#arma3_model
1 messages · Page 41 of 1
ok what ab the names?
a cube with a hole through it is not convex
there is a tool under structure to automatically make component names
in topology
also convexity has a tool to make separate parts convex and it also gives them component names
but sometimes it dont work right
yes.
though geometry lod should not really have all the other named selections in it
to keep things neat and in order
hm still lets me run threw it in editor
would the way I spawn the object in make a difference?
_pos = getPosWorld this;
createSimpleObject [getMissionPath "" + "SnowManF_7.p3d", _pos];
youll also need mass
for the components
in geometry lod
you dont need separate physX lod unless you make the shape different
for satic things something like 1000 is fine
it needs to be more accurate and balanced on vehicles if you ever make those
Anybody knows what camo this is and from what mod? (The shirt and helmet)
Helmet is VSM, but #arma3_questions for stuff like this
Is exporting .p3d with armatoolbox 4.05 and blender 4.1 working for you guys?
yes i will get 4.3 and try that
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'
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
ahh oh well that fixes it
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
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:
didnt give error this time
Oh, then lucky break. Good to go. 🎉
Also failed export may lock the P3d being written so you may need to restart blender
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.
it can be modeled as hit geometry lod component and hitpoint config can be configured to use that component shape for hit detection
older way is with hitpoint lod hitpoint verticles
and hitgeometry component combination
the hitpoint radius is defined in the config
but it needs also geometry to hit
so just making the radious larger wont result in a hit, if there is no geometry to hit
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
lol
I am smart and I can tell you, you cant edit someone elses models
this isnt really something you can fix
it would have to be done by the author
and from looking at it, Im going to guess its mashed up in so dirty way its not worth using
Makes sense, but since this guy has inherited it from RHS, then the problem shouldn't be related to the model, right?

im not really interested in fixing other peoples mod in that way
its usually complete nightmare
also for fucks sake that dude has tons of forbidden shit on his workshop
definitely not worth using anything from a guy like that
even if I were interested in fixing other peoples mods, this kind of worm bucket I would not touch even with a stick
and the guy isnt even the maker of the mod
just a reuploader
ffs
so no, not worth any effort
Is there a way to modify and reload rvmat, while game is running? For development purposes?
Check pinned
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?
(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)
Blank pilot LOD should work. So I'd suggest if you're actually updating your P3D properly
alright, I'm looking at it in object builder. all necessary LODs (afaik) are there as well as the view pilot LOD. does that need a named property or something?
I don't think extra named property would be required
Oh mb
It just needs to be completely empty.
Head wear is not meant to be drawn in first person view
The eye camera is not like real eyes
it was empty, the view pilot lod was added in Object Builder and contained nothing
Perhaps it did not pack
what might cause that to happen?
Did you use pboproject?
If yes try pack with full build on
And make sure you edited right file and saved it
Put a large red cube in the Pilot LOD in front of where the players eyes will be and check that it shows up in game.
If not, you could imply that the pbo is not being packed or loaded as expected.
The most common cause for this is the pbo is being packed to the wrong "Mod Folder Output".
I will try both those suggestions, thank you
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?
no unless you want to change them
do you have textures applied on the p3d?
for default textures?
Yes
They worked before I added hiddenSelections
is the path to another set of textures or same ones?
if new ones then it likely indicates the path is not right
as in does not match the path in pbo
You mean In config? I haven't added hiddenSelectionsTextures to my config
oh then I misunderstood
however if you dont define new path hiddenSelectionTextures the default ones on the p3d should apply
is it possible you inherit them?
Maybe the issue is amount of hiddenSelections, I have 26
that is quite a lot yeah
I dont think it should be a porblem as such
but like typical things have 2-3
do you have overlapping hiddenselections?
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
No overlapping for sure
Funny thing, I can add texture in game with setObjectTexture normally
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?
update pboproject
ok sir
get the all in one installer
yah i got that im always worried to update any tools fearing theyll break lmao
weird aio installer only changes or adds 4 files idk
try pack it again
manually one-by-one reinstalled every tool since for some reason AIO installer didnt and now it packs successfully ty
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?
You have a vertex that is a direct part of two bones at the same time
You need to utilise parent bones if your child bone selection needs to be part of two or more different animations.
// 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.``` 🍿
"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" 
Is there a tutorial for this? I did not understand anything 😄😭
Nothing that explains everything in simple terms
Whatever bro posted above
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 😦
Studying the samples, experimenting
Reading the wiki about model.cfg
Practising animations with simpler setups
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 :/
Yes
assigning a vertex group to vert = weight.
Weight painting = weight.
🤷♂️
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” 🙂
Weapon is not perhaps the best startup thing due to its complexity
I typically recommend starting from simpler things
Like a box
Then animating lid to it
Then couple more parts
Working progressively towards more complex setups
:/ 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
Weapons rarely need less than 1 weight
For animations
(explains the amount of hidden openable storage boxes in CUP buildings 🤣)
What are you trying to do there?
🤣🤣
I have never added any weights 😄
? what im trying to do where?
You mention here 0.5 weight
I am little lost now what you try to do
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
You have 2 selections that animate
For one part
You need to remove one of them from it
Both of those have 1.0/100% weight
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
Bolt trigger etc animate
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.
Right now you need to remove all selections
And clear your model.cfg
And build it from 0
Adding one part at a time
and you can check what weights the vertex has here in Blender
Ill try that too!
No
Start the animation things from 0
You need to get your basics straight
You have copy pasted things without any understanding what you did
And it end up here.
So i add all to “main_weapon”
Then i add for example my magazine
Then i add an entry for magazine in my model.cfg?
And then i continue to add stuff?
(especially if it's listed as a separate bone in model.cfg)
You need 1 line in skeleton
Yeah, create a bolt selection and then create a translation animation for it
"bolt", ""
That's your bone pair for bolt
Bolt being parented to the root of the model
This is good - im going to screenshot that 😄 ty man!
Then you read the wiki pages about model.cfg
Well, I hope it explains it. I struggled to grasp to concept a bit at first as well
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?
mandatory mention of human skeleton and matrix stacks
No
Oh so i dont add “main_weapon” and im still able to export with only the “bolt” vertex?
Correct
on screenshot here white part = no bone assigned
blue = only "mainTurret" assigned
red = only "mainGun" assigned
btw, i'm bad at reading
Yeah, was pretty good, i screenshot it 🙂
and "mainGun", "mainTurret", pair in config takes care of rotating the gun to follow the turret
Thanks for the input guys! Ill try to animate the bolt now ^^
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
Sounds like your shadow geometry is not closed 
In Blender in Overlays enable Mesh check and "Non manifold". Your shadow LOD should not show any non manifold parts.
I have no clue about the subskeleton error. I have been getting it lately as well, but it doesnt seem to cause any issues. 
I use the testWeapon_01 shadow LOD - so i did not change anything there 😄
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.
Ok
Those samples are so bad unfortunately.
You should remove the proxy triangles from the Shadow LOD.
😂 ironic - ill give that a try later
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.
You'll need to set up the Arma properties and make all the technical lods.
Ready 3d files are not really ready for arma
It's not way to skip learning how to make models.
Is there a video or written text?
There are some good ones for making stuff from El tyranos, battlestad and sokolonko
You'll still need to learn to make stuff though
I tried a lot, it would work if it wasn't just 0mb, but I couldn't figure it out.
From experience I'm gonna say I doubt a lot that it will work straight up.
From experience I'm gonna say I doubt a lot that it will work straight up.
Wut?
If the file does not show as 0mb, everything will be fine.
Ok..
Would anyone have any idea why my shadow 2 LOD is appearing outside/disconnected from the model? All other LODs, including shadow 1 seem to work just fine. The item is indeed on the ground. https://cdn.discordapp.com/attachments/995780557717913681/1307229622261252177/image.png?ex=67398bf5&is=67383a75&hm=26a8869964f15d2d911f835d29cdb4aeec6b7cb6f6457c00854a182dadc68982&
Name the LOD's Shadow 0.000 and 10.000
That didn't work
It wasn't the fix but it was a start.
Screenshot your LOD SV 10
Is the lod actually in right place or offset in model space?
Also not gonna fix things, but you shouldn't have a UV on a shadow LOD, so you can delete that.,
Yes. Lod is in right spot. Its a bit hard to show, but the highlighted the SV10.
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?
Background lod draw could be turned off
Because I've disabled that setting so I can only the current LOD im on for clarity.
Turn it back on and rescreen shot please, it's the key item of info we needed to see
Show the whole OB window also, including poly count etc
Is it flat?
yes
It needs to be "closed"
So give it some volume with faces on all sides
Look at the sample car SV10 above for reference
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
Giving it thickness had no effect. Yes it is all sharp and proper face orientation.
your extruded sides aren't triangulated tho
sigh
Closed, Triangulated, Sharp, Not Degenerated
alright. That fixed it. Thank you.
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
im guessing its a case of weighting issue but how do i check which areas are weighted correctly vs which ones are not
By looking at it in weight paint mode in blender and going through the vertex groups to see where everything is assigned
copy
I would start with the hand groups 😂
it might be an issue with the selections im noticing as well they arent matching the model cfg which is weird
That above is a weight painting issue
coolio also just so i know shades of red is weighted shades of blue is unweighted
then the scale between em is like how much influence it has right
Something like that yeah
You might be better served importing the man template in the samples and transferring the weights
Correct
Typically a weight transfer from Arma sample man sorts it out pretty close
And then you would need to tweak rest manually
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'
😭
We probably need to see your full config, as the turret class you have provided doesn't give enough detail of what is (or is not) being inherited. For example, the contents of ViewOptics in OpticsIn are unknown to us.
The driver issues are not dealt with inside a turret class. They are in the main config.
okay. I thought the problem was some kind of turret parameter. Would you look at this, please? Is the original class LIB_Tank_base config needed?
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;```
I'll take your advice
Ooh, thanks, that helped. It works now.
Any idea what the problem is with the main gunner? On the right mouse button it only zooms without switching to the scope
Can you update and show your rpt error messages, as the one you posted doesn't relate to your config.
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
Before I started doing the interior version of tank. Switching sights on the gunner worked
Should your class ViewOptics: ViewOptics be outside of class OpticsIn? line 272
Maybe...I'll check it out now)
Not sure why I made that a question - I know it's in the wrong place 😉
Awesome. Thank you so much. I must have copied something mindlessly. Everything works fine now)
Glad to help, well done.
@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?
Reverse the UV's
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)
it works thanks again
How can I make 3D suitable for gaming?
You take the pain and learn how to model game-ready assets
watch some of the video tutorials on YouTube that cover importing stuff into arma because the engine has extremely specific requirements that most “game ready” models available for sale or download will not have
The model from this distance and resolution looks pretty high poly too.
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?
on another note as well im getting an error regarding my proxies
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?
its the "Bysta" proxy for those wondering
Does somebody know how i can import my retextured uniforms and other things on my mod?
bysta is the proxy for the head
and BI moved it to different folder
you can either repath it or just call the proxy bysta, without any path
the path is irrelevant, the name of the proxy is all that matters
How do i rename the proxy?
in OB just double click the proxy selection name
in blender probably just path it as bysta
or find the new file location
Copy
Is there a way to make textures glow via script like this? Or without having to write a config mod?
Is there a way to set a object's rvmat using a rvmat from a mission file?
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
that fixed the issue thank you as always my guy ❤️
like I said the path to it does not matter
the p3d is just for visual representation of it in buldozer
the name is only thing the game reads
ahhhh ok fair
Yes, you can load a RVMAT from the mission
Is it useless to include proxies for passengers in the shadow lod if they are sitting inside the vehicle? I assume so, right?
I recall they are not needed, they should cast shadows without that
or was that just for head selection/proxy 🤔
Never put proxies in the shadow LOD, or you'll get duplicates. It's handled automatically.
I'm keep getting this error. Can anybody help?
there is no info on what the error is unfortunately
make sure you are running latest tools
I did
what is it you try to do? theres many different paths refered there
oh the memsphere not float thing is there actually
and that indicates you are not running latest mikero tools
any idea why my bullets come from below instead of from the barrel? I have double checked that the points are in line
do you have geometry lod with autocenter 0 named property?
maybe?
tryina figure out the perfect medium-size widebody
i just know nothing about A3 modeling 
Well you probably need to first complete the model here unless you want to remake it from scratch in vertex/polyogons already and finish it with that. You dont need to worry about Arma for a while, first youll want to just figure out which program you want to learn (like Blender) and just start learning the basics of that
Arma specifcs open up much easier after you know how the modeling and texturing stuff works
oh, i'm already proficient in blender
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
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
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
there are also arma3 samples on steam you can study
they are little outdated at places
but still helpful
any clue? i have autocenter 0 in my geometry lod
just to make sure as a namedProperty, not namedSelection/vertex group
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.
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
RIght click LOD 1 and set it as background.
Also highlight the mem points as requested
and not model.cfg, but CONFIG
It is not working.... i have every Background setting on, i right click on LOD1, highlighted mem and show as Background - does nothing
Is there anything in your res LOD 1?
what exactly? dont have memorys there ofc
I only have my parts like bolt, camo_metal, camo_wood, magazine, muzzle proxy, trigger and zasleh
This is what I'm asking to see, using the A3 Sample Test_weapon as an example.
See the yellow background showing LOD 1 behind the memory points
maybe
now make your screenshot look like mine
i think this is better?
no
like this? what do you need to see?
That's good thanks
Double check they are in this order?
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)?
getting somewhere
how many vertices do you have there?
before retopo, it's 54k
not too bad
after retopo, expecting about 20-25k
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...
use duplicates
instead of copy paste
(non linked duplicates that is)
They are named correctly - usti at front and konec at back
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
#creators_recruiting would be the channel. And RHS uniform models can not be edited. only possibly retextured. You can not offer payment for full mod making though, since the tools are non commercial.
Ok thank you
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.
- What does this error indicate? How do I know which part of model should I fix?
- Can this error be skipped via some launch params?
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
diag exe has more debug messaging. so the error is in the model, normal exe just might not report it.
area of texture could indicate part(s) of mesh that are no unwrapped and are all squeeczed at the bottomLeft corner of the uvmap area
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
its not triangulated
Damn, gonna be hard to do on complex mesh ;d
Check your rvmat's for uvSource = "tex1"; and change to uvSource = "tex";
I don't see anything like that unfortunately
Oh yeah, every of my Rvmat has tex1 set
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.
👍
progress
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
its part of the SOGPF dlc
Ahh alright thanks
unfortunately I could not figure out way to control the draw order after all.
Aww man thats a bummer! I am working on a dragon drone so I was trying to figure out a way to char / blacken the ground and I remember seeing that original post months back and spent about 30 minutes trying to find it lol
Looks very cool
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
Ouch. Do you know what this could be?
I was considering creating a decal model to spawn under the drone when it passes with some form of burnt textures
Yeah thats irritating lol
yeah no idea why. but there does not seem to be anything that we can access that controls it
Interesting, and those were particles made with an emitter right?
the embers?
no they are just decal texture
Oh wow I was under the impression you were using a decal in conjunction with the embers being from particles
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
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)
Like a building's windows?
It works for me in the case of a vehicle
Yes, hide animations work on geometry too.
does arma automatically do this even without the properties set?
occlusion happens by default yes
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
if its hide animation it might have some effect
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
copy copy, makes sense
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
but their use is a bit unknown
oh i see
this dont look overly complex
they are pretty simple but every frame counts
for sure yeah
they are also all using the same rvmat/material
how much can you lod it for distance draw??
are they like tunnels so they are not seen into from outside
no starting from 0 is fine
it can be 5 23 35 too if youlike
XD
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 😅
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
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
no mass in geometry lod perhaps
Oh, that could be true - i never added that again 😄 is that the thing with weight 100?
Is this weight on the right correct? Is there a tutorial?
If its correct it did not fix it
this is the mentioned vertex weight that is not the same as arma vertex mass
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
Alwarrens to export
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
No, the other way around 😄 I use Clocks mainly

check out clocks manual for how to set lod type
and geometry mass
and use clocks export
There is tutorial there?
manual
found it - will take a look - ty
he actually might have done some videos too now that I think of it
yep!
i have followed the clocks Vertex Mass Editing video and applied it to my model. The issue is still there - i have only applied it to my Geometry LOD like he said in the video. I am so lost....
check in Object builder that the mass is there
does this geometry lod now have the autocenter 0 named property
His docs are comprehensive enough where a video isn’t really needed imo
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
it should work yes.
example from sogpf, rifle magazine and underbarrel launcher magazine both work
yeah it does work
you can even have like the primary muzzle not have a magazine proxy but the secondary does
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?
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
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
Doesn't the weird CSAT rifle from Apex with an underslung .50 cal have a muzzle flash?
secong flash needs animated model.cfg hiding if I recall right
the engine drive solution does not even seem to recognize multiple proxies
oh yeah i forgot about that thing
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
revolving with a loop?
Yeah that works if you have a fixed magazine size
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
yeah I'm not looking for alternating
it was for having a muzzleflash appear at all or like
Just make it 0-1 instead of 0-1.0000001
The small bit after it is so the math works out right
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
and revolving instead of ammo
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
Yeah this is solvable I think
Ammo is nice but discrete
But maybe combine it with the bolt thing?
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
I think a multiple sources could get you most of the way there
Does the IsADS anim source work on attachments as well?
scope cant be animated
🙏
Truly, we must bug dedmen about this inshallah
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```
theres not really any info on Object Builder errors
but did the export actually complete?
is the p3d 0kb in size?
it's 1kb
then its broken export
ah. What can cause that?
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
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
👍
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
this?
no
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'
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
mass in kg?
yes
hopefully i can rework my substance materials to arma 
Are there any useful guides for weightpainting about? Going to do it for the first time soon ☹️
Scout has some good export presents for arma gimme a sec
for general weight painting and rigging stuff youtube has quite a lot
that'd be sick
Nothing specific needed for arma beyond the rig?
no vertex painting is very straight forward standard stuff luckily
banger!
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.
wheres the p3d from then?
thats a Arma 2 path basically
and why do you use it if you dont want to use cup
why not use vanilla one?
ca prefix is used in CUP
sure yes but its still Arma2 path originally
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
What are you trying to do, is one question
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.
first of all, are you trying to use some kind of new sky textures?
yes
And why?
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
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?
to get some cool skyboxes.
Default lighting config has two RGB values for sky.
Sky, and SkyAroundSun (the names are very self explanatory)
by default (vanilla), they work fine with different values on them.
I am familiar with those yes
but, when i put the arma 2 model, it give me artifacts like this if the Sky and SkyAroundSun colors are different
yeeah
while i can avoid the artifacts by just using the same color for both values, this makes the sky quite flat.
aroundSunCoefMultiplier = 1.0;
aroundSunCoefExponent = 4.0;```
I don't know what exactly they do but this does something with the artifact
issue with it, is that it's not really meant to work with proper skybox textures, it works with a gradient texture instead
correct
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.
The textures would neet to be made for it yes
just some skydome texture from the web wont work
will give it a look.
well, that's the issue.
i doesn't really use a know method of texture.
arma 2 one use panoramas for example.
yes
and in A3 the clouds etc are supposed to be set with the actual clouds
not static images
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.
Likely this
But at this point, it's not a P3D issue anyways
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
Question - Can i split my model in blender into multiple objects, or am i restricted to working on a joined object?
Not quite sure what is the question. Multiple objects, as in?
As in split objects, not a joined object
ah! cuz i was thinking about, how i'm gonna attach the textures to them...
each object just needs to have correct lod definiton in them
and their UVset names must match
didn't make sense to have it be a joined object
single object can have multiple materials
thanks for the info!
and each blender material can be given a arma material/texture to be exported assigned on the faces the blender material is on
wait a minute... does the addon use blender material selection as a base to apply textures?
ah i see!
yes
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...
that does help. 😅
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?
Probably best to make a triangle and when importing to OB delete the 2 vertices that are not part of the mem point
idk not sure how the 'pros' here do it
I usually set my 3D cursor to where I want the memory point to be, then add a plane and merge vertices at center
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
is that a c-390 👀
heavily inspired by it, yes. But it's a fictional craft
Not as far as I know
Did you set up the resolution LODs in Blender?
0 being main geo?
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
what value do you have in the "plane_body" mesh?
this, because some guy on youtube told me to add it
no, no
Geometry LOD is something completely different
Geometry LOD is used for collision detection

Put "Custom" in there, with a value of 0
and remove the "autocenter", vehicles aren´t supposed to have it afaik
resolution 0?
yes
You main LOD should have resolution 0, the 1st distance LOD should have resolution 1, 2nd distance should be 2, etc
oh, so it's the other way around
the lower the number, the higher quality the LOD
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
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?
uh I am unsure sorry, this is how mine looks like, but I use hemtt
I guess you will see whether you get an error or not
yikes
I guess you did get an error 😄
hmm, the way i set the paths for the textures/materials in blender, it does full paths, but i need relative paths right?
I think so? I looked at some other stuff of mine, and I did not have the drive letter included
maybe it's because my mod location is not in the P drive?
i'll try working from the P drive this time
always build addons from P drive 
also - this is how my RVMAT files look like, if there's any issues anyone can spot
Those paths should be relative paths
so those are NOT the paths, defined in blender?
Blender is irrelevant to this; those need to be valid relative paths
Think, same path you would use for hiddenselectionstextures
Do you intend to not use "super shader" which is by far the most common shader type?
i'm about 3 days into modding arma, and 2 1/2 of those has been modeling/texturing 
tell me about super shader please
Here's a link: https://community.bistudio.com/wiki/Super_shader
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.
neither, it's set by the face properties in the p3d
now i'm confused
colour map = face texture in Blender
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
so i don't have to include the colormap in RVMAT at all?
correct
gotcha, i'll experiment
why would this be happening?
this is my setup in blender
...
why is your project folder called A3_retail?
no idea. That's how the tooblox populated the Pdrive
what toolbox?
arma3tools
🤮
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)
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
youll have to disable the auto mounting from the launcher and you can reboot to make sure it does not mount
ah, right
the example in the link has a command in the beginning to first unmount P drive
in case it is mounted
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:\
you have the rare working one then xD
or using arma3p to populate it might have something to do with it too Id suppose
but most of the time it has issues
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```
interesting! will try that.
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.

i don't get it. why is it loading from N drive... i don't even have such a drive letter.
did you press N at the beginning of Arma3P
Nope, pressed E, for the drive where my arma install is
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
should have done P
it asks what drive letter to use for the virtual drive
it probably picked next available N
sheesh
trial and error, i guess. And a bit of stupidity on my end, of course.
never leave home without that.
😅
fair fair
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.
performance
file opening is very expensive
fewer textures usually = better performance
👍
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 
4 1k textures is as big as 1 2k texture
oh okay
And a 4k is 16 1k
so then the 1 2k texture would be better since 3 less textures to call
Well, performance wise it should be
and the tradeoff would be maybe I guess the quality of the texture
Quality is same
It's same amount of pixels
ima be real I forgot how to do math, I was thinking 2 1k should be the same as 1 2k but I forgot to multiply by 2
very cool tho
very hard
Modding is good hobby. Makes brain bigger.
Before you possibly goband fix this, can i have it?
Ill look after it i promise lol
im afraid its gone
but i can recreate it if you so desire

Lol i mean, i wouldnt be opposed to it, just know it might be used no more then 5 times lol
good enough for me
so i reinstalled the P drive, and it's still trying to load from the N drive...
i'm suspecting something to be wrong with my blend, and the p3d in general
P3D itself does not do anything with P itself
I'd make it sure if P:\ is accessible on your end
i don't even have an N drive....

my P drive
mod source
mod packed
armatools paths
Do you have any N:\ mention in your config?
nope
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.
yeah it looks like it's not finding them
Select one of the textures, press E for face properties, lets see the path that is set
i'm pressing E, but nothing happens
Select the texture first (right click, select in object)
ah, ok. that did it
hmm... interesting
Ah, ok, can you right click the texture and choose "rename (in object)" so we see the full path.
i did some replacing with my actual paths
that looks much better now
so this is my folder now
there shouldn't be an addons folder in there
how do i load it then?
put your own created or downloaded mods (@mod_name) on another drive, not p:\
You're building with mikero's pboProject?
Open the packing log and the bin log and have a look for any messages
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
a3 addon builder
doesn't look like anything out of the ordinary
...interesting
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.
There's an All-In-One installer if you're feeling brave
Unfortunately absolute beginner friendly guides don't quite exist. 😅. There are some video material that can put you on right track. (from El tyranos, sokolonko, battlestad for example)
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
(which samples aren't always to the community's standards of convention abidance) 🤣
True. They can act as a starting point though. 😅
doest the path in the p3d have P:\
yep
toolbox export should cull the P;\ from them automatically
yeh thats the problem
remove the p:\
odd that it dont get culled :L
but then it goes yellow
your object builder settings need "path to textures" set to P:\
No it's correct to have p:\ in that particular dialog window
so inside the program it simulates the game engine folder structure with P drive
oh, now it's green
oh true
I do have that too
Rename in Object has the p:\ showing, but Face Properies (sic) doesn't
but not having p:\ set as path for textures in OB settings, well done HG
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
does this make sense?
it's not screaming about the rest, which are made the same exact way
missing lynx\
ok, i see what it is
and I'm not sure what the effect is of missing out stages 2, 3 etc - should be in there
yes that worked, i'm just sayin
the log didn't show errors with the rest of my rvmats
It probably stops at the first error

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?
or not found
Wouldn't it normally say "missing files" though if not found?
no
maybe it's a path issue? because i don't have the "lynx" folder in my packed structure
yes, you were supposedly building @lynx
its always the pbo prefix
so then it should be like this?
What would be an appropriate polygon count for uniform LOD 0, 1, 2, 3... ?
it kinda varies a lot. BI stuff lod0 for uniforms is maybe 8K tris tops and usually less if I rememeber right
the output yes. did you have pboPrefix file in your folder with the config?
hmm that's very few polygon count, i'm trying to use Marvelous Designer to make a soldier uniform but thickness has so many polygons, a lot a work to correct it
lol yea you need a lowpoly game model and bake the details
what should i put in the prefix file?
the model itself is a low poly model but thickness of the fabric is made of a lot of polygons


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:
oh boy!!!
Yeah, i think i gonna have to remake all clothe edges, but that's sad because marvelous designer has an option to generate non curved side geometry, then sides should be made of one quad
You could always manually go through all of those sides and select them, then do limited dissolve, then triangulate
I dont have the choice but to do that
Probably using these animation source name https://community.bistudio.com/wiki/Model_Config
there are predefined animation names for gear, flaps etc...
so i set up the memory points first, and then use the vertex groups?
I don't think you need a memory point, just your selection names in your p3d to make your animation in model.cfg
but for a rudder like this, it has to rotate on very specific axis, to avoid clipping. Is that doable without the mem points?
oh yeah, you need memory points for the axis
and this is all i need, right?
but when you create your animation, give it the appropriate animationSource name
usually i use 2 points to make an axis, but if you can do it with a single point go ahead
In order to use a selection in you animations, you need to create a skeleton first.
skeleton... for a plane?
that's a first in my modeling ventures
something like that?
Yes, in order to understand how to articulate your model, Arma 3 needs skeleton, check Test_plane_F in Arma 3 Samples
no
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",""
};
};```
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
read this page https://community.bistudio.com/wiki/Model_Config
you dont need any bones in your model
You need to define bones in your model.cfg file
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";
};
};
};
};
a very...interesting approach, to say the least
but much thanks for the info
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
yeah, i got that vibe already
maaaan i don't get it.
arma 3 modding really be busting my balls
model = "\lynx_ra_52\plane1.p3d"
change backslash to slashes
\lynx\lynx_ra_51\plane1.p3d, you dont seem to have \lynx\ in front of \lynx_ra_52\
yeah i literally just thought of that
oh my bad, keep backslashes, just remove the first one
but by the way, if you need to test the animation, you can do it in Object Builder
how is that done?
launch bulldozer and use your scroll wheel
oh boy, i don't think i even have buldozer


