#arma3_model

1 messages · Page 41 of 1

mortal pelican
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"for collision to work the lod needs:+ to be built from CONVEX and CLOSED shapes,+ each shape that is wanted to have collision needs to be named ComponentXXX (both OB and blender toolbox have automated tools for this) + vertices of each shape need to have mass"

stuck oyster
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👍 progress

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shpere is a convex shape

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a cube is a convex shape

mortal pelican
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ok what ab the names?

stuck oyster
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a cube with a hole through it is not convex

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there is a tool under structure to automatically make component names

mortal pelican
stuck oyster
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in topology

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also convexity has a tool to make separate parts convex and it also gives them component names

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but sometimes it dont work right

mortal pelican
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topology -> find components?

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and its good like this?

stuck oyster
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yes.

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though geometry lod should not really have all the other named selections in it

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to keep things neat and in order

mortal pelican
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hm still lets me run threw it in editor

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would the way I spawn the object in make a difference?

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_pos = getPosWorld this;

createSimpleObject [getMissionPath "" + "SnowManF_7.p3d", _pos];

stuck oyster
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youll also need mass

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for the components

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in geometry lod

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you dont need separate physX lod unless you make the shape different

mortal pelican
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mass?

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i found it

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does it matter what i set it to?

stuck oyster
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for satic things something like 1000 is fine

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it needs to be more accurate and balanced on vehicles if you ever make those

mortal pelican
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gotcha

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u r the best again btw

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thanks for the help, its working as intended

maiden hearth
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Anybody knows what camo this is and from what mod? (The shirt and helmet)

mossy mulch
granite berry
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Is exporting .p3d with armatoolbox 4.05 and blender 4.1 working for you guys?

unkempt token
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Working fine for me on Blender 4.3 with 4.05 toolbox

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Are you getting an error?

granite berry
unkempt token
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What is the error? Maybe it doesn't relate to the toolbox.

granite berry
# unkempt token What is the error? Maybe it doesn't relate to the toolbox.

Python: Traceback (most recent call last):
File "C:\Users<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 938, in execute
exportObjectListAsMDL(
File "C:\Users<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 741, in exportObjectListAsMDL
bpy.context.scene.collection.children.link(coll)
RuntimeError: Error: Collection 'tempStuff' already in collection 'Scene Collection'

unkempt token
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Ah, if you had a failed export previously I noticed it doesnt clean up the export stuff properly. You likely have a collection called tempStuff that you can remove

granite berry
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ahh oh well that fixes it

unkempt token
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Yes, but also it means that your export failed at some point or another. In my own case, it's usually n-gons in models

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So after deleting it, if you export to P3D and it doesnt work and gives a new error, see what it says in the last line RuntimeError:

granite berry
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didnt give error this time

unkempt token
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Oh, then lucky break. Good to go. 🎉

stuck oyster
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Also failed export may lock the P3d being written so you may need to restart blender

warped locust
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I'm unsure if this is the right channel, but I'm looking for info on how to change the hitbox size for a helicopter's tail rotor.

stuck oyster
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older way is with hitpoint lod hitpoint verticles

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and hitgeometry component combination

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the hitpoint radius is defined in the config

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but it needs also geometry to hit

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so just making the radious larger wont result in a hit, if there is no geometry to hit

warped locust
# stuck oyster it can be modeled as hit geometry lod component and hitpoint config can be confi...

Hmmm. You seem smart, and might be able to help me with my issue. I downloaded a very nice mod that inherits the UH-60 from RHS, but makes some modifications to it. It has two versions (one with weapon pylons and one without). The one with weapons will always have its tail rotor break several seconds after starting the engine while on the ground. However, if I'm in Zeus and drag the heli into the air when it has AI pilots, it'll be fine until it lands. Visibly, the tail rotor doesn't hit anything, and looks identical to the other variant that works fine. With your experience, what do you think the problem is?
https://steamcommunity.com/sharedfiles/filedetails/?id=3039710638

charred bolt
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lol

stuck oyster
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this isnt really something you can fix

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it would have to be done by the author

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and from looking at it, Im going to guess its mashed up in so dirty way its not worth using

warped locust
stuck oyster
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im not really interested in fixing other peoples mod in that way

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its usually complete nightmare

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also for fucks sake that dude has tons of forbidden shit on his workshop

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definitely not worth using anything from a guy like that

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even if I were interested in fixing other peoples mods, this kind of worm bucket I would not touch even with a stick

stuck oyster
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and the guy isnt even the maker of the mod

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just a reuploader

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ffs

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so no, not worth any effort

sharp halo
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Is there a way to modify and reload rvmat, while game is running? For development purposes?

marsh canyon
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Check pinned

dusk frost
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been encountering a minor issue with a hat I’ve added and I don’t know if it’s a LOD error or not - I got a cowboy hat working, but noticed that in first person the brim tends to obscure much of the player’s view. I thought maybe it was an issue with the view model (or lack thereof) so I added a blank View Pilot LOD but the brim is still visible. Is this just a problem resulting from it being a large object or do I need to do something else to ensure the brim doesn’t get in the way?

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(Part of the problem I think is the discrepancy between FP camera position and the actual player model itself; the camera is always pointing straight forward from the middle of the head but the actual player model tilts its head forward when it walks around with weapon readied. this means the brim is constantly down at an angle in front of the FP camera)

marsh canyon
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Blank pilot LOD should work. So I'd suggest if you're actually updating your P3D properly

dusk frost
marsh canyon
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I don't think extra named property would be required

stuck oyster
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Head wear is not meant to be drawn in first person view

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The eye camera is not like real eyes

dusk frost
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it was empty, the view pilot lod was added in Object Builder and contained nothing

stuck oyster
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Perhaps it did not pack

dusk frost
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what might cause that to happen?

stuck oyster
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If yes try pack with full build on

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And make sure you edited right file and saved it

charred bolt
dusk frost
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I will try both those suggestions, thank you

sharp halo
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I've read pinned comment about hiddenSelections
I have defined them in model.cfg and in config, and now my mes is invisible 😐 (all materials)
Do I have to define hiddenSelectionsTextures and hiddenSelectionsMaterials as well?

stuck oyster
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do you have textures applied on the p3d?

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for default textures?

sharp halo
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Yes

stuck oyster
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and they work alright?

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without the hiddenselections in config

sharp halo
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They worked before I added hiddenSelections

stuck oyster
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is the path to another set of textures or same ones?

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if new ones then it likely indicates the path is not right

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as in does not match the path in pbo

sharp halo
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You mean In config? I haven't added hiddenSelectionsTextures to my config

stuck oyster
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oh then I misunderstood

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however if you dont define new path hiddenSelectionTextures the default ones on the p3d should apply

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is it possible you inherit them?

sharp halo
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Maybe the issue is amount of hiddenSelections, I have 26

stuck oyster
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that is quite a lot yeah

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I dont think it should be a porblem as such

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but like typical things have 2-3

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do you have overlapping hiddenselections?

sharp halo
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Hmm maybe it is an inheritance issue. I'll try to reduce it and see if that helps, then i"ll look if it inherits anything

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No overlapping for sure

stuck oyster
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add 1 and see if that works

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then next etc

sharp halo
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Funny thing, I can add texture in game with setObjectTexture normally

granite berry
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I get "ModelInfo.MemSphere is not a float" warning/error with pboproject when packing a model of a house, anyone know what this could be about?

granite berry
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ok sir

stuck oyster
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get the all in one installer

granite berry
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yah i got that im always worried to update any tools fearing theyll break lmao

granite berry
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weird aio installer only changes or adds 4 files idk

stuck oyster
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try pack it again

granite berry
cedar jacinth
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Warning: p:\mp41\model\mp41.p3d:1, vertex: 0, sum of weights is 200, should be 100
How can i fix this? What setting do i need to change in Blender or Object Builder?

south badge
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You have a vertex that is a direct part of two bones at the same time

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You need to utilise parent bones if your child bone selection needs to be part of two or more different animations.

pallid island
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    // Skeleton of undamaged variant of the house, containing doors and windows. Note that glass #3 is not a window but the glass pane of glass door (door #1). Therefore
    // (similar to door handles) it's bones need to be appropriately linked to bones of the door so that it moves along with it when the door is opened/closed.
    class Test_House_01_F_skeleton: Default
    {
        skeletonInherit = "Default";
        skeletonBones[] =
        {
            // Pairs: 1st is newly defined bone, second is it`s "parent" in the skeleton (bone hierarchy).
            "Door_1",                "",

            "Door_2",                "",
            "Door_Handle_2",        "Door_2", // Door handle is linked to the door itself so that it moves with the door when the door is opened or closed.``` 🍿
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"Door_1", "" = "Bone Door_1 is by itself"
"Door_Handle_2", "Door_2" = "When bone Door_2 moves - move bone Door_Handle_2 with it" blobdoggoshruggoogly

cedar jacinth
stuck oyster
south badge
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Whatever bro posted above

cedar jacinth
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But how on earth did all the others create guns without any tutorials or resources to use? Man i just want to add a new weapon 😦

stuck oyster
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Studying the samples, experimenting

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Reading the wiki about model.cfg

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Practising animations with simpler setups

cedar jacinth
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So its a progress of months to learn on how to maybe understand everything?
But i have not found anything about this vertex weight stuff - i tried adjusting the Weight in Blender under Edit mode from 1.0 to 0.5 and 0.0 but that just did nothing :/

pallid island
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assigning a vertex group to vert = weight.
Weight painting = weight.
🤷‍♂️

cedar jacinth
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Wow - i never thought creating a weapon is so hard 😄
Have only created really small mods for ACE like removing grass and trees.. But im very thankful that so many people help out “newcomers” 🙂

stuck oyster
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Weapon is not perhaps the best startup thing due to its complexity

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I typically recommend starting from simpler things

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Like a box

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Then animating lid to it

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Then couple more parts

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Working progressively towards more complex setups

cedar jacinth
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:/ i understand and that is the right way of doing it - but i just wanted to get my weapon up and running for the boys 😄
Ill give it all a try again, maybe found a useful forum entry for my weight issue - and im using pboProject now instead of AddonBuilder

stuck oyster
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For animations

pallid island
stuck oyster
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What are you trying to do there?

cedar jacinth
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I have never added any weights 😄
? what im trying to do where?

stuck oyster
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I am little lost now what you try to do

cedar jacinth
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Oh yeah, i thought that this was the weight stuff i needed to change - when you go into edit mode in Blender - it was default 1.0 so i thought that was 200 and i needed to change it to 0.5 so its maybe 100

stuck oyster
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You have 2 selections that animate

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For one part

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You need to remove one of them from it

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Both of those have 1.0/100% weight

cedar jacinth
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That animate? I have not yet animated any parts of the gun since im still clueless on that part 😄
Ill take a look at the forum entry - maybe that is my solution there

I have only added vertexes for like magazine, bolt, trigger, upper_receiver and wooden_stock - i assigned them to the vertex and joined all parts to one model - thats basically all i did in Blender - i then exported that to p3d with the good blender to arma tool

south badge
# cedar jacinth Is there a tutorial for this? I did not understand anything 😄😭

Well, I´ll try to give you an example.

Lets say you have a tank turret and a tank gun within this turret.
For the turret you want to have a horizontal rotation animation, and for the gun you want to have a vertical rotation animation.

In your resolution LOD, you need to have two selections (vertex groups), one for the turret and one for the gun. Lets say they are named mainTurret and mainGun.

In your model.cfg, you also want to have two bones created, one for the mainTurret and one for the mainGun.
In reality, you want the turret to only move horizontally, but the gun needs to move both horizontally and vertically.

So in order for this to work correctly in Arma, you need to have the mainGun bone be a child to the parent bone mainTurret. Child bones inherit all movement from the parent bones.

In the screen from model.cfg the bone "mainTurret" is defined first. The "" after it are empty, which indicates there is no parent bone. The bone "mainGun" has the bone "mainTurret" defined after it in the quotes, which means mainGun is a child bone to the parent bone mainTurret.

So in this scenario, when the parent bone of the turret moves horizontally, the child bone gun inherits this horizontal movement.
But since gun is a child bone, it does not transfer its movement to the parent, which means the gun moves vertically without transferring this vertical movement to the turret.

I hope this at least a little bit clears up how the bones work in Arma.
But your problem is in the resolution LOD in Blender.

I can give you an example of a howitzer. The red selection is assigned to vertex group "mainGun" and the blue one to "mainTurret". You can ignore the white part. This way, every vertex within these selections is only assigned to a single bone within your model (either gun or turret), which is how it should be done.

stuck oyster
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Right now you need to remove all selections

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And clear your model.cfg

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And build it from 0

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Adding one part at a time

pallid island
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and you can check what weights the vertex has here in Blender

cedar jacinth
stuck oyster
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No

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Start the animation things from 0

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You need to get your basics straight

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You have copy pasted things without any understanding what you did

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And it end up here.

cedar jacinth
stuck oyster
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Start from animating the bolt

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Main weapon selection is not needed

pallid island
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(especially if it's listed as a separate bone in model.cfg)

stuck oyster
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You need 1 line in skeleton

south badge
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Yeah, create a bolt selection and then create a translation animation for it

stuck oyster
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"bolt", ""

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That's your bone pair for bolt

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Bolt being parented to the root of the model

cedar jacinth
stuck oyster
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Then you read the wiki pages about model.cfg

south badge
cedar jacinth
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Roger! Ill give that a try - but root of my model? Sorry to ask that, but isnt that the thing i intended with “main_weapon” where everything is one vertex, and i just then add a new vertex for “bolt” where i assign the bolt to it?

pallid island
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mandatory mention of human skeleton and matrix stacks

cedar jacinth
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Oh so i dont add “main_weapon” and im still able to export with only the “bolt” vertex?

stuck oyster
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Correct

cedar jacinth
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Ahhhhhh

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Got it

pallid island
# south badge

on screenshot here white part = no bone assigned
blue = only "mainTurret" assigned
red = only "mainGun" assigned
btw, i'm bad at reading

cedar jacinth
pallid island
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and "mainGun", "mainTurret", pair in config takes care of rotating the gun to follow the turret

cedar jacinth
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Thanks for the input guys! Ill try to animate the bolt now ^^

cedar jacinth
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Hello im back 😄
now im getting these errors in pboProject:

  • p:\mp41\model\mp41.p3d: Opposite edge to P(34, 33) was not found - shadow geometry is not closed.

  • Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files

  • Geometry LOD has UVSet, it is useless, consider removing it.

I have removed the UVSet from Geometry LOD but it still shows this error
Only my Weapon models have a UVSet and its names "automap"
Also only have a vertex of "Bolt" now for ViewPilot and Resolution1

The weight issue is fixed

south badge
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Sounds like your shadow geometry is not closed trollge

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In Blender in Overlays enable Mesh check and "Non manifold". Your shadow LOD should not show any non manifold parts.

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I have no clue about the subskeleton error. I have been getting it lately as well, but it doesnt seem to cause any issues. svinface

cedar jacinth
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I use the testWeapon_01 shadow LOD - so i did not change anything there 😄

charred bolt
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The "subSkeleton" and "Geo LOD with UVSet" are currently false errors being thrown out by binarise and reported by mikero's tools - just ignore them.

cedar jacinth
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Ok

charred bolt
cedar jacinth
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😂 ironic - ill give that a try later

woeful sluice
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Hello, I am converting a ready 3D file to P3D by installing an add-on from fbx to the blender application, but it cannot be opened because it shows 0mb in object builder.

stuck oyster
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Ready 3d files are not really ready for arma

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It's not way to skip learning how to make models.

woeful sluice
stuck oyster
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There are some good ones for making stuff from El tyranos, battlestad and sokolonko

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You'll still need to learn to make stuff though

woeful sluice
stuck oyster
woeful sluice
woeful sluice
stuck oyster
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Ok..

steep lantern
charred bolt
steep lantern
charred bolt
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Screenshot your LOD SV 10

stuck oyster
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Is the lod actually in right place or offset in model space?

steep lantern
charred bolt
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Also not gonna fix things, but you shouldn't have a UV on a shadow LOD, so you can delete that.,

steep lantern
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Yes. Lod is in right spot. Its a bit hard to show, but the highlighted the SV10.

charred bolt
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If you look at the sample car SV10 in Object Builder, you can see the yellow background of LOD 1. Why isn't yours showing that?

stuck oyster
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Background lod draw could be turned off

steep lantern
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Because I've disabled that setting so I can only the current LOD im on for clarity.

charred bolt
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Turn it back on and rescreen shot please, it's the key item of info we needed to see

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Show the whole OB window also, including poly count etc

steep lantern
charred bolt
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Is it flat?

steep lantern
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yes

charred bolt
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It needs to be "closed"

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So give it some volume with faces on all sides

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Look at the sample car SV10 above for reference

polar fiber
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Yea, Don't think you can have a 2D plane as a SVLOD. Need some minimal perimeter geometry even if it's a triangle/wedge cross-section rather than a box/casket

steep lantern
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Giving it thickness had no effect. Yes it is all sharp and proper face orientation.

polar fiber
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your extruded sides aren't triangulated tho

steep lantern
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sigh

charred bolt
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Closed, Triangulated, Sharp, Not Degenerated

steep lantern
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alright. That fixed it. Thank you.

tribal rain
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question for yall ive got this model its weight painted and things like that but still getting these artifacting issues

nevermind the missing head thats a config issue

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im guessing its a case of weighting issue but how do i check which areas are weighted correctly vs which ones are not

onyx mountain
onyx mountain
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I would start with the hand groups 😂

tribal rain
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it might be an issue with the selections im noticing as well they arent matching the model cfg which is weird

onyx mountain
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That above is a weight painting issue

tribal rain
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coolio also just so i know shades of red is weighted shades of blue is unweighted

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then the scale between em is like how much influence it has right

onyx mountain
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Something like that yeah

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You might be better served importing the man template in the samples and transferring the weights

stuck oyster
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Typically a weight transfer from Arma sample man sorts it out pretty close

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And then you would need to tweak rest manually

smoky lava
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Hello gentlemens. Please help. For many days I can't figure out the configuration of turrets. I make a tank with an interior with a dependence on IFA3. Problem in
Driver: TurnedIn - only scope is available, no free view. TurnedOut - free view in ViewPilot, although it should be CargoView
Gunner: TurnedIn - There is free view, but no switch to sights, although there should be 3 sights there
Commander: ok
Loader: ok

also error in .rpt Warning Message: No entry 'bin\config.bin/CfgVehicles/SHC_MY_TANK/Turrets/MainTurret/OpticsIn/ViewOptics.gunnerOpticsModel'
😭

charred bolt
smoky lava
charred bolt
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FULL CAPITALS should be reserved for macro #defines. When your code is full of things like SHC_QF17 it's hard to know if they're macro's or actual class names. Would be better to use shc_qf17.

Your rpt error on CfgVehicles/SHC_MY_TANK/Turrets/MainTurret... does not seem to tie in to anything in your config?

Driver LOD's are controlled by these config entries, but they are missing in your code - check what is being inherited.

lodDriverTurnedIn = 1100;
lodDriverTurnedOut = 0;```

Similarly, this entry is missing in your config, check what is inherited. Try changing to 0 if set to 1.
```driverForceOptics = 0;```
smoky lava
charred bolt
smoky lava
#
 2:27:04 Starting mission:
 2:27:04  Mission file: introExp
 2:27:04  Mission world: Stratis
 2:27:04  Mission directory: a3\map_stratis_scenes_f\scenes\introExp.Stratis\
 2:27:04 No more slot to add connection at 033057 (3386.8,5735.4)
 2:27:06 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
 2:27:06 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
 2:27:06 Weather was forced to change
 2:27:08 Fresnel k must be >0, given n=2.51,k=0
 2:27:08 Loading movesType CfgMovesSnakes_F
 2:27:08 Reading cached action map data
 2:27:10 Loading movesType CfgMovesButterfly
 2:27:10 Reading cached action map data
 2:27:11 Loading movesType CfgMovesRabbit_F
 2:27:11 Reading cached action map data
 2:27:25 String STR_SHC_S_76QF17_APMk4 not found
 2:27:25 String STR_SHC_S_76QF17_APMk4 not found
 2:27:26 SHC_M4A4_FIREFLY: hide_ex_armor_body - unknown animation source hide_ex_body_armor
 2:27:26 SHC_M4A4_FIREFLY: hide_ex_armor_body_tracks - unknown animation source hide_ex_armor_body_tracks
 2:27:26 SHC_M4A4_FIREFLY: hide_ex_armor_turret_tracks - unknown animation source hide_ex_armor_turret_tracks
 2:27:26 SHC_M4A4_FIREFLY: back_mg_gun - unknown animation source gun_2
 2:27:26 SHC_M4A4_FIREFLY: hatchmgunner - unknown animation source hatchmgunner
 2:27:26 Warning Message: No entry 'bin\config.bin/CfgVehicles/SHC_M4A4_FIREFLY/Turrets/MainTurret/OpticsIn/ViewOptics.gunnerOpticsModel'
 2:27:26 Warning Message: '/' is not a value
smoky lava
charred bolt
smoky lava
charred bolt
#

Not sure why I made that a question - I know it's in the wrong place 😉

smoky lava
charred bolt
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Glad to help, well done.

smoky lava
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@charred bolt and I think you've already answered that problem. I've got the tracks going in the opposite direction. Even though the wheels are spinning forward...Maybe there is some way to change the direction for pasoffsetl and pasoffsetR?

charred bolt
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They're UV animations, just sliding up/down over the texture, so you just need to flip the UV in the vertical (I think, haven't double checked detail)

smoky lava
woeful sluice
#

How can I make 3D suitable for gaming?

south badge
#

You take the pain and learn how to model game-ready assets

dusk frost
stuck oyster
#

The model from this distance and resolution looks pretty high poly too.

tribal rain
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got this issue where my guys head is between his legs on my custom uniform i dont know what the issue would be like as far as i can tell the areas are all weighted and the proxy is in the right place?

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on another note as well im getting an error regarding my proxies

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one of the proxy classes that it is calling does not exist in the A3 folders anywhere i checked the code and it looks like its a dummy class in place of a model but either way mikeros pbo is getting upset because it cant find this missing item because techincally it doesnt exist?

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its the "Bysta" proxy for those wondering

round prawn
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Does somebody know how i can import my retextured uniforms and other things on my mod?

stuck oyster
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and BI moved it to different folder

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you can either repath it or just call the proxy bysta, without any path

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the path is irrelevant, the name of the proxy is all that matters

tribal rain
stuck oyster
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in OB just double click the proxy selection name

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in blender probably just path it as bysta

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or find the new file location

tribal rain
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Copy

shadow root
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Is there a way to make textures glow via script like this? Or without having to write a config mod?

shadow root
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Is there a way to set a object's rvmat using a rvmat from a mission file?

tribal rain
# stuck oyster or find the new file location

managed to find it would it be the same for everyone or would it be specific to each user?

mentioning as if it has been moved might be handy to know the path:

\a3\characters_f\TemplateRTM\bysta

tribal rain
stuck oyster
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the p3d is just for visual representation of it in buldozer

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the name is only thing the game reads

tribal rain
marsh canyon
south badge
#

Is it useless to include proxies for passengers in the shadow lod if they are sitting inside the vehicle? I assume so, right?

stuck oyster
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or was that just for head selection/proxy 🤔

charred bolt
south badge
#

Oh kkomhehe

#

Sounds good to me

daring thunder
#

I'm keep getting this error. Can anybody help?

stuck oyster
#

make sure you are running latest tools

daring thunder
#

I did

stuck oyster
#

oh the memsphere not float thing is there actually

#

and that indicates you are not running latest mikero tools

daring thunder
#

Just trying to export a simple model i designed in blender

#

ah okay

cedar jacinth
#

any idea why my bullets come from below instead of from the barrel? I have double checked that the points are in line

stuck oyster
cedar jacinth
#

Rifle_Short_Base_F is my base class for my weapon in config.cpp

spark obsidian
#

maybe?

stuck oyster
#

👍

#

cool plane!

spark obsidian
#

tryina figure out the perfect medium-size widebody

stuck oyster
#

interesting challenge!

#

what kind of requirements are you thinking of?

spark obsidian
#

something like what the Embr C-390 does

#

or An-178

spark obsidian
#

i just know nothing about A3 modeling defeated

stuck oyster
#

Arma specifcs open up much easier after you know how the modeling and texturing stuff works

spark obsidian
#

oh, i'm already proficient in blender

stuck oyster
#

excellent!

#

then you still dont need to worry about the arma stuff untill you have finished the model

#

typically game assets are done via highpoly->lowpoly workflow

spark obsidian
#

i've already got a retopo flow.
I'm more wondering about the actual implementation.
What to name certain empties... How to make arma3 collider models, etc.

#

How to animate, that's a big deal

stuck oyster
#

Arma3 dont really use any kind of empties references

#

it has system of proxies similar to that

#

you will want the armatoolbox addon to be able to easily export p3d

#

there are some tutorials that can give you a leg up figuring that out

#

though those are made with older UI, the principles are still the same

#

for animation stuff you can read the wiki about model.cfg and "how to animate a model"

#

and possibly make a simpler test model you try out things with first

#

like a box

spark obsidian
#

ah, i see

#

thanks for the info

stuck oyster
#

there are also arma3 samples on steam you can study

#

they are little outdated at places

#

but still helpful

cedar jacinth
stuck oyster
cedar jacinth
charred bolt
# cedar jacinth Yes it is, look here 😄

In Object Builder
Show the memory LOD with the memory points responsible for the bullets highlighted and their named selections visible, with the res LOD as a background.
Also show the weapon config where it defines those memory points.

cedar jacinth
#

i dont know how to make LOD as background? I did it via the window on the right "show as Background" but that does not do anything

stuck oyster
#

check the settings menu

#

I recall theres button for it

charred bolt
#

and not model.cfg, but CONFIG

cedar jacinth
#

It is not working.... i have every Background setting on, i right click on LOD1, highlighted mem and show as Background - does nothing

charred bolt
#

Is there anything in your res LOD 1?

cedar jacinth
#

what exactly? dont have memorys there ofc
I only have my parts like bolt, camo_metal, camo_wood, magazine, muzzle proxy, trigger and zasleh

charred bolt
#

See the yellow background showing LOD 1 behind the memory points

cedar jacinth
#

its not turning yellow for me 🤷‍♂️

#

my settings

charred bolt
cedar jacinth
#

lol

charred bolt
#

now make your screenshot look like mine

cedar jacinth
#

i think this is better?

charred bolt
#

no

cedar jacinth
#

like this? what do you need to see?

cedar jacinth
charred bolt
#

That's good thanks

charred bolt
#

Can you highlight those two points and paste them into a new empty LOD.
Check what other named selections are present besides usti hlavne and konec hlavne and how are they assigned (to which points)?

spark obsidian
#

getting somewhere

south badge
#

how many vertices do you have there?

spark obsidian
south badge
#

not too bad

spark obsidian
#

after retopo, expecting about 20-25k

south badge
#

Are there any measures I can take to prevent material bloat in Blender? Particularly if I am working with a vehicle that uses many materials and I copy / paste selections between LODs my material count goes through the roof since they keep creating copies of themselves over and over again...

stuck oyster
#

instead of copy paste

#

(non linked duplicates that is)

cedar jacinth
white jay
#

Hey would anybody be willing to make a simple patch (as in insignia) mod for me and an edit one of the RHSUSF uniforms for me, I’ll tip 10 bucks on Venmo

stuck oyster
sharp halo
#

When I run game with diag exe, I get tons of [AssertUsr] Area of texture is less than 0, missing UV set?: uvStage=1 but not on normal version of the exe.

  1. What does this error indicate? How do I know which part of model should I fix?
  2. Can this error be skipped via some launch params?
cedar jacinth
#

LOD 1: Shadow Volume 0
Type: Shadow Volume 0
Failed validation -> skipping LOD (run manual validation for details)
Done in 0.000000 sec

Any idea what i might be doing wrong? Its 1:1 the same as in my MP41, but i tried to make it fit my G41 more properly and added a few loop cuts to form it better

Shadow Volume 10 is copy pasted from Shadow Volume 0

stuck oyster
#

or possibly it has no uvmapping at all

#

such thing should not pop up if everything is right

#

so Id try to fix the source of it

sharp halo
#

Damn, gonna be hard to do on complex mesh ;d

stuck oyster
#

open uv editor

#

see if theres a spot at the bottom left corner

charred bolt
sharp halo
sharp halo
charred bolt
#

You would put tex1 if you were using UV Set 1, but 99.9% of times you will be using UV Set 0.

#

Only if doing multimat's might use extra UV sets. But as you don't have UV Set 1, rvmat throws error when looking for it.

sharp halo
#

Understood. Trying it now

#

Worked flawlessly. Thank you both very much

stuck oyster
#

👍

spark obsidian
#

progress

formal rose
#

Rather random since this is from months ago but found it through research.

Is the black charred ground decal available on the workshop by chance? Or do you know of anything with similar effect?

#

Looks really cool

formal rose
#

Ahh alright thanks

stuck oyster
#

unfortunately I could not figure out way to control the draw order after all.

formal rose
#

Looks very cool

stuck oyster
#

it worked quite fine for few years 😅

#

then latest patch broke it

#

at least thats how it looks like

#

maybe it was same way broken before but just now the order changed for reason X

formal rose
stuck oyster
#

yeah no idea why. but there does not seem to be anything that we can access that controls it

formal rose
stuck oyster
#

no they are just decal texture

formal rose
stuck oyster
#

no it was 2 decals

#

Id guess one could have burned ground decal with the ember mesh also joined into it so they both are in same object

#

but its not as dynamic as Id like it to be

mossy mulch
#

is it possible to remove bits of geometry with model.cfg/damage amounts?

#

(not asking how, just if its possible before i start making this model)

pallid island
#

Like a building's windows?

south badge
mossy mulch
#

gripen time 👽

charred bolt
gleaming tusk
#

does arma automatically do this even without the properties set?

stuck oyster
gleaming tusk
#

okay baller

#

im working on improving performance of my halls, so im going through all the LOD properties to try and find stuff that might help, i already got the lodnoshadow one active on all of them

#

if i add editor attributes to hide things in the halls will that also help performance since it wouldnt be rendering said part?

#

or is it just "hiding" it

stuck oyster
#

but like, not a lot

#

maybe not even noticeable

#

probably partly reason why BI did not incorporate furniture in most of the buildings as it can bloat the resource demand

#

separate mission objects where needed on the other hand can be managed in different way

#

even on demand

gleaming tusk
#

copy copy, makes sense

stuck oyster
#

as you may have noticed interiors can be tricky to manage

#

separate objects have chance to be occluded too which can save some rendering

#

also there are geometric occluders in Arma3

gleaming tusk
stuck oyster
#

but their use is a bit unknown

gleaming tusk
#

oh i see

stuck oyster
#

this dont look overly complex

gleaming tusk
#

they are pretty simple but every frame counts

stuck oyster
#

for sure yeah

gleaming tusk
#

they are also all using the same rvmat/material

stuck oyster
#

how much can you lod it for distance draw??

gleaming tusk
#

and each have 0-2 lod layers

#

should i do 1-3?

stuck oyster
#

are they like tunnels so they are not seen into from outside

stuck oyster
gleaming tusk
#

they have enclosures

stuck oyster
#

it can be 5 23 35 too if youlike

gleaming tusk
#

XD

stuck oyster
#

you could experiment with the geometric occluders

#

have 1 on each side

gleaming tusk
#

oh heyyy

#

this might b what im looking for

#

current properties

stuck oyster
#

note the part in text that a lot of small occluders in scene might be more heavy than drawing things

#

which is why I said experiment 😅

gleaming tusk
#

haha

#

ill def have to take a gander at it

#

main worry is that a lot of my stuff has transparent doors, so i put the occlusion on the view geo lod like it says i can, and then just delete the door's section in that layer

#

hopefully that keeps the door from occluding anything on either side

#

but tb i think its only on my large hq building rn for testing

#

god i love arma modding

cedar jacinth
#

Any clue what i have done wrong? Firegeometry, Geometry and Fire Beauncy or how it is called are all setup properly - i also have component 01-04 and magazine as vertex groups - for the Fire Beauncy i have just component 01 - i get no error from pboProject

stuck oyster
#

no mass in geometry lod perhaps

cedar jacinth
#

Oh, that could be true - i never added that again 😄 is that the thing with weight 100?

stuck oyster
#

no its separate mass thing

#

vertex weight != arma vertex mass

cedar jacinth
#

Is this weight on the right correct? Is there a tutorial?
If its correct it did not fix it

stuck oyster
#

it has its own dialog

#

you need to have the lod object set to be geometry type

#

which toolbox were you using again?

#

Alwarrens or Clocks?

#

looks like clocks

#

or both actually

cedar jacinth
#

Alwarrens to export

stuck oyster
#

so youll have to decide which one to use

#

their properties dont mix I think

#

so it might be better to disalbe the other one so you dont accidentally try to use features that are not availbalbe for the export you use

cedar jacinth
#

No, the other way around 😄 I use Clocks mainly

stuck oyster
#

check out clocks manual for how to set lod type

#

and geometry mass

#

and use clocks export

cedar jacinth
#

There is tutorial there?

stuck oyster
#

manual

cedar jacinth
#

found it - will take a look - ty

stuck oyster
#

he actually might have done some videos too now that I think of it

cedar jacinth
#

yep!

cedar jacinth
stuck oyster
#

check in Object builder that the mass is there

cedar jacinth
#

It is

#

i set it to 3.25 in Blender, its there for my Geometry

stuck oyster
#

does this geometry lod now have the autocenter 0 named property

cedar jacinth
#

hahahah it had not.. hmmyes

#

ty once again...!

formal halo
#

His docs are comprehensive enough where a video isn’t really needed imo

umbral shuttle
#

Is it possible for mag proxies to work for underbarrel attachments in addition to the main gun it self? I am assuming not otherwise stuff like the MSBS grot shotgun attachment version would have

stuck oyster
#

example from sogpf, rifle magazine and underbarrel launcher magazine both work

bright echo
#

yeah it does work

#

you can even have like the primary muzzle not have a magazine proxy but the secondary does

sour bough
#

Huh! I thought because the vanilla stuff didn't have it, it didn't work.

I couldn't get multiple muzzle flashes to work either (ie, same selection but two proxy flashes); is that a limitation or did I do it wrong in ages past?

bright echo
#

Idk about muzzle flashes, my gut says 'probably not' as the weapon only has one muzzleflash selection in config, maybe if defined in the secondary muzzle, idk. can always using revolving/reload tho but that has its own share of problems

sour bough
#

Vanilla solutions for ugl's don't use proxies, far as I know. I also wanted to have two flashes at once with the same selection once and it didn't work when proxy'd.

#

For my alternating ones I just move the flash proxy anyway

polar fiber
#

Doesn't the weird CSAT rifle from Apex with an underslung .50 cal have a muzzle flash?

stuck oyster
#

secong flash needs animated model.cfg hiding if I recall right

#

the engine drive solution does not even seem to recognize multiple proxies

bright echo
#

my kingdom for a model animation source that plays 1-0/0-1 everytime a gun is fired

#

unlike reload which doesn't play on the last round

sour bough
#

revolving with a loop?

bright echo
#

Yeah that works if you have a fixed magazine size

sour bough
#

You can make it work via a loop

#

Hang on lemme

#

This kind of thing works with any mag size, for alternating

#

You can just tweak the values for it

#

To make it not alternate

bright echo
#

yeah I'm not looking for alternating

#

it was for having a muzzleflash appear at all or like

sour bough
#

Just make it 0-1 instead of 0-1.0000001

#

The small bit after it is so the math works out right

bright echo
#

for example in spearhead, the M1 carbines (and this goes for all guns in arma) the action doesnt cycle on the last shot of a magazine

sour bough
#

and revolving instead of ammo

bright echo
#

because the M1 carbine doesn't lock open on empty

#

most weapons in arma hide this because they lock open on empty

#

and the reason this happens is because reload doesn't play on the last round of a magazine

sour bough
#

Yeah this is solvable I think

#

Ammo is nice but discrete

#

But maybe combine it with the bolt thing?

bright echo
#

ammo wouldnt work for it as it goes from ie. 2 to 1 immediately, not 2, 1.9, 1.8, etc which is what you want and is how reload/revolving works

sour bough
#

I think a multiple sources could get you most of the way there

umbral shuttle
#

Ty

sour bough
#

Does the IsADS anim source work on attachments as well?

stuck oyster
#

🙏

sour bough
#

Truly, we must bug dedmen about this inshallah

spark obsidian
#

What would be the possible causes of ObjectBuilder logging these errors, after trying to import a P3D model, exported from blender?

00:58:52 - [5A1C](Plugins) Plugin successfully loaded
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\gifload.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\jpgload.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\licenseMgr.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\MAT.dll
00:58:52 - [5A1C](Plugins) Plugin successfully loaded
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\ModelConfigEditor.dll
00:58:52 - [5A1C](Plugins) Plugin successfully loaded
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\pacload.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\Pal2Pac.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](Plugins) Loading A:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\UIDebugger.dll
00:58:52 - [5A1C](Plugins) Invalid module. Missing link to InitPluginModule function (127)
00:58:52 - [5A1C](ExtViewer) External viewer init```
stuck oyster
#

but did the export actually complete?

#

is the p3d 0kb in size?

spark obsidian
#

it's 1kb

stuck oyster
#

then its broken export

spark obsidian
#

ah. What can cause that?

stuck oyster
#

it should show error message in blender

#

and write in in the debug console

#

typically Ngons in model, no objects set as exportable lods, empty material slots

spark obsidian
#

oh, i'm currently experimenting with exporting a model with just vertex groups set. Nothing else.

#

also, just checked - no errors or debug logs after export

stuck oyster
#

have you set the object as some arma lod?

#

which toolbox you use?

spark obsidian
stuck oyster
#

👍

#

Alwarrens tool expects you to set the objects you want to export with ArmaProperties

#

where you can select the lod that object is part of

spark obsidian
stuck oyster
#

no

spark obsidian
#

oh i found it

#

and now i'm getting some errors on export

#
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 947, in execute
    exportMDL(self, filePtr, False,
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 716, in exportMDL
    exportObjectListAsMDL(myself, filePtr, applyModifiers,
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 814, in exportObjectListAsMDL
    exportLodLevelWithModifiers(
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 680, in exportLodLevelWithModifiers
    export_lod(filePtr, tmpObj, wm, idx)
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 523, in export_lod
    writeMass(filePtr, obj, mesh)
  File "C:\Users\DRAGON\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 396, in writeMass
    weight_layer = bm.verts.layers.float['FHQWeights']
                   ~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'
stuck oyster
#

if you are exporting geometry lod youll need to give it mass

#

through the mass manipulation dialog

#

select geometry lod, go to edit mode

#

select all

#

and look into the arma 3 tools tab under arma3 tab

spark obsidian
#

mass in kg?

stuck oyster
#

yes

spark obsidian
#

me happy

#

now to figure out the rest okay

stuck oyster
#

have fun

spark obsidian
#

hopefully i can rework my substance materials to arma defeated

mossy mulch
#

Are there any useful guides for weightpainting about? Going to do it for the first time soon ☹️

mossy mulch
stuck oyster
#

for general weight painting and rigging stuff youtube has quite a lot

spark obsidian
mossy mulch
mossy mulch
stuck oyster
#

no vertex painting is very straight forward standard stuff luckily

spark obsidian
slow pine
#

How can i change the default texture a 3d model is trying to use?
I got a Obloha model that tries to load a texture from CUP, since i'm not using CUP, it will always give this error message.

stuck oyster
#

thats a Arma 2 path basically

#

and why do you use it if you dont want to use cup

#

why not use vanilla one?

marsh canyon
#

ca prefix is used in CUP

stuck oyster
#

sure yes but its still Arma2 path originally

slow pine
#

obloha is the skydome model.
Arma 3 Vanilla one has a very crazy UV mapping.

#

so i'm using the arma 2 one that works better

marsh canyon
#

What are you trying to do, is one question

slow pine
#

I think that the lack of this textures, is what gives me some small bugs when messing with lighting configs.
So, the idea would be to put the texture on my addon.

stuck oyster
#

first of all, are you trying to use some kind of new sky textures?

slow pine
#

yes

marsh canyon
#

And why?

slow pine
#

i believe the obloha model loads two textures.
one is default (the one from the error message), and the other is changed based on configs

stuck oyster
#

well sure yes

#

but like

#

maybe you dont need to use it

#

lets go back to that bug with the lights

#

thats what you try to fix?

slow pine
slow pine
#

by default (vanilla), they work fine with different values on them.

stuck oyster
#

I am familiar with those yes

slow pine
#

but, when i put the arma 2 model, it give me artifacts like this if the Sky and SkyAroundSun colors are different

stuck oyster
#

yeeah

slow pine
#

while i can avoid the artifacts by just using the same color for both values, this makes the sky quite flat.

stuck oyster
#

I would recommend sticking to the vanilla A3 sky object

#

make your life easier

marsh canyon
#
aroundSunCoefMultiplier = 1.0;
aroundSunCoefExponent = 4.0;```
I don't know what exactly they do but this does something with the artifact
slow pine
stuck oyster
#

correct

slow pine
#

i don't have screenshots anymore, but basically it deforms a lot the textures at the top of the model.
The model is also partially below the horizon line.

stuck oyster
#

The textures would neet to be made for it yes

#

just some skydome texture from the web wont work

slow pine
#

arma 2 one use panoramas for example.

stuck oyster
#

yes

#

and in A3 the clouds etc are supposed to be set with the actual clouds

#

not static images

slow pine
#

they actually changed the way it works, with the visual upgrade that came with apex.

#

using the splendid lighting mod, i can actually get different colors for the parameters.
i just don't know why.

marsh canyon
#

But at this point, it's not a P3D issue anyways

stuck oyster
#

yeah no its basically the new lighting system being incompatible with the panoramic sky textures

#

you can probably disable parts

#

but that may have other undesireable effects

#

anyway, it is quite undocumented territory

#

if the Arma2 sky object is in the released datapack samples in unbinarized form, you can open it in Object builder and change the texture path on it

#

and keep trying to fiddle with the lighting configs and try to get it back closer to Arma2 lighting

spark obsidian
#

Question - Can i split my model in blender into multiple objects, or am i restricted to working on a joined object?

marsh canyon
#

Not quite sure what is the question. Multiple objects, as in?

spark obsidian
#

As in split objects, not a joined object

stuck oyster
#

yes

#

they can be separate objects

#

that get joined into same lod at export

spark obsidian
#

ah! cuz i was thinking about, how i'm gonna attach the textures to them...

stuck oyster
#

each object just needs to have correct lod definiton in them

#

and their UVset names must match

spark obsidian
#

didn't make sense to have it be a joined object

stuck oyster
#

single object can have multiple materials

spark obsidian
stuck oyster
#

and each blender material can be given a arma material/texture to be exported assigned on the faces the blender material is on

spark obsidian
#

wait a minute... does the addon use blender material selection as a base to apply textures?

#

ah i see!

spark obsidian
#

if that's the case, it'd prolly be best for me to do it that way

#

hmm, the RVMAT selector in blender isn't seeing the rvmat files in the folder

#

disregard! it'd be best for me to look in the right folder next time...

stuck oyster
#

that does help. 😅

spark obsidian
#

in blender - what kind of object do i need to add, that will work as a memory point?

#

or is it any kind of geometry?

granite berry
#

idk not sure how the 'pros' here do it

south badge
spark obsidian
#

hmm i see, thanks for the info!

#

also - do memorypoints need the "NamedProperties"?

#

hmm, it appears to show the lower LODs, instead of the main geometry

spark obsidian
#

heavily inspired by it, yes. But it's a fictional craft

south badge
south badge
spark obsidian
south badge
#

Try using values 0 -> 1 -> 2

spark obsidian
#

0 being main geo?

south badge
#

also try zooming in, maybe it is showing a lower LOD

#

0 is the main one, yes

#

Well, "whichever number is the lowest is the main one" as far as I know

south badge
#

what value do you have in the "plane_body" mesh?

spark obsidian
#

this, because some guy on youtube told me to add it

south badge
#

no, no

#

Geometry LOD is something completely different

#

Geometry LOD is used for collision detection

spark obsidian
south badge
#

Put "Custom" in there, with a value of 0

#

and remove the "autocenter", vehicles aren´t supposed to have it afaik

spark obsidian
#

resolution 0?

south badge
#

You main LOD should have resolution 0, the 1st distance LOD should have resolution 1, 2nd distance should be 2, etc

spark obsidian
#

oh, so it's the other way around

south badge
#

the lower the number, the higher quality the LOD

spark obsidian
#

and the shadow lod?

#

like 1?

south badge
#

At least for me that one is quite odd, it changes to 1000 and 1020 when I import it into OB

#

You should have two shadow LODs generally - One more detailed for close range, one less detailed for long range

spark obsidian
#

ah, makes sense

#

another question

#

if this is my pathing to mats/textures - in the RVMats files, do i include the Drive Letter, or not?

south badge
#

uh I am unsure sorry, this is how mine looks like, but I use hemtt

south badge
spark obsidian
south badge
#

I guess you did get an error 😄

spark obsidian
#

hmm, the way i set the paths for the textures/materials in blender, it does full paths, but i need relative paths right?

south badge
#

I think so? I looked at some other stuff of mine, and I did not have the drive letter included

spark obsidian
#

maybe it's because my mod location is not in the P drive?

#

i'll try working from the P drive this time

stuck oyster
spark obsidian
#

also - this is how my RVMAT files look like, if there's any issues anyone can spot

sour bough
#

Those paths should be relative paths

spark obsidian
sour bough
#

Blender is irrelevant to this; those need to be valid relative paths

#

Think, same path you would use for hiddenselectionstextures

charred bolt
spark obsidian
#

tell me about super shader please

charred bolt
#

Check the example shown.
Stage 1 is your normal map (_nohq)
Stage 4 is your ambient occlusion map (_ao)
Stage 5 is your specular map (_smdi)
Set Fresnel to suit your material.

spark obsidian
#

wait, which stage is colormap?

#

7?

charred bolt
spark obsidian
#

now i'm confused

south badge
#

colour map = face texture in Blender

charred bolt
#

your texture (_co) is set in the p3d, along with a material (rvmat)
the rvmat maps the other textures such as normals, ao and specular

spark obsidian
#

so i don't have to include the colormap in RVMAT at all?

charred bolt
#

correct

spark obsidian
#

gotcha, i'll experiment

#

why would this be happening?

#

this is my setup in blender

stuck oyster
#

why is your project folder called A3_retail?

spark obsidian
#

no idea. That's how the tooblox populated the Pdrive

stuck oyster
#

what toolbox?

spark obsidian
#

arma3tools

stuck oyster
#

🤮

#

ok so basically your setup is bad

#

and arma3Tools dont seemingly make any kind of good P drive

#

if it adds such crap in there

#

your folder structure should be abouts like P:\YourTag(this is your project folder)\YourTag_YourMod\(config, p3d go here)\data\(textures/rvmats etc go here)

spark obsidian
#

nice, but how do i unmount and remount now

#

and what should i be using to do this

stuck oyster
#

we recommend simple bat file with subst command in it to mount the drive

#

and using mikerotools pboProject to pack will save you from quite a lot of trouble

#

unfortunately the vanilla ArmaTools launcher method seems to be broken most of the time

spark obsidian
#

yes, but the drive is already mounted...

#

wouldn't overriding mount break things?

stuck oyster
#

youll have to disable the auto mounting from the launcher and you can reboot to make sure it does not mount

spark obsidian
#

ah, right

stuck oyster
#

the example in the link has a command in the beginning to first unmount P drive

#

in case it is mounted

charred bolt
#

I mount p drive from A3 tools launcher, never had a problem with it. Really doubt the tools created an a3_retail folder in p for him unprompted. But I do use mikeros tools to unpack a3 data to p:\

stuck oyster
#

or using arma3p to populate it might have something to do with it too Id suppose

#

but most of the time it has issues

charred bolt
# spark obsidian wouldn't overriding mount break things?

This is something like your p drive and your mod folders could look like - everything you do is inside "lynx" folder, and you can separate different assets inside that.
relative path in such a case would be

lynx\c390\data\c390_body_co.paa
lynx\c390\data\c390_body.rvmat```
spark obsidian
#

interesting! will try that.

spark obsidian
#

in mikero's tools, it's trying to look for my game installation in the wrong path. How to fix that?

#

figured it out. Had some leftover arma files in another drive.

spark obsidian
#

i don't get it. why is it loading from N drive... i don't even have such a drive letter.

stuck oyster
#

did you press N at the beginning of Arma3P

spark obsidian
#

the bad file format file only apppeared when i didn't run the p3d file through ObjectBuilder.

#

But after i re-save it through OB, it still doesn't load the textures.

#

also it's using the old paths, even though i reset them to the new location in the P drive

stuck oyster
#

it asks what drive letter to use for the virtual drive

#

it probably picked next available N

spark obsidian
#

sheesh

stuck oyster
#

you mount P drive first with the simple bat

#

then run arma3p on the mounted P drive

stuck oyster
#

after few times you'll be good to go 😅

spark obsidian
#

trial and error, i guess. And a bit of stupidity on my end, of course.

stuck oyster
#

😅

spark obsidian
#

fair fair

umbral shuttle
#

I have a section count question. lets say I have a simple gun and a scope for it and its all on 1 uv. The scope can be removed so any other base game scope/modded scope can go on it. Is there any point then having the scope be on the same UV as the gun? might as well have the scope on its own uv so it has more uv space for texturing.

mossy mulch
#

performance

#

file opening is very expensive

#

fewer textures usually = better performance

umbral shuttle
#

👍

#

oh so then what is preferred, 4 1k textures vs 1 4k texture, or where is the line were its better to have a higher res texture. or is this too nitpicky kekega

marsh canyon
#

4 1k textures is as big as 1 2k texture

umbral shuttle
#

oh okay

marsh canyon
#

And a 4k is 16 1k

umbral shuttle
#

so then the 1 2k texture would be better since 3 less textures to call

marsh canyon
#

Well, performance wise it should be

umbral shuttle
#

and the tradeoff would be maybe I guess the quality of the texture

stuck oyster
#

It's same amount of pixels

umbral shuttle
#

very cool tho

stuck oyster
#

Maths

umbral shuttle
#

very hard

stuck oyster
#

Modding is good hobby. Makes brain bigger.

sacred perch
#

Ill look after it i promise lol

crude meadow
#

but i can recreate it if you so desire

sacred perch
sacred perch
crude meadow
#

good enough for me

spark obsidian
#

i'm suspecting something to be wrong with my blend, and the p3d in general

marsh canyon
#

P3D itself does not do anything with P itself

spark obsidian
marsh canyon
#

I'd make it sure if P:\ is accessible on your end

spark obsidian
#

i don't even have an N drive....

#

my P drive

#

mod source

#

mod packed

#

armatools paths

marsh canyon
#

Do you have any N:\ mention in your config?

spark obsidian
#

nope

charred bolt
# spark obsidian mod source

Don't put that @ in front of your p:\lynx folder
or if that's your output folder, move it somewhere else other than the p: drive

#

Then open your p3d in Object Builder
In the Resource Window, open Current LOD > Textures and check whether they have the green mark showing that their paths are found. Screenshot for us to check.

spark obsidian
charred bolt
spark obsidian
charred bolt
spark obsidian
spark obsidian
#

hmm... interesting

charred bolt
spark obsidian
charred bolt
#

that looks much better now

spark obsidian
#

so this is my folder now

charred bolt
#

there shouldn't be an addons folder in there

spark obsidian
#

how do i load it then?

charred bolt
#

put your own created or downloaded mods (@mod_name) on another drive, not p:\

spark obsidian
#

ah

#

yeah, still getting the same errors...

charred bolt
grand notch
#

Sorry if this is not the correct place to ask this but I didn't find any usable information by googling. I have a 3D model of a weapon I would wish to implement to ARMA 3, however, I have exactly 0 experience in ARMA 3 modding (nor modding any game for that matter) so suffice to say I have absolutely no idea how to do this. Does there exist a repository of information for creating a weapon for A3 (absolute beginner friendly) or is this idea doomed from the start? Cheers

spark obsidian
#

doesn't look like anything out of the ordinary

spark obsidian
#

...interesting

charred bolt
# spark obsidian a3 addon builder

This is the kind of situation which demonstrates why using Addon Builder is vastly inferior to something with error checking such as mikero's tools. Download the free tools now and you'll immediately find what the issue is, and how to fix it.

spark obsidian
#

i have most of them downloaded

#

i have to use "MakePbo"?

charred bolt
#

There's an All-In-One installer if you're feeling brave

stuck oyster
#

You'll also want to look up P Drive and mikero tools setup (PMCwiki has simple instructions)

#

And then the arma3 samples on steam have some base info

pallid island
#

(which samples aren't always to the community's standards of convention abidance) 🤣

stuck oyster
spark obsidian
#

i don't get it

#

literally all there

stuck oyster
spark obsidian
stuck oyster
#

toolbox export should cull the P;\ from them automatically

#

yeh thats the problem

#

remove the p:\

#

odd that it dont get culled :L

spark obsidian
stuck oyster
#

your object builder settings need "path to textures" set to P:\

charred bolt
#

No it's correct to have p:\ in that particular dialog window

stuck oyster
#

so inside the program it simulates the game engine folder structure with P drive

spark obsidian
stuck oyster
#

I do have that too

charred bolt
#

Rename in Object has the p:\ showing, but Face Properies (sic) doesn't

stuck oyster
#

correct

charred bolt
#

but not having p:\ set as path for textures in OB settings, well done HG

stuck oyster
#

one day I'll do a count how many times Ive said that in here xD

#

I dont remember how I learned it in the distant past

#

might be some guide back then mentioned it

#

or some forum post

spark obsidian
#

does this make sense?

#

it's not screaming about the rest, which are made the same exact way

charred bolt
#

missing lynx\

spark obsidian
#

ok, i see what it is

charred bolt
#

and I'm not sure what the effect is of missing out stages 2, 3 etc - should be in there

spark obsidian
#

it only chose to show errors for those mats/textures

#

the rest don't work either

spark obsidian
#

yes that worked, i'm just sayin

#

the log didn't show errors with the rest of my rvmats

charred bolt
#

It probably stops at the first error

spark obsidian
charred bolt
#

Sounds like the textures are bad? Did you convert them to paa from png or tga? Did they have the _co suffix in the source?
Can you drop one of them here?

bold flare
#

or not found

charred bolt
#

Wouldn't it normally say "missing files" though if not found?

bold flare
#

no

spark obsidian
#

maybe it's a path issue? because i don't have the "lynx" folder in my packed structure

charred bolt
#

yes, you were supposedly building @lynx

bold flare
#

its always the pbo prefix

spark obsidian
#

so then it should be like this?

cloud zealot
#

What would be an appropriate polygon count for uniform LOD 0, 1, 2, 3... ?

stuck oyster
stuck oyster
cloud zealot
stuck oyster
spark obsidian
cloud zealot
unkempt token
spark obsidian
unkempt token
#

Ideally there's not even an inner layer to your clothes, just an 'endcap' of sorts to the sleeve that maybe goes in slightly. Marvelous designer is not exactly made for making game-ready topology

#

by inner layer I mean inner faces/triangles or a hollow space.

#

Here's a similar area from the a3 character example .p3d in arma 3 samples:

spark obsidian
#

oh boy!!!

cloud zealot
unkempt token
#

You could always manually go through all of those sides and select them, then do limited dissolve, then triangulate

spark obsidian
#

now how does one animate the flaps, elevons, spoilers, etc.

#

and gear

cloud zealot
cloud zealot
#

there are predefined animation names for gear, flaps etc...

spark obsidian
#

so i set up the memory points first, and then use the vertex groups?

cloud zealot
#

I don't think you need a memory point, just your selection names in your p3d to make your animation in model.cfg

spark obsidian
cloud zealot
spark obsidian
#

and this is all i need, right?

cloud zealot
#

but when you create your animation, give it the appropriate animationSource name

cloud zealot
spark obsidian
#

why is there mention of bones?

#

i don't have an armature

cloud zealot
#

In order to use a selection in you animations, you need to create a skeleton first.

spark obsidian
#

skeleton... for a plane?

#

that's a first in my modeling ventures

#

something like that?

cloud zealot
cloud zealot
#

the skeleton i'm talking about is config

#

for example

{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class Vehicle : Default {};    
    class Plane: Vehicle
    {
        skeletonInherit="Vehicle";
        skeletonBones[]=
        {
            "alt","",
            "alt2","",
            "mph","",
            "mph2","",
            "vert_speed","",
            "vert_speed2","",
            "nm_alt","",
            "hud_alt","",
            "hud_speed","",
            "rpm","",
            "kompas","",
            "kompas2","",
            "hodinova","",
            "hodinova2","",
            "minutova","",
            "minutova2","",
            "lkh klapka","",
            "pkh klapka","",
            "lkd klapka","",
            "pkd klapka","",
            "leva smerovka","",
            "leva vejskovka","",
            "prava smerovka","",
            "prava vejskovka","",
            "ls klapka","",
            "ps klapka","",
            "predni kolo","",
            "levy kolo","",
            "pravy kolo","",
            "vrtule 1","",
            "vrtule","",
            "damageHide",""
        };
    };```
spark obsidian
#

so i'm looking at this sample plane

#

i'm not seeing any bones though... or am i not understanding something

#

i mean i can see the vert groups

cloud zealot
#

you dont need any bones in your model

#

You need to define bones in your model.cfg file

cloud zealot
#

let's say your rudder is called "rudder", your model.cfg would be like

class CfgSkeletons
{
    class Default;

    class MyPersonalPlaneSkeleton : Default
    {
        skeletonInherit = "";
        skeletonBones[] =
        {                                    
            "rudder", ""
        };
        pivotsModel = "";
        isDiscrete = 1;    
    };
};

class CfgModels
{
  class MyPersonalPlane
  {
    sectionsInherit="";
    sections[]=
      {
    };
    skeletonName="MyPersonalPlaneSkeleton";
      class Animations
    {
                        class LRudder
            {
                type="rotation";
                source="rudder";
                selection="rudder";
                axis="rudder_rotate_axis";
                minValue=-1;
                maxValue=1;
                angle0="rad 22.9";
                angle1="rad -22.9";
            };
          };
    };
};
spark obsidian
#

a very...interesting approach, to say the least

#

but much thanks for the info

#

i'll mess around

cloud zealot
# spark obsidian i'll mess around

Just remember the name of your p3d must match the name of your CfgModels class. In the example i gave you, your p3d must be called MyPersonalPlane.p3d

spark obsidian
#

yeah, i got that vibe already

#

maaaan i don't get it.

#

arma 3 modding really be busting my balls

cloud zealot
spark obsidian
#

if that actually works, i'll break my chair

cloud zealot
unkempt token
#

\lynx\lynx_ra_51\plane1.p3d, you dont seem to have \lynx\ in front of \lynx_ra_52\

spark obsidian
#

yeah i literally just thought of that

cloud zealot
#

but by the way, if you need to test the animation, you can do it in Object Builder

cloud zealot
spark obsidian
#

oh boy, i don't think i even have buldozer

cloud zealot