#arma3_model
1 messages · Page 40 of 1
im about to lose my mind
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
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
im moving to enfusion after this ffs, atleast its much more like unity
Because it's a hell of a lot of work to make comprehensive set of instructions that don't expect one to already be proficient with basic computer skills and 3d modeling
And people who end up spending the time learning usually want to spend the time after that making stuff
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
For sure
Looks like you need to add zasleh and zasleh3 as bones in your skeleton, parented to their respective gun barrels
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.
something something reforger needs mods to sell
yes, but that is not the point
bohemia is a company driven by profit
surprised?
they dont need modding documentation to sell arma 3, they need sovietwomble youtube videos
do you think people buy arma 3 for the 2035 setting? or the mods?
the more mods the community can make, the more money BI makes because more people will buy arma 3 to try out those mods
and i believe with proper documentation that could be achieved even further than before
not that BI is going to do it, but the community should atleast make one
fuck, i might even make one on just how frustrated i am with the whole workflow
Good.
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
people buy arma 3 to play the game, not to make the mods for it
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
One message removed from a suspended account.
One message removed from a suspended account.
Which way forward have you modeled them?
One message removed from a suspended account.
One message removed from a suspended account.
did you copy proxies from the sample model?
can someone hop on a call with me to help with my custom uniform? if thats possible*
it is typically best to write down your issue and people answer when they can and know
gotcha, ill try to implement the fixes that you and other guys wrote to me yesterday and ill ask if it repeats itself
TY
One message removed from a suspended account.
perhaps you missed one or moved it
binocular proxy is the only thing that controls where they attach
One message removed from a suspended account.
One message removed from a suspended account.
easy way is just to grab all your proxies in object builder
delete
and copy the sample ones back in from another instance of OB
(unless you already moved it in the sample 😅 )
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
- 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{};
- 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
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
};
}
- Tried using with empty hiddenSelectionsTextures[] = {""} and the red.paa *Paths are correct
- Tried placing textures on the face properties menu, its still empty
and its still transparent as this photo
does this explain what you are doing wrong
im having some trouble reading the writing, sorry 😦
cfgWEapons entry defines the item uniform you have in your inventory and can put on or drop on ground
cfgVehicles entry defines what that wearable uniform looks like when its worn
your new model is defined only in the item
oh damn, so i just need to move the .p3d importing to cfgVehicles?
its a start
also your texture does not use suffixes
so it is unknow if it will covnert right
also make sure your camo selection matches
right now you got camo and Camo in use
yeah i noticed that, i changed everything to camo
Thanks for the heads up
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.
you dont seem to be assigining any default texture on it
remove all hiddenselection shenannigans and get it working normally first
then add the texture swap stuff
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
uvmat is just a temporary test
but the models working 😄
red_co BEFORE conversion to red_co.paa
tbh i thought that would just a semantic and that wont interfer with the textures
The prefix does influence when the conversion is done
gotcha it should work right now after that, thanks!
yeah, im familiar with the texture types, but didnt think that it would make such a difference when compiling
thanks! *Im usually working with substance painter, and it exports everything, but i created a texture manually so its a bit odd
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
tbh you can prolly ignore them
realistically they’d be nice to be fix but it’s doubtful it will do anything in terms of performance/issues
sure I’m not a pro at them tho tbh
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'
.
Trying to add LOD with resolution that already exists, duplicate shadowbuffer LOD? Res: 1.100100e+04 (11001.000000)
I think I understand this piece
For the shadowBuffer LOD, would the 1.000 and ShadowVolume 1.000 be trying to do the same thing?
You have one or more LOD's with the LOD property of sbsource = shadowvolume.
Simply delete that property as it is attempting to create another shadow volume.
You should also rename your ShadowVolume to 0.000, not 1.
Where can I find good reading material on this?
0:31:03 Warnings in helldivers_main\support_pod\helldiverssuppod1.p3d:geometry```
Open your Geometry LOD in Object Builder, open the UV window
You will have more than one UVSet tab.
Select the UVSet 1 tab, then menu UV Editor > Delete Active
The only thing I currently know how to do is rename the ShadowVolume lod
Personally I would not release something with errors like this in it as effect on performance is unknown.
In Object Builder, try
Points > Select Isolated (delete)
Faces > Degenerated Faces > Check (and Repair)
Faces > Recalculate Normals
👍
Im good on the UV Set. Good on the Shadow Volume. Wher do I find the sbsource = shadowvolume property?
It took me a second. But I got it. It was the geometry LOD
I appreciate all the help!
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
1:04:32 Fresnel k must be >0, given n=2.51,k=0
Likely a problem with an .rvmat material.
Stage 6 in a SuperShader should look something like this
{
texture = "#(ai,64,64,1)fresnel(1.33,1)";
uvSource = "none";
};```
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 };
};
};
good to know I didn’t realize that would help
I'd assume you have some other rvmats as that one is ok.
But where are you seeing this error? If it's in the rpt, it might actually be the base game files, as I think I've seen it before without mods?
Run Arma without your mod loaded, see if it still exists. If so, not your problem!
Not really and I think that one is yours to fix.
Searching this discord finds this
#arma3_feedback_tracker message
So looks like something you are placing in the mission file.
Fire up Arma with your mod loaded, go into the Eden Editor (VR map), do not load a mission, check the rpt.
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;
};
Everything looking good here?
I wouldn't use CAPS in the classname as they tend to indicate a macro.
So would suggest bax_hellDivers_supportPod
That's also only a partial config as it doesn't say which class Cfg... it is in, and there's no CfgPatches
too small to read, sorry
Found this a minute ago: https://community.bistudio.com/wiki/Crash_Files
It says that the error should be fixed, but no explaination for what a empty center is
The error is still throwing
Can a box have a side? Not seeing that in the vanilla configs, but I'm no expert on props.
yes
but let me test something
Not the issue
Everything has a side
This is simply because the model is set to the side, but it does spawn off center
And the bounding box is rather large on it
How do I move the camera around in object builder?
ALT + RMB, although I might have set-up non-default keys
the supply pod went for a spin
Did you mean Object Builder or Eden Editor?
where can I view controls?
object builder
nvrmnd
im being an idiot. I did ctrl not alt. Alt rmb is right
There may be an instruction manual somewhere, don't know, haven't looked for one in 15 years
ALT + LMB translates camera
Do you know if there is a way to center a LOD on x = 0
Clicking one of these changes the view and recentres I think
Also ALT + * (numpad)
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.
it is offset on the X axis right now
I'd use one or more of the orthographic views (side/front/top) and move the object manually.
Sometimes 4 view can be useful (F9)
oh
wow
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.
strange coincidence lol
also RIP textures.com lol
It's a subscription based site now. No free options are left. You can't download previous purchases without an active subscription either
quite sad
know any tools that can automatically uv unwrap a model?
blender's tools kinda suck and placing seems takes way too long and also I'm bad at it lol
I heared about something called Rizom UV or something, but I never used it
I dont think default Blender has any tools for placing seams
except for "select all edges over X degrees and mark them as seams"
that is the best way to get best uv islands
automation is a bit iffy, especially with complex models
packing algorithms there are
unwrapping is the problem
smart uv project is pretty bad. Creates way too many islands
well that is really the options
there isnt much in 3d model to go by to generate uvs
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
What do you mean "it creates too many islands"? The amount of islands created is only affected by the amount of seams you place. If you want fewer islands, use fewer seams.
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.
I'll try that, but I don't understand how that can create fully closed seams
Smart UV project doesn't follow the seams
well maybe partially
it doesnt.
I was told by a professional to not use Smart UV in Blender
you can also do smart uv, mark those seams from islands and then clean up
its not great
but hes looking for fast solutions instead doing it manually
fast != good
Well, I guess the quality will correspond to the effort put in
Yeah for larger islands using the smart uv as a seam does save some time
👋 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?
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
youll have to put that away for a bit and go through learning basic modeling concepts first
I know how to do modelling and such; I've been making assets for other games for a little while now, just not really Arma 3
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
The things I primarily don't know are the Arma 3-specific things like the LODs and proxies
there is a sample weapon that shows the basic technical bits in the arma3 samples
and there are some blender /arma tutorials out there too that do go through the process
the model you got you likely need to process a lot to get into a game friendly shape
more than likely 🙂
Id suspect its split into bunch of materials etc which would be preferable to bake into 1 or 2 max
gotcha. i've got matcombiner on here that should work pretty nicely for that
Hey does anyone have a half decent beginner tutorial on vehicle modding for Arma 3?
This is about as close as there is, although it's a bit dated in places
https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines
And there are the Arma 3 Samples (car/tank etc) on Steam
Did stumble on that page, it does reference needing to know some things from the Arma 2 days although when I went looking for those pages just got a load of 404s 😅 can only assume they probably linked off to things from Armaholic with that sorta time period
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
there unfortunately is no full step by step guides on this
Damn, so I'm guessing the best approach is just load up the sample and mirror the various LODs on the new model
Crying is optional
theres also few blender to Arma tutorials on tube tha can be useful. El Tyranos, Sokolonko and Battlestads vids are bit older now but methodology is till valid
there was one newer series too I think
But the name escapes me right now
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
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.
These are the minimum LOD's I'd suggest for a veh
LOD 0, View Cargo or Pilot, SV0, Geometry, Geo Phys, Memory, LandContact, Hitpoints, Fire Geometry
Geo LOD should have mass applied
Config class needs to inherit from something similar so it has the right simulation characteristics
Class in model.cfg needs to match the p3d file name
Assume that's the 'weights' bit. Do notice we're currently also lacking buoyancy and reversed properties on the wheel_x_x_damper bits, could that be part of it?
In your Geometry LOD (only) put these properties.
reversed is a bit more complicated to explain, and usually not a requirement
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
mass is a special geometry lod property
it has its won dialog both in blender and object builder
Alrighty added those in, still not falling as it should. Where would the mass window be?
Alt M in Object Builder
Yup, I'd wager that is where the problem is. That's viewing from the geometry LOD, currently it's greyed out
Select all of your geo lod objects, then you can enter a mass (in kg).
You also need to check the objects are
- closed
- convex
- named Component01 02 03 etc
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
My question is, what is the easiest way to update just the rvmat folder locations inside a .p3d file?
Can anyone please link me to texture templates of the apcs, specifically the Badger and the Pandur?
it shouldnt break it 🤔 unless its binarized p3d
I can point you to some that I’ve been using but what you’re looking for is going to require animation work if you want a custom stance I think
Already have the stance I use it on a toggle keybind rn for all weapons
youll need a weapon holding animation too
Yeah I modded the stance in game now I want to implement it natively into a weapon model
I extracted the p3d files from the PBO with Mikero's tools, should that unbinarize it?
oh it sounds like you might be ahead of me with getting stuff in-game, did you still want those importing tutorials?
Yeah I have no idea about weapons since it’s a whole different ballgame
k one sec
The way it’s implemented now it’s a mask instead of an actual native way the weapon is use by default
unbinarizing is not a thing
ripping is not a tolerated thing
I want to get it so it’s like the MGs from spearhead instead of my current solution
Oh no, I paid for the model, I just didn't pay for any updates for it and now it is up to me to make any updates to it
I was hoping I was clear enough that this isnt something that should be discussed here
you should have a source model since technically p3d is not something that cant be bought since making one requires use of BI tools that are non commercial
I have the model source but the model source doesn't include any of the folders used by the .p3d file, like I said I outsourced the whole creation from the model to the conversion to .p3d. I just contacted the guy and he will teach me instead without any additional costs so it is all good
at what point does the amount/complexity of fire geometry actually start to affect performance?
I have never had trouble with anything I have done but I don't know how far you can realistically push it.
Not sure there's actually any data on that, either component count or poly complexity.
Personally the most complex I've used on a vehicle without reported issue is around 280 components and up to 4k tri's.
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
looks like a broken UV on the uniform, or your texture does not match the UV
oh understood
maximum component limit is 2047
or few less
no data on performance hits though
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?
All the memory point names are contained within the configs
mainly I’m expecting that the cylinder and swing-out arm use different memory points than the stuff found in the rifle sample
alright I’ll check that out
so what you're saying is that I should have 2047 components for ultimate realism
except the axis type memory points, which are in the model.cfg animations
no
least amount you can make work
I heard you say everyone should use 2047 components. HG bad man
ok you got me. everyone should have 2047 components in geometry lods!
physX especially

so 2046
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%.
Why use many component when few do trick
Question, are there female soldier models available as a mod for ArmA3? I would like to try to create some for the BW mods.
there's a few mods that cover that I think
Okay, then I have to look/search further.
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?
What is it's destrType set to?
unsure if modeling issue or texture issue, but I have this track for tank. in game it looks like this, a few problems are:
- that stretchin
- when pressing w key the track looks like it goes the other way, the wheels spin forward correctly,
- in bulldozer it looks fine,
what could I be missing?
I picture in bulldozer
oh and this is the track texture if that matters
Sorry for my late response ... I don't have any destrType
the texture is not great. check out canilla tracks for reference
yours is baked full length and has huge amount of unused space
its supposed to be repeating pattern
and the uvmapping is supposed to cover multiple uvspaces
when you constrain the uv into 1 space only, the engine clamps it to that space instead of being able to repeat it
so when it scrolls the uvmapping to animate the texture it hits the edge of texture drawing only streched pixel
(this aint documented anywhere Id suppose 😅 )
Your car will be inheriting it's config from a parent car class.
Inside the parent will be a destrType parameter, so although you may not be conciously setting it, you do have it.
Go in game, select your vehicle, and then open the config viewer to look through all of it's code.
It's "DestructDefault"
Ok thanks - wanted to check it wasn't DestructWreck.
So can you post the contents from that same in-game config viewer of the class Damage {}?
I don't find any class Damage { }
I have this type of info : damageFull[] = {};
youll need class damage like this
refer to vanilla configs for example
I have a class damage I just don't see it on the in-game config viewer
paste your class damage
also do you have selectionDamage named selection covering all parts you want the damage to swap on?
If you plan on doing much Arma modding, I'd recommend you subscribe to the free "Leopards Advanced Developer Tools" on Steam workshop and run in Launcher. It makes the config viewer much easier to use.
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",
};
};
this looks alright. how about the selectionDamage?
I don't have this selection
in config, p3d and model.cfg section list
that is likely the root of the issue
Thank you, I'll take a look at it.
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
Thanks for the feedback ! 🙂
By the way, did you make the model or buy it?
I made it
it might be good idea to make armaverse brand name instead of using a real one
was discussed here too
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"
you can look at the sample house for reference
I just saw this setting in the sample house, so I don't understand why it is set this way, lol
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
Very clear so thanks
what is the best way to determine the mapSize config parameter for an object?
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.
too strong shadow quality settings?
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.
fair, cheers
you can try square holes but that might not be good enough
Might as well do round holes and make it look good if I go through the effort 
yep
Do you mean in my video settings?
BI Hunter when placed next to mod vehicle displays it's SV10 as camera moves away.
weirdness then
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?
You've got pas_l/passOffsetl on the left and p on the right?
yes, pasoffsetl on the left track, and right on the right
but pas_l?
You're positive your wheels are turning the right way (checked in game, not buldozer)?
You could try tracksSpeed = -number;
Tank is facing to the LEFT when in Object Builder LEFT orthographic view?
Yes in game, i was simply tapping w key and wheels would rotate correctly but tracks did not
Check in game config viewer that you have this
selectionRightOffset = "pasoffsetP";```
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
okay will try
in fact, I'm fairly sure that will be the answer
this was going to be my suggestion too
If it doesn't work I'll give you the credit 😉
if it dont work Im more than happy for you to keep the credit 😅
it worked 🙂
Hey guys, is there any way to quickly build a Geometry model of a house?
no
is only way to use 3D software and re-model every wall?😳
pretty much
lol i get
it gets easier the better you are with handling the program and techniques
but theres no easy magic to skip the practicing
yeah is truth
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
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
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```
Does it have a boyancy lod?
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?
make boyancy lods.. 
i am so confused because i have another vehicle that i never made a buoyancy LOD for, but works just fine
luck
It might be that, as with fire geometry and view geometry, if they are missing, it tries to use the Geometry LOD
but that would be a terrible performance issue, even if you think it's "working"
yeah it still wont work, the error still shows up
i have it as 3 components and the only property listed is autocenter
you have a Geo Phys LOD?
yeah, its the same model too
autocenter needs to be just in the normal geometry lod
nope still the same errror 😭
also delete/replace in eden after build if using saved mission
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
every error stacks up in the background
ok so how should i approach this problem?
remove canFloat from config, check error goes away
run game without your mod loaded, check error not present
removing canfloat still produces the error, vehicle behaves the same way before (it can drive underwater)
running game without my mod removes that error
I should have said, make sure canFloat = 0.
it still produces the error
although now the engine gets damaged overtime, that wasnt the case before
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
can you show OB with the buoyancy LOD and also the Geo LOD properties?
I mean, show actual buoyancy lod
you could try inheriting from that vehicle and applying just the chagnes you want to have
Show the whole OB window, selection names etc
does it have component name
component1
wrong
i uhh, will show you do that...
Component01
yes its correct like that. i used alwarrens tool to do it
You've checked it's closed and convex?
i messed up the layout and never figured how to to get it back
just checked that, no problems
try reducing the size of the buoyancy cube, and lifting it off the ground above the wheel tops
i dont think the real issue is that atm. its that the game doesnt recognize that i dont have a buoyancy LOD
because this still appears everytime the vehicle touches water
get rid of autocenter. Vehicles should not have it in any LOD
true ^
and yes, having it does effect how the vehicle interacts with water so this is probably your issue
yeah autocenter 0 completely breaks the water sim
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
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)
- Is there any issues with it?
- Why use FBX?
triangulation is the usual mode for game assets
Engines convert the object to triangles anyway, some people just prefer working with quads during model/animation creation
It should still work
But yes it can have trouble opening large models.
300k is quite a lot. Like maybe too much.
maybe
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?
Exactly how you described
Make the sign add a second texture with transparency on the front move the UV or have a different name texture for each variant
Or check the pins in terrain making
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
Thanks, that makes sense
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 
In the example is that rusty bit shared between the signs for poles and other bits?
Frame of it
frame, backside can be uvmapped on that space yeah
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;
};
this means you have more than 1 bone selection for it and both bones fight over which one animates it
when you child/parent bones in a chain
you use only the last bone of the chain on the model
right so way to fix it? change the parent dependency?
make sure you only have the last bone as selection for those parts
you could also make the part rotate instead have 2 parts swap with hide
ive tried rotate didnt want to work as i looked at some other examples and most people use the rotate method but for whatever reason it does not want to play ball
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", ""
};
bones in the cfg
possibly same issue that its conflicting with another animation/bone
i thought that or its not rotating on the right axis
i forget Z and Y are swapped in arma right?
like coming from Blender to Arma
use "rotation" type with memoryLod defined axis
liek always
rotationX rotaionY are pretty much obsolete
so as long as the memory points are in the right orientation everything else is moot?
Got it working now turns out one of the selection groups was on both optic states
i swear its these little bungles that get me everytime 😅
yes
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.
this is one of the most difficult things to make since like you have noticed, there is no walking vehicle simulation
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 😅
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!
the main thing about the tank robots that I dislike is that when they go up/down slow they look a bit silly
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
yeahhhh i can imagine
there are few mech mods around for both solutions so you do have some reference that you can try out
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
for sure
Long time no news!
Well here's some!! Little teaser of things we've combined from various tests! Still a bit raw here and there.. But you can see where this is going!
The legs are still the old version but new ones are on the assembly line waiting to get stomping!!
Music by the great Tommy Iberg:
this is mine from a while back
still working on it figuring things out
(also was distracted with other stuff for a bit 😅 )
oh, that's friggin awesome! i love the entering animation
is it based off of anything?
no its my own designs
they look great! i love how imposing this mech is
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
it sounds trickier. and perhaps jankier. if i'm to start anywhere, i'd just go with procedural-ish
but
things can happen that break it eventually when features are added
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
one of these days we'll get a new teaser 
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
it missin a leg
One message removed from a suspended account.
One message removed from a suspended account.
If you know how to make a P3D, config, PBO, yes
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
You can set two P3Ds, but people won't really notice I guess
You have assigned texture on them. Or have copies of the proxy triangles that not proxies anymore.
Is this the right channel to ask for help involving a error I'm getting from a gun model?
probably. if not we can point you to right direction
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.
try updating all the mikero tools
Did that a couple hours ago, error still happens
could not pack it as is as I dont have your textures.
but when I removed those it packed fine at least 
So you think it might be a issue with the model not drawing the right textures?
What do you think I should try then?
Can you screenshot the DOS screen with the error message and also copy/paste the packing or bin log (which ever it fails at)?
Sorry for the delay, power just got back. I just did a full reinstall of the tools, and now the error is happening for most of the custom models. This is the one for a small blue laser bolt I'm using as a tracer replacement
If you updated mikero's tools manually, did you also install the latest dePbo.dll?
Or use the AiO installer.
I just downloaded each exe and ran them
Can you download and install this one again, to double check it's not a mismatched tools issue
DePbo.9.87.0.23.Installer.exe
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?
can you try the all in one installer?
also has your armatools been updated since the 2.18 patch
i7
price for performance?
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
At one point they had two versions of dePbo.dll next to each other on the download page, one of which was outdated, which they removed after I notified them of the issue.
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
i have i5- 3570K and it's enough for modelling... if you are just an amateur modeller (like me) that is sufficient.
dont think i will be going pro anytime soon
^ 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
yes ram is an issue, particulary if you want to use DDO
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
also latest i7's dont offer much of an improvement performance wise over previous generation
8GB ram is not enough to handle a 4K texture with ddo
i got 16 cuirrently
you can do it, it's a pain in the arse however
16gb is bare minimum for quixel I would say
if you only do 2K , 8GB is ok. for 4K it's basically unbearable
<- personal experience xD i'm considering upgrading to 16gigs
im not even on a 1k monitor currently so for now its not a issue
i'm talking about processing 2K / 4K textures
i agree
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 😃
ya, im still, running a 560 its like a space heater
you should texture in 4k super sample, then export as 2k, then you have 4k in storage for future use
everytime I get round to getting a new gpu nvidia goes and releases a new chip, the barstewards!
i only by middle of the line for a reason...
yeah
well I figured when I built this pc i'd get middle of road gpu at that time and upgrade it eventually 😄
well thanks for a insite, appreciate it
thats what im thinking get a good cpu then gpu changes every year with alot of improvement
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
im looking at the 970 currently but i want to get a soilid base for it to go into first
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
yeah im thinking a 970 too, might just get a 960 though, the x60 cards have fared me well
for modelling the gpu doesnt really matter though... only for gaming
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
still on 660 gtx ti 😄
650ti boost in this pc, 660ti in htpc in living room
Still on MSI lightning gtx 680 😄
which ever you define in the config for it
Which class is responsible for this?
dont remember off teh top of my head but it probably had "laser" in it
Thanks
check out laser pointer attachments config perhaps
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
1 arma unit is 1 meters in Arma
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
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
@stuck oyster
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...
id recommend getting the arma tooldbox addon and exporting directly into p3d from Blender (pinned messages has guide)
Id recoomend using and learning Blender instead
doing stuff in Object builder is very tedious
and its very undocumented program
Maybe texture it manually
@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
i tried to use blender initially but couldn't get the arma add on to work
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
im j tryna get a candy cane done...
@stuck oyster I did do it that way its showing small
yeh no matter how simple thing you have to learn what you are doing.
how 
it doesnt let you select a zip
i unzipped bc u cannot select a zip
i got it
what was the problem?
so I can tell the next guy who does it 😅
@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
No I don't have such fbx. I don't need fvin my workflow for arma
can I send you the file so you can look it over and see where it went wrong
1unit,1meter in blender is 1 meter in game
You export in fbx which uses different scaling
Well maybe you don't have the object scale set to 1.1.1
@stuck oyster I will send blend file but the textures will be purple cause im not sending texture
sorry I dont have time to look into others models at the moment
check the scale in object mode
ok
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)
all one object to send
this has been scaled to tiny tiiiiny thing
youve messed up something with it 
and honestly i dont want to fix it
youll have to do that
so you learn
ok can you give me a idea where it went wrong
look at the dimensions
ok what should that be
I scaled the model at 0.01
why
the original model he said was to big
who said?
hungry
Im helping him with a modeling project
fix seams so it unwraps different
well you probably scaled it in wrong place
and definitely too much
like I've said now many times
1 blender unit
is 1 meter
in blender
and in game
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?
@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
yeah idk its still doing that every time even with new edges
"scale 0.010" 
it has been made in different program with different scale
I made it in blender
youll have to first normalize its scale to 1,1,1 (apply transforms or apply scale)
Im exporting to arma 3 builder
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
the arma man is how it cam in as
i was given a fbx file of arma man I was just following it to get scale
well that was a mistake
since it was not in right scale
so you got to do the scaling again
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
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
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)
@stuck oyster I did that but how does this fix scaling issue
did what?
these are the seems I was using
that output this
the one line seeme made this
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) 
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
does the vanilla 12.7 mm magazine not have a proxy?
quite possible
seems like it is, magazine wont appear in my proxy, but other types do
same for the .408
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 
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
it probably dont have one yeah
seemingly no modelSpecial property in 5Rnd_127x108_Mag magazine class used by GM6
@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
holy helpful
@pallid island u have been extreemly helpful thank you bro!
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
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
ok
so much worthless geometry on this trivial model, no?
congratulations!
Gotta learn optimisation early 
Gotta learn how to use all the tools too LOL
Thanks
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
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
Each object you want to export need Arma properties set and there you define what lod that object belongs to.
Single model don't need hundreds of lods.
Also chatgp links don't have anything in them.
I have all these pieces I modeled which makes a bunker
Ffs
so do I have to make lods for them
Yea you make a whole building out of those
yes i did
They should not be separate
Look at the sample house
For reference
And read the wiki page bout lods
yea but is it possible to export for example the lod 0 lod 1 fire geometry and what so ever of an object within one export ? Like when you edit an object in blender, do you have than 5 different probjects for each lod or is there a way to load all in one project ?
Yes
Import the sample house as reference
From Arma3 samples
From steam
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
Well one would probably have to buy license for it.
If its sold anymore
Tree it is a nice alternative
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.
the blender built ones are nice but they often make high poly leafs instead of a single texture pane
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
you have motion blur on
sometimes the end of guns gets blurred when moving
turn off all blur and then try
yeah, it is a long gun
I figured as much. I doubt it is at this point.
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?
its XY since the terrain grid is XY
taller things work to an extent
but you cant tilt them beyond the grid
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
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
requirements are listed in a pinned message
will check, ty
#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.
There is a sample hat in there you can use as reference
Also use arma toolbox to import and export p3d
Addon install guide in the pins
I have arma 3 object builder, isn't that newer
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..

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
Do you have autocenter 0 in your geometry lod?
yes
Changing the name would require a bunch of code change and resubmission to the blender extensions platform

Hey, got a question.
Normally I used Object Builder, but wanted to transfer my workflow to Blender since I use it for everything.
- Does ArmaToolbox allows full features of OB, or atleast features that allow me to freely build models?
- 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)
nearly all things can be set in blender with it. some render flags may not have tools but in typical use you dont really do much anything in OB anymore
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
I'm a bit biased but I prefer clocks a3 obj blender addon to the a3toolbox
it does have nice tools that the original toolbox dont have
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
did you assign that blender material on the model?
that won''t happen when you apply it to the mat in blender
where in the materials tab did you assign the material
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
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 😄
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
you can set up blender material with same textures
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
Understood, big thanks. As for other parts of the toolbox, is there any documentation for this plugin? I haven't really found anything
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
Ok, got it. I'll just try to figure it out as I go. Worked with MSFS
Bleder is intuitive 😉
if you're still stuck on this, it's probably a model.cfg error
that’s what I was guessing, I just don’t know what I did wrong (or didn’t do)
there should be a link to the documentation on the GitHub page I think?
will do when I get home
this is what I have, it is virtually identical to the model.cfg in the A3 Samples folder where the headgear/vest/facewear models are.
Can you post a screenshot of the hat in Object Builder, comparable to this one from Samples?
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
you're missing a bracket to close class CfgModels
the error your experiencing I'm like 95% sure is a model.cfg error
add }; to line 161
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
well it's where it is in blender right? middle of the model
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 👍
dont forget to apply scale/rotation/location in blender
looks like you may have modelled it in blender, then moved it up in object mode but didn't apply location
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
that'll be it then, my job here is done 😂
I'd recommend getting mikeros tools and pboproject. So it can catch those config structure errors for you.
pboProject actually didn't catch it for whatever reason
I just used vscode and the open bracket was red lol
I've been using it since apollo suggested it when I was working on that delisle carbine
Unusual. But can happen 
yeah I have visual studio and it does stuff like that when I open the .cpp files, I should start opening .cfg files in it too I suppose
but if the model is ever vibing at the origin, it's a model.cfg error
noted
I use vscode for everything
Notepad++ also has language code highlight
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
I use clocks tools, havent failed me yet
how do you assign it?
I go into object builder and add it in the named properties window
so you use clocks toolbox yes?
let me check
object builder is part of clocks addon.
believe so
yes that one
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
what kind of trouble?
I believe this is the dialog you should be using
in edit mode
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
mass is not a named property
it is not
as you can see the wiki entry is wildly incomplete
🤷 so it goes for much for the wiki, it seems sometimes
indeed
anyway use that dialog to set the mass
you can even tweak it for each vertex individually if you like
so as to make it heavier on one side, for example?
yes
is this some new version of toolbox? I don't think my 4.0.5 does look the same 🤔
that is the one git linked above, mrClocks remake
ah, i'm blind, sorry and thanks
does autocenter need to also be in geometry physx for vehicles?
no. but vehicles generally dont have that property at all
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
^
You need to respect the parameters listed in the pinned message or on the wiki
Is that a snowman
He's so big
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
