons in 3dsmax viewport.............i would say that unless you are interested in doing things that really push the limits you will be fine with newer i5 if you are after something in a lower price range

woeful viper
#

i have i5- 3570K and it's enough for modelling... if you are just an amateur modeller (like me) that is sufficient.

jaunty rune
#

dont think i will be going pro anytime soon

last spindle
#

^ unless you are regularly going to be messing with 10 million + vertices, while running texturing programs and stuff on multiple monitors i think the biggest thing is having enough RAM with a good enough speed

woeful viper
#

yes ram is an issue, particulary if you want to use DDO

jaunty rune
#

i currently got a 3rd gen i5 u sque but i got a z97 sabertooth for 150 cad whyen tiger direct closed (a computer store) so im thinking i just wana use the mobo right now

foggy finch
#

also latest i7's dont offer much of an improvement performance wise over previous generation

woeful viper
#

8GB ram is not enough to handle a 4K texture with ddo

jaunty rune
#

i got 16 cuirrently

woeful viper
#

you can do it, it's a pain in the arse however

foggy finch
#

16gb is bare minimum for quixel I would say

woeful viper
#

if you only do 2K , 8GB is ok. for 4K it's basically unbearable

#

<- personal experience xD i'm considering upgrading to 16gigs

jaunty rune
#

im not even on a 1k monitor currently so for now its not a issue

woeful viper
#

i'm talking about processing 2K / 4K textures

jaunty rune
#

o ok

#

i dont see much of a use for using 4k grade textures in arma anyway

woeful viper
#

i agree

foggy finch
#

I have an i7 4770k on an asus z97-k mobo, 16gb ddr3 ram, only thing that fucks me up is needing to get a new gpu 😃

jaunty rune
#

ya, im still, running a 560 its like a space heater

last spindle
#

you should texture in 4k super sample, then export as 2k, then you have 4k in storage for future use

foggy finch
#

everytime I get round to getting a new gpu nvidia goes and releases a new chip, the barstewards!

woeful viper
#

i only by middle of the line for a reason...

foggy finch
#

yeah

#

well I figured when I built this pc i'd get middle of road gpu at that time and upgrade it eventually 😄

jaunty rune
#

well thanks for a insite, appreciate it

#

thats what im thinking get a good cpu then gpu changes every year with alot of improvement

foggy finch
#

besides I dont see the point in buying any gpu makers flagship cards, they're completely overpriced, especially when considering for getting a lesser card you coul ddouble them up for less than one of the flagship cards

jaunty rune
#

im looking at the 970 currently but i want to get a soilid base for it to go into first

last spindle
#

i have had my i7-3770K for such a long time now ....think i had a 290x2 in it first, then 590 SLI, now 780 finally time to move onto a whole new clean start

foggy finch
#

yeah im thinking a 970 too, might just get a 960 though, the x60 cards have fared me well

woeful viper
#

for modelling the gpu doesnt really matter though... only for gaming

jaunty rune
#

the 960 isn't really worth it anymore for the slight perfomrance gap inbetween that and the 950

#

unless you use some the nvidias new cuda stuff that using the gpu to excelerate prosseses

foggy finch
#

😉

#

ill probably bite the bullet in january and get a new gpu

woeful viper
#

still on 660 gtx ti 😄

foggy finch
#

650ti boost in this pc, 660ti in htpc in living room

cursive sleet
#

Still on MSI lightning gtx 680 😄

normal cloud
#

Hey, guys

#

Which selection/axis is responsible for laser in weapons model?

stuck oyster
normal cloud
stuck oyster
#

dont remember off teh top of my head but it probably had "laser" in it

stuck oyster
#

check out laser pointer attachments config perhaps

hidden fern
#

what size are models supposed to be in arma cause have a issue when I export the model from blender to arma 3 builder its way to small and I scaled the model to 0.01

#

I have been using a model from arma 3 to scale my objects but when I get them into arma 3 builder it is way to small

stuck oyster
#

but you might have scaled your model in objectmode, which you need to apply

#

so the question is wheres the model from

#

and what do you use to export it

hidden fern
#

arma soldier from arma 3

#

fbx

#

thats how small the dude is

#

then I scale my building to him and this happens

#

Im using blender

#

so as you can see the model is scaled

hidden fern
#

@stuck oyster

mortal pelican
#

Alr, to preface this a bit. I've only just started learning Object Builder and learning how to make models. I have zero experience with this and am extremly stuck.
here is a photo of my object in game, I've split it into two section in object builder to try and get my paa texture to look better on it but it didn't do anything.
I don't know how I can get the texture to align with it's self any better i'm trying to use this Paa on the entire thing but make it look not awful. here is the p3d too

Super open to suggestions here not sure how to make a skin template either...

stuck oyster
stuck oyster
#

doing stuff in Object builder is very tedious

#

and its very undocumented program

stuck oyster
#

@mortal pelican youll need to learn concepts like uvmapping to get texturing right

#

even if you want to do just simple meme props for missions

mortal pelican
#

i tried to use blender initially but couldn't get the arma add on to work

stuck oyster
#

for you too, guide in the pins

#

and in any case, way wayyy before you need to use the toolbox, youll need to have the model stuff nailed down

mortal pelican
#

im j tryna get a candy cane done...

hidden fern
#

@stuck oyster I did do it that way its showing small

stuck oyster
mortal pelican
#

ok well

#

using this guide

#

got here

stuck oyster
#

how facepalm

mortal pelican
#

it doesnt let you select a zip

stuck oyster
#

you dont seem to have a zip

#

but a folder

mortal pelican
#

i unzipped bc u cannot select a zip

stuck oyster
#

did you press right button

#

to get to the zip selection

mortal pelican
#

i got it

stuck oyster
#

so I can tell the next guy who does it 😅

mortal pelican
#

i was j blind

#

learning uv mapping nowe

hidden fern
#

@stuck oyster could you send me a soldier model fbx so i can see if the model that was sent to me is not to scale

#

im helping @ruby lion out with a project and the scaling seems to be way off when its exported

stuck oyster
hidden fern
#

can I send you the file so you can look it over and see where it went wrong

stuck oyster
#

1unit,1meter in blender is 1 meter in game

#

You export in fbx which uses different scaling

hidden fern
#

ok..I also sent it to him as p3d

#

and its not working

stuck oyster
#

Well maybe you don't have the object scale set to 1.1.1

hidden fern
#

@stuck oyster I will send blend file but the textures will be purple cause im not sending texture

stuck oyster
#

check the scale in object mode

hidden fern
#

ok

stuck oyster
hidden fern
stuck oyster
#

its all one object

#

this is meaningless

#

or well

#

its not

#

since

#

look at the dimensions

#

(why bought stuff is not a solution to skipping basic modeling knowledge)

hidden fern
#

all one object to send

stuck oyster
#

this has been scaled to tiny tiiiiny thing

#

youve messed up something with it blobdoggoshruggoogly

#

and honestly i dont want to fix it

#

youll have to do that

#

so you learn

hidden fern
#

ok can you give me a idea where it went wrong

stuck oyster
#

look at the dimensions

hidden fern
#

ok what should that be

stuck oyster
#

idk

#

but not that

#

since thats tiny

#

now youll have to figure out the rest

hidden fern
#

I scaled the model at 0.01

stuck oyster
#

why

hidden fern
#

the original model he said was to big

stuck oyster
#

who said?

hidden fern
#

hungry

mortal pelican
#

uh

#

what do i do with overlapping uv map?

hidden fern
#

Im helping him with a modeling project

mortal pelican
stuck oyster
stuck oyster
#

and definitely too much

#

like I've said now many times

#

1 blender unit

#

is 1 meter

#

in blender

#

and in game

mortal pelican
#

ok ive made progress

#

wym unwrapping different tho, it did everyhting else perfect but its liek it ran out of room on the template

#

is it possible to slect one of these wings and j move them w/o selecting the other?

hidden fern
#

@stuck oyster that human model is like that when I import it to blender

#

the bunker is the orignal size so not sure what the crap is going on

mortal pelican
#

yeah idk its still doing that every time even with new edges

pallid island
stuck oyster
hidden fern
#

I made it in blender

stuck oyster
#

youll have to first normalize its scale to 1,1,1 (apply transforms or apply scale)

hidden fern
#

Im exporting to arma 3 builder

stuck oyster
#

and then scale it to right size in edit mode

#

that arma man is also not in right size

#

id recommend you stop using fbx and get the blender toolbox

#

so you can import the arma man in right size easily

#

from p3d

hidden fern
#

the arma man is how it cam in as

stuck oyster
#

no need to explain

#

just move to better workflow so you have less issues

hidden fern
#

i was given a fbx file of arma man I was just following it to get scale

stuck oyster
#

well that was a mistake

#

since it was not in right scale

#

so you got to do the scaling again

hidden fern
#

yeah well I told it was

#

thats why I asked for a fbx of a man to get the scale back

#

I used a man I had for ref but Hungry said it wasn't correct size

stuck oyster
#

again

#

ditch fbx and use the toolbox and your scaling problems go away

hidden fern
#

ok whats in the toolbox that helps with scaling

#

im new to this tool box thing

#

When I model I use a ref model to scale from but i guess arma is different

stuck oyster
#

it allows you to import p3d and export p3d

#

so you dont have to mess with fbx

pallid island
# mortal pelican

you a) in Edge mode select caps and a single line between them (as in screenshot 1)
b) open Edge menu (or press Ctrl+E, or right-click the selection) and press "Mark Seam" (as in screenshot 1)
c) select faces/edges by pressing A, press UV (top menu or U on keyboard), press "Unwrap".
Bam, you have more usable UV already (screenshot 2)

hidden fern
#

@stuck oyster I did that but how does this fix scaling issue

mortal pelican
#

these are the seems I was using

#

that output this

#

the one line seeme made this

pallid island
# pallid island you a) in Edge mode select caps and a single line between them (as in screenshot...

after that in UV part of the window switch to edge mode (2 on keyboard) and make sure pivot is set to "Bounding Box Center" (screenshot 1 here)
get to any quad on the map, select upper quad border, press S-Y-0(zero)-Enter to make it horizontal. Select bottom, press S-Y-0(zero)-Enter as well. Select left border, press S-X-0(zero)-Enter. Repeat with right border. I'd become an axis-aligned rectangle. (screenshot 2 before, screenshot 3 after).
Change to face selection mode by pressing 3 on keyboard. Hover over rectangular quad. Press L to select all linked faces. Shift-click the rectangle quad to deselect it. Then Shift-click it again to select it and make it active. Right-click it and press "Follow active quads".
Bam, you have nice rectangular UV map of the entire round part of the cane (screenshot 4) blobdoggoshruggoogly

mortal pelican
#

hollup

#

get to any quad on the map, select upper quad border, press S-Y-0(zero)-Enter to make it horizontal.

#

this is where im at

#

little bit stuck

#

unsure what this means

restive pond
#

does the vanilla 12.7 mm magazine not have a proxy?

stuck oyster
#

quite possible

restive pond
#

seems like it is, magazine wont appear in my proxy, but other types do

#

same for the .408

stuck oyster
#

what proxy is that?

#

you mean in the vanilla gun?

pallid island
# mortal pelican get to any quad on the map, select upper quad border, press S-Y-0(zero)-Enter to...

Be in the edge select mode (press 2 on keyboard if not sure), click the edge (the one arrow points at) to select it. On the keyboard press S (for Scale), then Y (for Y axis), then 0 (zero size over Y = edge is horizontal), then Enter to apply. https://youtu.be/bHbgQs8zkpw?t=184 for the video guide on that made by person who's way better than i am at explaining blobdoggoshruggoogly

We flatten distorted uv islands without any addons (follow active quads)!
SUPPORT MY TUTORIALS: https://www.patreon.com/cg_matter

business inquiries:
cgmatterofficial@gmail.com

▶ Play video
restive pond
#

magazine proxy

stuck oyster
#

it probably dont have one yeah

pallid island
#

seemingly no modelSpecial property in 5Rnd_127x108_Mag magazine class used by GM6

hidden fern
#

@stuck oyster I used the the p3d tools

#

The p3d man was way bigger in blender so this should work correctly for scaling my model to a human

stuck oyster
#

correct yes

#

you were in sub millimeter sizes there

hidden fern
#

yeah the fbx model he sent was the issue

mortal pelican
#

@pallid island u have been extreemly helpful thank you bro!

hidden fern
#

is it possible to export the texture path
with the toolbox @stuck oyster

#

we got the model in perfect now, we need the textures how do I export those

stuck oyster
#

yes when an object is set as arma object for exporting its material tab has dialogs for arma texture and arma material

#

this kind of objects should use multimaterials though

hidden fern
#

ok

south badge
mortal pelican
#

Idk, I j wanted to make something and learn

#

It’s my first model ever

stuck oyster
south badge
#

Gotta learn optimisation early yoba_zampolit

mortal pelican
#

Gotta learn how to use all the tools too LOL

mortal pelican
ruby lion
#

Hey , is someone out here expierenced with blender ? Trying to get different lods into one p3d export via arma toolbox

#

but not really sure how to do it

#

are there different layers in blender where I can model for example the fire geometry and lod 0 for example and then export it both together

hidden fern
#

omg must be a easier way . NO way some is going to make hundred lods after its all said and done just to get a model in

stuck oyster
stuck oyster
stuck oyster
hidden fern
stuck oyster
#

It's your personal conversation

#

And don't ask chatgp Arma things it knows nothing

hidden fern
#

I have all these pieces I modeled which makes a bunker

stuck oyster
#

Ffs

hidden fern
#

so do I have to make lods for them

stuck oyster
hidden fern
#

yes i did

stuck oyster
#

They should not be separate

#

Look at the sample house

#

For reference

#

And read the wiki page bout lods

hidden fern
ruby lion
stuck oyster
#

Import the sample house as reference

#

From Arma3 samples

#

From steam

ruby lion
#

I will send it to him and we will try it out

#

ty

lusty ginkgo
#

Do you think we will ever have access to silvador? I inquired about it once years ago and never got acknowledged and the page for it has long since disappeared.

It seemed promising. No other tools exist that come close

stuck oyster
#

If its sold anymore

white oak
#

Tree it is a nice alternative

stuck oyster
#

Even that one built in blender can work alright. And with geometry nodes you can do wonders.

#

Of course ready dedicated program can be faster start.

white oak
#

the blender built ones are nice but they often make high poly leafs instead of a single texture pane

restive pond
#

whats up with the model of my muzzle being blurry like that?

#

its not part of any vertex group other than zasleh which is only at the very tip

mossy mulch
#

you have motion blur on

#

sometimes the end of guns gets blurred when moving

#

turn off all blur and then try

restive pond
#

yeah, it is a long gun

lusty ginkgo
lusty ginkgo
#

So is the 50m scale limit only for x/y axis on a model? It seems that models can be a lot taller then they can be wide before the geometry problem starts

#

or is that just a quirk of buldozer?

stuck oyster
#

its XY since the terrain grid is XY

#

taller things work to an extent

#

but you cant tilt them beyond the grid

lusty ginkgo
#

what

#

like tilt them during placement?

stuck oyster
#

yes that can make them go over the adjacent grid tile and lose collision

#

the limit comes from the tiles

#

and that simulation only reacheas the tile a thing is at and the surrounding 8 tiles

dusk frost
#

got a hat in-game but it's floating at (I think) the origin point of the character instead of on the head, and it's also missing its texture. I'm working on what I think is the texture problem right now but the position is baffling me more

#

ok yeah texture fixed

stuck oyster
#

requirements are listed in a pinned message

dusk frost
#

will check, ty

dusk frost
#

#arma3_model message assuming this is the pin you're referring to. I made some headway, the hat is now waist height and floats rigidly (so if you crouch, it stays waist height, doesn't follow your head, etc.) so I am assuming this is an issue with assigning it to the skeleton?

#

it's hard to tell if it being waist height is just a skeleton problem or if it's something to do with the setup of the model itself when I made it, i.e. wrong position in 3d space on export

#

this is the biped I imported from the samples that I've been using to model around, its origin is inside the pelvis rather than at the feet so I assume my hat's origin needed to be there as well.

stuck oyster
#

Also use arma toolbox to import and export p3d

#

Addon install guide in the pins

dusk frost
#

I have arma 3 object builder, isn't that newer

stuck oyster
#

Sure. But it also works different in some parts.

#

As long as you know how to use it and import P3d for reference and export P3d out correctly.

#

I might suggest to clock to change the name of the addon. I can see people getting confused by the name and the actual object builder from Arma tools..

dusk frost
#

the only difference I'm seeing between my model and the hat from the samples is that my hat didn't have a camo vertex group, but I'm not sure what difference that makes. the Head vertex group is there, weights are assigned to it at 100% for all LODs

#

my model.cfg is basically the same as the one in samples\addons\test_character_01 except with the name of the p3d swapped out where needed

south badge
#

Do you have autocenter 0 in your geometry lod?

dusk frost
#

yes

formal halo
stuck oyster
sharp halo
#

Hey, got a question.
Normally I used Object Builder, but wanted to transfer my workflow to Blender since I use it for everything.

  1. Does ArmaToolbox allows full features of OB, or atleast features that allow me to freely build models?
  2. I also can't figure out if materials can be set in Blender for export - I filled slots for rvmat and texture but they neither show up in Blender (unless I have to manually define Blender material)
formal halo
#

Wikipedia is typing give him a sec

stuck oyster
#

checking model.cfg animations and texturing/material look via buldozer

#

as for the material, when you have set an object as arma object via tapping the arma properties on the blender material tab will have a new dialog for each blender material where you can define output texture and rvmat path

formal halo
#

I'm a bit biased but I prefer clocks a3 obj blender addon to the a3toolbox

stuck oyster
sharp halo
#

And I did that, but neither my viewport changed (I assumed, maybe incorrectly that it will be represented by atleast color texture being applied to model in blender) or after exporting and opening with OB my model did not have material applied to it

stuck oyster
formal halo
#

that won''t happen when you apply it to the mat in blender

#

where in the materials tab did you assign the material

sharp halo
stuck oyster
stuck oyster
# sharp halo

ah this is blender messing the path making it relative

#

youll have to untick that in the file selection dialog

#

OB/Arma needs the absolute P drive paths

#

the export will cut off P: from the paths too so its fine if its there in this case

sharp halo
#

Yep, found that. Didn't know about this toggle in Blender, thank you :d

#

But these materials wont be previewable in Blender?

#

Hmm, after a second I guess I can just add Image Texture in surface tab to Base Color, nvm then 😄

formal halo
#

somewhat related I think clock finished up his feature for importing paa's into blender. Not pushed to live but its somewhere on a branch

stuck oyster
#

the rendering and lighting will be different though so it does not fully match what you might see in Arma

#

I've noticed it gets easier to kinda see what a thing looks in Arma once youve stared at same textures in both programs for a while

sharp halo
#

Understood, big thanks. As for other parts of the toolbox, is there any documentation for this plugin? I haven't really found anything

stuck oyster
#

for alwarrens box, not much. 😅 there are few older workflow tutorials on youtube that are still valid

#

UI changes just mean buttons are in different places

#

El Tyranos, BattleStad, Sokolonko have made some in the past

sharp halo
#

Ok, got it. I'll just try to figure it out as I go. Worked with MSFS
Bleder is intuitive 😉

onyx mountain
dusk frost
#

that’s what I was guessing, I just don’t know what I did wrong (or didn’t do)

onyx mountain
#

send your model.cfg here

#

also the camo vertex group is for texturing

dusk frost
dusk frost
dusk frost
charred bolt
umbral shuttle
#

in the samples weapon p3d, why is the side attachment proxy to the right in the left mode viewer, I was expecting the side attachment proxy to be directly on say the picatinny like the top proxy

onyx mountain
dusk frost
#

😔 I'll see if that does it

#

always something tiny like that lol

onyx mountain
#

the error your experiencing I'm like 95% sure is a model.cfg error

#

add }; to line 161

dusk frost
#

that's what I was thinking too bc the model was appearing fine, it just wasn't parenting to the head properly. it just followed the player around at what I'm guessing was the root

onyx mountain
#

well it's where it is in blender right? middle of the model

dusk frost
#

yeah

#

lol that fixed it

#

well, "fixed"

#

I gotta mess with the origin I guess

#

but it appears to be following head movements now so 👍

onyx mountain
#

looks like you may have modelled it in blender, then moved it up in object mode but didn't apply location

dusk frost
#

I had moved it up during my troubleshooting bc I thought maybe the problem was that I set the origin too low before i figured out it was a skeleton issue

#

just forgot to fix it before compiling the mod this time :)

#

thanks for the help :D

onyx mountain
#

that'll be it then, my job here is done 😂

stuck oyster
#

I'd recommend getting mikeros tools and pboproject. So it can catch those config structure errors for you.

dusk frost
#

pboProject actually didn't catch it for whatever reason

onyx mountain
#

I just used vscode and the open bracket was red lol

dusk frost
#

I've been using it since apollo suggested it when I was working on that delisle carbine

stuck oyster
#

Unusual. But can happen meowsweats

dusk frost
onyx mountain
#

but if the model is ever vibing at the origin, it's a model.cfg error

dusk frost
#

noted

onyx mountain
stuck oyster
#

Notepad++ also has language code highlight

dusk frost
#

also something weird I've noticed with the object builder for blender plugin, I guess for future reference, is that it doesn't properly assign the mass tag. every time I export something that needs a geo lod I have to pass it through object builder and add it in there otherwise pboproject fails to compile it

onyx mountain
#

I use clocks tools, havent failed me yet

dusk frost
#

I go into object builder and add it in the named properties window

stuck oyster
dusk frost
#

let me check

stuck oyster
#

object builder is part of clocks addon.

dusk frost
#

believe so

stuck oyster
#

yes that one

dusk frost
#

that addon has given me trouble with exporting geo lods, which I then have to import into Object Builder, the BIS-official tool, to correct

stuck oyster
#

what kind of trouble?

#

I believe this is the dialog you should be using

#

in edit mode

dusk frost
#

when adding mass in the Named Properties, for some reason it doesn't get read as valid when I try to compile it with pboProject. the error I get says the geo lod lacks a mass tag, despite it being there

stuck oyster
stuck oyster
stuck oyster
#

as you can see the wiki entry is wildly incomplete

dusk frost
#

🤷 so it goes for much for the wiki, it seems sometimes

stuck oyster
#

indeed

#

anyway use that dialog to set the mass

#

you can even tweak it for each vertex individually if you like

dusk frost
#

so as to make it heavier on one side, for example?

stuck oyster
#

yes

pallid island
# stuck oyster

is this some new version of toolbox? I don't think my 4.0.5 does look the same 🤔

stuck oyster
#

that is the one git linked above, mrClocks remake

pallid island
#

ah, i'm blind, sorry and thanks

restive pond
#

does autocenter need to also be in geometry physx for vehicles?

stuck oyster
#

so it defaults to the "on" state

#

though if I recall right someone (dedmen? reyhard?) has said theres actually 3 states, the "default on" where no autocenter property is defined, then autocenter= 0 where its disabled and then autocenter=1 where it is enabled (which may differ from the first mentioned default state)

#

so for vehicles, dont define the autocenter property at all

#

How BI basically uses it is for "objects to be proxied somewhere"

#

but I prefer buildings and terrain props to have it too

#

and them being designed right to be centered properly in the model

mortal pelican
#

anoher newby question

#

how do you add collision to custom objects?

pallid island
#

^

mortal pelican
#

so just make new LOD named geometry?

south badge
#

You need to respect the parameters listed in the pinned message or on the wiki

sour bough
mortal pelican
#

Maybeee

sour bough
#

He's so big

mortal pelican
#

Bro is large

#

Easy to scale down tho

charred bolt
# mortal pelican so just make new LOD named geometry?

In your screenshot you have made a named selection called geometry, not a new LOD, so that is wrong.
Open the LOD window (Alt L), right click, new LOD.
Right click the LOD you just added, Properties, select Geometry

mortal pelican
#

ok

#

i feel pretty good ab it other than the last part