#arma3_model

1 messages · Page 42 of 1

cloud zealot
#

everyone have it

spark obsidian
#

i'm special

cloud zealot
spark obsidian
#

yep

cloud zealot
spark obsidian
#

using mikero's tools, yep

cloud zealot
cloud zealot
sharp coral
#

mounting p drive through a3tools is bugged afaik

stuck oyster
#

usually

spark obsidian
#

oh ffs what is this...

#

it may have something to do with me fat-fingeting path renaming inside blender

#

i recall setting the same path name for two entries

#

is there a way to clear this list of paths?

#

ohhh fuck me.
Look what happened to the shadow lod, unannounced to me:

#

im gonna explode soon

#

alright, so these are the last errors i'm having @cloud zealot

#

this is my setup

#

the point is where the yellow dot is, and that's the atools setup

#

nvm, it didn't have a vertex group assigned, but now i'm getting this:

#

also, perhaps these errors can point to the cause of buldozer not working

timber cove
#

I believe this would be a model question but how would i take my model and put it into virtual studio code?

cloud zealot
#

usually we use 2 vertex to define an axis

#

but if you use one vertex, you must use rotationX or rotationY

west haven
#

hey quick question

#

how do I get the glowing dots on pistol sights? Is it something that has to be done in-texture, is there a proxy or what

marsh canyon
#

a3\data_f\lights\weapon_sights_green.rvmat it is

west haven
#

oh shit I didn't notice that one

#

do I just put that into a triangle proxy or make dots or somethin

marsh canyon
#

It is just polygon

west haven
#

oh huh

#

shit I haven't done those as separate for this

#

so I just make... two or three little 8-sided polygons, triangulate them and link them to the rvmat without any texture shit needed>?

spark obsidian
marsh canyon
marsh canyon
spark obsidian
#

already done

#

reinstall?

west haven
#

I didn't make separate ones for the dot on the actual gun itself unfortunately but i doubt it would be too hard to make a separate thing

marsh canyon
#

Again don't overthink it. It is just a polygon

west haven
#

yeah workin on it now

#

ez

spark obsidian
#

why are mikero tools so messed up to work with... reading

#

literally doesn't see my P drive

marsh canyon
#

What literally is not seeing your P

spark obsidian
#

pboProject

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it did before

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now it's not

spark obsidian
#

ok, so i had to wait a few minutes, before opening pboproject

granite berry
#

I wonder why i get this armatoolbox for blender error when exporting roadway lod when all other lods export just fine

#

Python: Traceback (most recent call last): File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 947, in execute exportMDL(self, filePtr, False, File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 716, in exportMDL exportObjectListAsMDL(myself, filePtr, applyModifiers, File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 814, in exportObjectListAsMDL exportLodLevelWithModifiers( File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 642, in exportLodLevelWithModifiers export_lod(filePtr, obj, wm, idx) File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 461, in export_lod ArmaTools.optimize_export_lod(obj) File "C:\Users\<redacted>\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\ArmaTools.py", line 763, in optimize_export_lod bpy.ops.object.mode_set(mode='EDIT') File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\bpy\ops.py", line 109, in __call__ ret = _op_call(self.idname_py(), kw) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ RuntimeError: Operator bpy.ops.object.mode_set.poll() Context missing active object

south badge
#

What exactly does he mean with selection XX needs a section?

My shadow LODs have vertex groups assigned to these selections.
I tried adding these sections to the model.cfg, since, well, that is the only place I can think of where "sections" are clearly defined.

But I am still getting these error messages, albeit the shadow lods work just fine?

polar fiber
#

You shouldn't have section names or textures/materials applied in your shadow LOD whatsoever. Sections are for texture/material changes, not animation

south badge
#

Well, I do not have any textures or materials applied in my shadow LOD. I only have vertex groups for the necessary components. Hence why I don´t understand what the rpt is trying to tell me is wrong

polar fiber
south badge
#

Thanks 🙂

spark obsidian
#

What would cause my plane model to be black ingame?

The UVMap is in order.
The material/texture paths are good, both in blender and in ObjectBuilder.
No errors appear in the log.

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Also - the textures/materials were working at one point, but then i started using Mikero's PboProject to pack the mod, and that stopped.

unkempt token
#

Need more info, do you have any pics? What does the file path look like in blender and in the output p3d?

unkempt token
#

Can you share the rvmat?

spark obsidian
#
#define _ARMA_

ambient[] = {0.5, 0.5, 0.5, 1};
diffuse[] = {0.5, 0.5, 0.5, 1};
forcedDiffuse[] = {0, 0, 0, 1};
emmisive[] = {0, 0, 0, 1};
specular[] = {1, 1, 1, 1};
specularPower = 50;

PixelShaderID = "Super";
VertexShaderID = "Super";


class Stage1
{
    texture = "lynx\lynx_ra_52\data\body_nohq.paa";
    uvSource = "tex";
};

class Stage4
{
    texture = "lynx\lynx_ra_52\data\body_as.paa";
    uvSource = "tex";
};

class Stage5
{
    texture = "lynx\lynx_ra_52\data\body_smdi.paa";
    uvSource = "tex";
};
unkempt token
#

I'm not sure if it's required or not but in each of the stages there's usually

    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };```
And that emissive is visible but is value 0,0,0, maybe try replacing everything above specular[] with
```class StageTI
{
    texture="a3\data_f\default_vehicle_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};```
#

Dunno if you need to do #define ARMA either

spark obsidian
#

the weird thing is - the textures/mats worked before with this setup

#

also mats

charred bolt
spark obsidian
#

so that's a hard requirement? Because i'm still trying to wrap my head around the fact, that the textures worked before.

unkempt token
#

May as well try it and see.

spark obsidian
#

yep, it worked. Didn't do Stage7 though, since it caused me errors.

stuck oyster
#

look at the p:\a3\data_f\default_super.rvmat

#

copy all stages from it and replace the ones you want to use your baked texture

untold sorrel
#

hi

#

where do i report subskeleton index out of range errors?

stuck oyster
#

youll have to find the mod author and report to them

untold sorrel
#

i am the mod author

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well...

#

im reworking the mod, i have no clue about p3d's

unkempt token
#

What is the source mod you're reworking? You would need the source files

untold sorrel
#

immersion cigs, i have the source files from their github. there's a link in the report

stuck oyster
#

what causes subskeleton be out of range is not documented error though

#

so youll have to start piecing together how to work with models

untold sorrel
#

hm... all i did was change the .paa/rvmat paths.

#

i verified a3tools via steam and it seems there was a file not verifiable.
ill have to change the paths once more anyway. ill see if that will be fixed with updated tools then

untold sorrel
#

i fixed some codeerrors and the skeleton error has gone away... i dont even know anymore

#

welp

fresh skiff
#

Is anyone able to help run me through setting up Oxygen and such? I'm about to smash my desk from these errors 😓

#

Specifically, when exporting a p3d from blender 4.1, I get this error;

  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 947, in execute
    exportMDL(self, filePtr, False,
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 716, in exportMDL
    exportObjectListAsMDL(myself, filePtr, applyModifiers,
  File "C:\Users\ItsBeellee\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'```
#

Additionally, viewing the model in Buldozer is not working at all

marsh canyon
#

Check Blender, tempStuff collection and delete them

dusk frost
#

Also make sure your model is triangulated

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sometimes there’s a rogue ngon hidden somewhere and it makes the exporter mad

fresh skiff
#

No more errors cat_thumbs

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Still won't open in Oxygen 👎

west haven
#

okay, slight issue

Not entirely sure why the game is crashing when i select them, since the name of the base class seems to line up with the one at the end of the model.cfg

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and for some reason it won't binarize

charred bolt
finite stump
#

I keep seeing this error when building my mod
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.
I have 5 doors defined and they work in Bulldozer. Im confused at what this thing is complaining about.

west haven
#

awesome

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well, something seems to have worked since now it binarizes

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fresh horrors have befallen us

fresh skiff
#

OKAY hello all, I'm trying to get Arma 3 Toolbox to work for a weapon and am wondering if someone can double check my settings

#

Yes it's a stupid little Christmas gun, So how do I create the additional LODs in this interface?

#

I get where to add proxys, but not points or LODs

#

Okay so... @charred bolt Sorry if you don't appreciate pings, but just letting you know the error resolved itself(?)
It was essentially when opening a .p3d exported from Blender, a generic 'Load Error' came up (no type code or anything)

charred bolt
#

Good to hear it's now working

fresh skiff
#

I guess for now I'll merge the blender.p3d with the one I exported manually to in Object Builder, so I don't have to remake the proxys and points

west haven
#

Okay, I get the feeling the model.cfg isn't working but makepbo doesn't give me anything to go off of other than "unbinarized p3ds"

charred bolt
charred bolt
west haven
charred bolt
west haven
#

Okay, I have the p/drive set up every single time i boot up, or do I need to use some Mikero-specific version in order to do this that comes with the installer?

charred bolt
#

No, mounting the p drive on startup from the A3 tools works for me, but others might suggest it can have problems.

west haven
#

Okay, I got the all in one installed

charred bolt
#

Now install the mikero tools using the AiO installer.
Then run ArmA3p to extract the Arma game files to P

west haven
#

okay, it's extracting to p drive now

#

oh, right

#

also is this an issue of the model.cfg or are handguns intentionally off-centre and lower

fresh skiff
#

Hey so I can make 1 proxy and change the path, but I can't change the path of the second proxy

#

Am I missing something?

pallid island
#

have you tried opening its properties?

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the trianlge button

charred bolt
fresh skiff
#

Cllicking the arrow just opens the top proxy

west haven
west haven
fresh skiff
west haven
#

since that's a fairly simple step and the main cronch needs to be fixed

fresh skiff
charred bolt
fresh skiff
# pallid island you can

When I change the LOD while 1 object is selected, when I look at other objects it's changed the LOD for all of them

pallid island
#

1 object or 1 part of a mesh of a single object?

west haven
#

I'm guessing this will take quite a while since it's just in the d pbos

charred bolt
fresh skiff
west haven
#

I did manually make one

#

matching what your screenshot showed

fresh skiff
#

@pallid island ok fixed it... I'm slow

charred bolt
pallid island
# fresh skiff

you have CandyGun active in both your screenshots blobdoggoshruggoogly Either exit the Edit mode by pressing Tab, or select another object while in Edit mode by hovering the cursor over it and pressing Alt+Q (or press the dot in the outliner list red arrow on Screenshot 3)

west haven
#

kinda funny the suppressor was zero issues

fresh skiff
#

I appreciate the help

charred bolt
fresh skiff
#

\side note; for the memory points do I just make singular vertices and give them selection names?

finite stump
#

How do I fix "Section without material is in shape with ST coordinates"?

west haven
pallid island
charred bolt
finite stump
charred bolt
charred bolt
fresh skiff
#

So uuhh.. fresh new export errors

  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 947, in execute
    exportMDL(self, filePtr, False,
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 716, in exportMDL
    exportObjectListAsMDL(myself, filePtr, applyModifiers,
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 814, in exportObjectListAsMDL
    exportLodLevelWithModifiers(
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 680, in exportLodLevelWithModifiers
    export_lod(filePtr, tmpObj, wm, idx)
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 523, in export_lod
    writeMass(filePtr, obj, mesh)
  File "C:\Users\ItsBeellee\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 396, in writeMass
    weight_layer = bm.verts.layers.float['FHQWeights']
                   ~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'```
finite stump
charred bolt
pallid island
fresh skiff
#

Thanks I'll try that

#

also, why every time I export does it create tempstuff?

finite stump
pallid island
#

because that's how it works blobdoggoshruggoogly tempstuff gets deleted if the export doesn't error out mid-way

fresh skiff
#

neet okay

#

thanks

#

ANyway, where's mass tools supposed to be?

pallid island
#

do you have geometry LOD object selected?

#

are you in Edit mode?

fresh skiff
#

Ah I needed to be in edit yes

#

What is the mass scale? kg?

charred bolt
#

kg yes

fresh skiff
#

Also, when opened in Object Builder does the gun need to be pointing left in front view

charred bolt
fresh skiff
#

easy

#

yet another... opening the viewer crashes object builder

charred bolt
west haven
#

it's still going

charred bolt
charred bolt
fresh skiff
#

Open my .p3d in object builder > View > Viewers > Buldozer > Start

#

Crashes the application even when no p3d is loaded in the builder

charred bolt
fresh skiff
#

Okay so... I haven't really gotten up to making the cfg. This is my first mod, for reference\

#

I understand this is probably frustrating lol, I'll get on the config now. All I can find to guide me through it is a 2012 guide

charred bolt
#

It might be that your buldozer (Object Builder viewer) isn't set-up correctly yet

fresh skiff
#

Where are the samples?

charred bolt
#

Steam "Arma 3 Samples"

fresh skiff
#

rightio, installing now

charred bolt
#

You have a p drive?

fresh skiff
#

Could I potentially be able to work out most of the weapon making process by looking at sample object cfgs and scripts?

fresh skiff
charred bolt
fresh skiff
#

crashes on test weapon too

charred bolt
fresh skiff
#

Okay so I should've, but my path to Arma3.exe wasn't there, only the commands for some reason. fixed, and now instead of crashing steam just shoots out 'Arma 3 failed to start (code 86)

#

plus this

#

oop now this is happening

#

stuck on this

charred bolt
#

Ideally use mikero's (free) tools to unpack the a3 data and set-up buldozer.
But if not, using the Arma 3 Tools, install buldozer

fresh skiff
#

Same error, unfortunately

finite stump
charred bolt
west haven
#

i dunno what it wants from me lol

fresh skiff
#

launched fine

charred bolt
west haven
#

it seems to have fixed it

charred bolt
charred bolt
finite stump
west haven
#

yeah it's not liking those includes, even if i put them after cfgPatches

#

Is this something where I may have to put them all into one cpp

charred bolt
#

Once you've found the error, correcting it in the include hpp file will be fine

west haven
#

oh boy either of them chucks a shitfit

charred bolt
finite stump
west haven
#

I think it playing Hallelujah is a nice touch

charred bolt
west haven
#

alright let's see what happens

west haven
#

okay lets see what happens here

charred bolt
west haven
#

Yeah

#

I put them into the main file, it found em

#

i fixed em and put them back in the includes

charred bolt
#

cool, using the right tool really helps with debugging

west haven
#

now time to see if those tritium inserts fucked me up or not

#

well... it shoots at least

charred bolt
west haven
#

but I'm starting to think something went wrong with the model.cfg that I'm missing

charred bolt
west haven
#

the actual texture appears in 3d too

#

however doesn

#

it doesn't change colour and the actual icon isn't turning up

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also from the front all the proxies are visible

#

progress, but the fucking proxies still show up and it doesn't animate so it's almost definitely the model cfg

pallid island
#

(and tritium seemingly isn't there)

west haven
#

so for now I'm gonna make it functional and consider adding them after the thing is functional

#

I'm still unsure entirely what I am doing wrong in regards to the proxies and why they continue to appear

pallid island
#

inb4 they still have material assigned

west haven
#

I set them onto the pistol light rvmat that was in base game but it was overriding the camo hiddenselection and making the whole thing the tritium sight

#

I've never really worked with multiple UVs in the one model before so it's probably something I missed

#

but I took the liberty of at least positioning it correctly so that's off the checklist

#

it does have a loaded chamber indicator which is supposed to pop up but that's all model.cfg stuff so it's likely something I need to work out in regards to what I'm doing wrong because nothing is throwing errors

#

I'm also unsure why it won't let me use basegame sounds since it makes no sound at all but that might be something else I've missed

stuck oyster
west haven
#

ah, right

west haven
stuck oyster
west haven
#

oh, this might be why the tritium didn't work

#

that's fine after I do the shit i gotta go to tonight I can fix that again

#

okay, they turned white instead of black so that did something but I gotta get ready

#

I also need to shift the pistol back a little bit more

spark obsidian
#

what would be making the nacelles appear like this?

#

feels like something is inverting

#

the fan blades should be black

stuck oyster
spark obsidian
#

you can see the little black/grey things

#

this is how it should be

stuck oyster
#

Make sure uvmapping exports right.

spark obsidian
#

the whole plane is unwrapped on a single map

stuck oyster
#

Remove rvmat to see the color texture only

spark obsidian
#

split across maps

#

oh good idea

stuck oyster
#

If it has more than 1 texture/material sets make sure correct ones are applied

spark obsidian
#
#define _ARMA_

ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1}; 
forcedDiffuse[] = {0, 0, 0, 1};
emmisive[] = {0, 0, 0, 0};
specular[] = {1, 1, 1, 1};
specularPower = 30;

PixelShaderID = "Super";
VertexShaderID = "Super";

// COLOR MAP (CO) IS APPLIED IN P3D !!!

class Stage1 // Normal Map
{
    texture = "lynx\lynx_ra_52\data\engines_nohq.paa";
    uvSource = "tex";
};
class Stage2 // Detail Map
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {0,0,0};
        up[] = {0,0,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3 // Macro Map
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {0,0,0};
        up[] = {0,0,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4 // Ambient Shadow Map
{
    texture = "lynx\lynx_ra_52\data\engines_as.paa";
    uvSource = "tex";
};

class Stage5 // Specular map
{
    texture = "lynx\lynx_ra_52\data\engines_smdi.paa";
    uvSource = "tex";
};
class Stage6 // Fresnel function
{
    texture="#(ai,64,64,1)fresnel(1.5,4)";
    uvSource="none";
    class uvTransform
    {
        aside[] = {0,0,0};
        up[] = {0,0,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage7 // Environmental map
{
    texture = "a3\data_f\env_land_co.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};

class StageTI
{
    texture = "a3\data_f\default_vehicle_ti_ca.paa";
};
#

This is after i was messing around with the super setup, trying to set all the maps i don't have to zeroes

#

but even that didn't help

spark obsidian
#

more testing shows the specular map inverting some colors

#

reducing specularity values to this: "specular[] = {0.15, 0.15, 0.15, 1};" made it better, but still not perfect

charred bolt
# spark obsidian ``` #define _ARMA_ ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedD...

Try this and you can also remove the #define _ARMA which does nothing.

{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {10,0,0};
        up[] = {0,10,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};```
#

Do you have a Shadow LOD and does it cover those blades? Have you tried disabling shadows in game to check?

spark obsidian
spark obsidian
charred bolt
#

It'll almost certainly be the _ao or _smdi maps that need tweaking, but you can also check whether you've chosen the right Fresnel values, as 1.5, 4 is quite close to lead, whereas you might prefer titanium (3.2, 4) or something else.

spark obsidian
#

the ring appears correct, but the blades and internals should be black okay

charred bolt
# spark obsidian titanium fresnel made it do this again haha

Welcome to the wonderful world of Arma texturing. You might be best transferring this question to the texturing channel and hoping for an experienced artist to explain how to get those blades black - post which software you are using and current _co, _ao, _smdi samples.

spark obsidian
#

lol i get it

#

at this point, i'm suspecting it simply being the setup of the spec map

#

but yeah, i'll transfer to the texturing channel

south badge
#

He said he only had one texture. So isn't the given fresnel value going to get applied to the entire plane?

Which is obviously not optimal, because the entire plane isnt made of titanium?

south badge
#

I assume your diffuse is now gray

spark obsidian
#

the spec map should be applying the fresnel to the specularities, should it not?

south badge
#

Isn´t 12 a lot even for a plane with detailed interior?

spark obsidian
#

it is

south badge
#

To be fair the exterior of the plane will not be seen by players close up 99 percent of the time, I´d wager you could fit the whole exterior onto a single 4k texture

analog garden
spark obsidian
stuck oyster
#

And when things are shiny, they can't be also dark

spark obsidian
stuck oyster
#

But like

#

You can see the difference

#

Right?

spark obsidian
#

yes, it's pretty hella bright

#

cuz in substance, most of it is metal

#

somewhat shiny metal

#

might just redo the export

analog garden
spark obsidian
analog garden
#

ultrakek ok that makes this easy

#

so

#

metallic map does not function the same

#

metallic of 1 means incredibly strong cubemap influence

#

0 means none

#

u wanna drop it down and compress the levels

#

also add hue changes and color blending onto the body so it doesn’t look as flat, that might help as well with the general look

west haven
west haven
#

okay, for some reason the model.cfg still doesn't wanna work lol

stuck oyster
#

that is the connection

#

and you can test it in the ObjectBuilder Buldozer preview too

#

if it works there, it works in game after packing into pbo

west haven
#

yeah already done that bit so it's something I'll spot after I go to sleep

#

it's likely something blindingly obvious that i will see tomorrow

ancient bobcat
#

Hello, I'm making a weapon and I added a magazine slot proxy and made magazine selection in OB but in game mag model does not show up there's only option to choose mags and actually shoot but no model. I've set RHS's mags as only avaible.

abstract siren
#

This may not be the right spot, but I'm trying to either find a mod for an ALICE pack with LR and a large capacity, or figure out how to edit an existing one

untold sorrel
#

im a bloody beginner with the object builder.

I have this set of p3d's which are somehow offset

I have some very similar p3d's which are at the correct position.

Can i somehow copy paste some data to adjust the position of the borked model?

untold sorrel
#

ah nvm. i found the culprit. scuffed model.cfg

fresh skiff
#

Hey I'm getting this error every time I try to view my model in Buldozer, what's happening?

#

Before the error the Arma 3 spashscreen worksl

dusk frost
#

have you done all the P drive setup stuff

fresh skiff
#

I just want to be able to check if the model renders in the engine or not, I'm having a problem where I'm holding an invisible gun

#

Side note, can I skip Binarizing when packing until I'm thinking about making the mod public?

west haven
#

hey quick possibly extremely dumb question but

fresh skiff
west haven
#

the selections for model.cfg are case sensitive right

fresh skiff
#

I'm not sure but assume so to be safe?

#

I would think they are

west haven
#

if that's the case im going to go jonkler mode

fresh skiff
#

Ctrl+H find and replace

west haven
#

it is case sensitive

#

going jokermode

fresh skiff
stuck oyster
stuck oyster
fresh skiff
#

packing full stop does that doesn't it

#

Fuuuuck meeeee

stuck oyster
#

How did you mount p drive?

#

What is your buldozer path and startup line in object builder settings?

fresh skiff
#

This tutorial

#

followed it completely

#

Buldozer path ia Arma 3.exe

stuck oyster
#

Ye that don't work most of the time

fresh skiff
#

Wait it workjs

#

gholy

#

It was buldozer.exe before and I got that error

#

I changed it to arma and it works

stuck oyster
#

There are some problems that often happen with the default setup method unfortunately. But if it works for you, count yourself lucky.

fresh skiff
#

Roger

#

so uh

#

If the object exists in Model Viwer, does that mean if the model path is set correctly in config, it should appear in game?

stuck oyster
#

Needs also textures to be set right.

fresh skiff
#

My model doesn't have it's textures would that make it invisible?

stuck oyster
#

No it would be white.

fresh skiff
#

grr okay I've done something in config

stuck oyster
#

Unless you also try to do hiddenselections via config

fresh skiff
#

it appears in arsenal but is invisible

stuck oyster
#

Or animate it to be hidden

fresh skiff
#

I exported it using Arma toolbox with textures, shouldn't that give it the textures from blender?

stuck oyster
fresh skiff
#

So it is possible

#

thank god

stuck oyster
#

And if those paths are correct compared to your folder structure and what gets packed into pbo

fresh skiff
#

I guess I need to search up what that means now

#

the export slots

#

It's still invisible in Arma ✨

stuck oyster
# fresh skiff the export slots

When you assign a blender material to your thing and it's set as export able with the plugin there's separate dialog box in the material tab to write down corresponding arma path to be written into the p3d

stuck oyster
fresh skiff
#

So I export the materials seperately from blender, then give the path to them in objectbuilder

stuck oyster
#

Do you have also the other technical lods that are required

#

Like geometry and first person lod

fresh skiff
#

LOS and stuff are set up

stuck oyster
#

You are running bunch of other mods too so something else might conflict.

fresh skiff
#

guaruntee classes don't conflict, minimum

#

and P3d/mod names

#

To see the gun in hand, what minimum config do I need?

#

model=, what else?

stuck oyster
fresh skiff
stuck oyster
#

And config

fresh skiff
#

oh weapon model?

#

ok I'll do that, not sure though

#

looked at the config before and it was just

#

...

#

shit

west haven
#

holy shit this model.cfg stuff is driving me insane

#

I can't have something rotate on the slide then go with it when the mag's empty

west haven
#

i figured it out dw

stuck oyster
#

👍

west haven
#

i just gotta work out the slide panel disappearing when the optic is put on

#

and the muzzle flash that doesn't go away

stuck oyster
#

muzzle flash normally is handled by config.cpp parameter

west haven
#

there's a panel/cutaway that's supposed to disappear when optics go on

stuck oyster
#

typically called zasleh or muzzleflash

west haven
#

i managed to find it yeah, it's muzzleflash

stuck oyster
#

but you can define your own name for it too

#

and it also needs to be defined in the model.cfg Sections array

west haven
stuck oyster
#

well

#

unhide value is 1

west haven
#

the other bit is this, I've tried every combination of hide and unhide and it either doesn't disappear at all or starts disappeared

stuck oyster
#

so it should unhide when there is optic on

west haven
#

so if i set to hide value 1, unhide 0 it should work?

stuck oyster
#

yes

west haven
#

alright I'll give that a shot, thanks

#

feel like im running into a wall lmao

stuck oyster
#

too many parts at once.

#

need to make one thing at a time

west haven
#

Yeah I didn't realise I'd need to individually animate all three parts (the slide itself, the slide panel and then the loaded chamber indicator) separate

stuck oyster
#

mechanical things animate very logically

#

also parts that move together can be chained by bone parenting

west haven
#

hmm, I seem to have tried it but the panel is still there

stuck oyster
#

test that the animation works in buldozer

west haven
#

oh also silly question

#

with gear icons are the letters meant to be in alphabetical order

#

so one with all three (top, side, muzzle) is MST or TMS

west haven
stuck oyster
#

when you start buldozer it reads the model.cfg

#

buldozer is the game engine previewer

west haven
#

oh, is it not part of arma 3 tools or am i missing something

stuck oyster
#

it basically runs the game exe in special mode

west haven
#

oh huh

stuck oyster
#

you start it from here

#

assuming you got everything set up right

west haven
#

huh, it says it can't start the viewer

#

is that because of mikero's tools

stuck oyster
#

should not be. mikeros arma3p should set up viewer to use arma3 exe with a typically working launch parameters

#

you can see them in the Object Builder options

#

(file menu)

#

running combination of mikeros tools and arma3 launcher stuff can break it

#

and running only arma3 launcher stuff can break it

west haven
#

okay it was looking for buldozer and not _x64

stuck oyster
#

theny you have not set up P drive with mikeros arma3p

#

and that can break it

west haven
#

I did that yesterday, but it might be because my C drive is now full

#

I believe there's a tool to migrate all of it right

stuck oyster
#

P drive is virtual drive located somewhere on your physical drives as a folder

#

where that folder is, is up to you

west haven
#

it's currently on my c drive iirc

stuck oyster
#

then sure it can take 30-40gb

west haven
#

would it be in my Steam directory or somewhere else

stuck oyster
#

dunno where you have made it be 😅

#

but im guessing you have not made a simple mapdisk.bat where you set the path to it

#

but have used arma3launcher to mount the p drive

#

which can again break it

west haven
#

I believe I used Arma 3 tools but it's been a long while since I did it

stuck oyster
#

and it puts it somewhere in the user files probably by default

#

which also can break it

west haven
#

amazing how much stuff can break it

stuck oyster
#

win 10 introduced lot of issues

#

it worked bit better with win7

west haven
#

I can imagine

#

but what I still don't quite get is why the hide and unhide value didn't work

stuck oyster
#

pmcwiki has simple procedure to set up P drive with mapdisk bat

#

#arma3_terrain has link to the terrain tutorials at pmcwiki which has the setup links at the beginning

west haven
#

okay

#

so am i going to have to use this mapdisk.bat to relocate it from my C drive which has no room

#

to a different drive that has room

stuck oyster
#

copy the folder you have it in now to a new location then mount the drive again from that location

#

then delete the old folder

west haven
#

that's just the thing i have no idea where it is now

stuck oyster
#

file search.

#

the files still exist normally in the physical drive

#

as well as being mirrored into the virtual drive

west haven
#

okay, looking for buldozer then since that's something on the drive

#

*p drive

#

found it

fresh skiff
#

If I define a class in my config that has the same name as a vanilla class, if I leave the class empty in my config will it pull all the config from the vanilla class?

stuck oyster
#

the buldzoer exe in P drive is just a copy of the vanilla exe

#

but running from teh real exe means you got the actual version you run the game with too

west haven
#

shifting it to a drive with space on it first, since my c drive is 99% full and I suspect that's why the mikero thing failed

stuck oyster
#

instead of possibly old copy

west haven
#

aight

stuck oyster
#

and what you try to do

fresh skiff
stuck oyster
#

yes that is correct way to do class parenting

fresh skiff
#

So unless I define otherwise, it will pull all traits from the AKM

stuck oyster
#

yes

fresh skiff
#

Thanks

#

sorry for so many questions, I have no-one to teach me modding so I'm trying to wing it on old tutorials

stuck oyster
#

as long as you do the leg work we try our best to answer questions here

#

modding isnt really taught. it is learned by a lot of practice

#

and it can cross over multiple aspects of game making

#

so yes it can get complex too quite fast

fresh skiff
#

Damn right

#

also what's the parameter that shows the weapon in arsenal? opticsarsenal=2?

west haven
#

scope=2 im pretty sure

pallid island
#

Needs to have a unique baseWeapon (or whatever the member is called) as well iirc

west haven
#

okay, i think I've shifted everything successfully. time to remount the drive.

fresh skiff
west haven
#

usually the base one lets you set the model etc

fresh skiff
fresh skiff
west haven
#

hmm, oke

fresh skiff
#

probably dumb but

west haven
#

if it works

fresh skiff
#

I just can't get it to appear

west haven
#

oh, that might be because you do need to set it to a base one and then have the proper one inherit from that

#

also see if there's an AKM base

fresh skiff
#

side note, do I need to do anything when I update a local mod's .pbo? or just restart Arma?

west haven
#

just restart arma

fresh skiff
west haven
#

I'd say do whatever the AKM base inerits from

fresh skiff
#

sorry so just to be clear, I put all these classes in my config?

west haven
#

it should be rifle, rifle base f and ak12 base f

#

inherit off of that with your changes like model as like candygun_base_f and then have the proper candygun with the name, texture/hiddenselection and name with the scope 2

west haven
#

oh, the model has to link to the actual slot it has in your pbo file

#

so candygun/candygun.p3d or something

fresh skiff
#

it's in the same folder as config

#

teh config is in the pbo

#

is it not based on the config location?

west haven
#

you still need to link it

#

so as an example

#

so at minimum you'd have to go like

#

\candygun\candygun.p3d

fresh skiff
#

easy

#

so ZL219 is your PBO within Addons

west haven
#

yeah

fresh skiff
#

easy

west haven
#

okay gonna restart to fix the work drive

stuck oyster
#

ok back to basics

fresh skiff
#

Ok so folder is on the left, config on the right. Is the referencing correct?

stuck oyster
#

local mod folder, pbo name and addons folder have nothing to do with paths in game file system

#

in this workflow P drive represents the root of the game engines folder structure

#

and P:\yourproject\yourtag_modname\path\to\file.any in engine is \yourproject\yourtag_modname\path\to\file.any

fresh skiff
#

okay

#

yupyup

stuck oyster
#

what is inside the pbo is what you need to have as file paths in config

fresh skiff
#

so I treat the pbo as the base folder?

stuck oyster
#

no

fresh skiff
#

aaa

stuck oyster
#

pbo is irrelevant

fresh skiff
#

can you try and explain it in reference to what I'm trying to do? like how do I write the references to files?

stuck oyster
#

whats you P drive folder structure

fresh skiff
#

oook so

#

a3

#

wait no

stuck oyster
#

a3 is unpacked arma3 data

fresh skiff
#

where does my thing fit in

stuck oyster
#

in my example P:\a3\ is same as P:\yourproject\

west haven
#

okay time to properly get a3p extracted so i can buldozer properly

stuck oyster
#

but A3 is vanilla games files project folder

fresh skiff
#

Ok so while I'm testing I pack my mod pbo to F:\@ValkysModpack\Addons\

#

then add that through the launcher

#

is that acceptable?

stuck oyster
#

pbos location is irrelevant

fresh skiff
#

ok neet

#

so it doesn't really matter

stuck oyster
#

no

#

only whats inside of it

fresh skiff
#

right

#

so when directing model= to my model

#

do I use the pbo name as the parent folder

#

or am I completely wrong

stuck oyster
#

pbo is irrelevant

#

only WHAT IS INSIDE OF IT blobcatsweats

fresh skiff
#

so I just do this

stuck oyster
#

is that where it is inside the pbo?

fresh skiff
#

yes. It is in the root of the pbo

#

no subfolders

stuck oyster
#

gawd

#

🤮

fresh skiff
#

IS THAT BAD

#

I'M SORRY

stuck oyster
#

depends if you want to really make mods or if you just make something for a joke and never again I suppose

fresh skiff
#

This is my first ever mod ok I just am trying to make something work

#

😭

stuck oyster
#

but the example structure I wrote above is recommended

fresh skiff
#

there

stuck oyster
#

for example my project tagged LODR_

#

each of these folders becomes a pbo

#

except sources

#

thats stuff thats not going into pbos

fresh skiff
#

this is my first dive into modding ever I just

#

file structure isn't important to my adhd so I'm not going to try

#

getting it to work is

stuck oyster
#

paths in config look like this

stuck oyster
fresh skiff
#

and what is \LODR\

stuck oyster
#

I cant really follow what you are doing with your workflow

stuck oyster
fresh skiff
#

yes thumbs up right but where is it contained within the mod folder

#

where does config know to to look

stuck oyster
#

this whole structure is packed into the pbo

fresh skiff
#

I

#

I don't know how to ask the question that gets the answer I want

stuck oyster
#

I guess you pack with pboManager

fresh skiff
#

Addon Builder

stuck oyster
#

well at least little better

fresh skiff
#

Fuck me dude

stuck oyster
#

no thanks, got to at least buy dinner first

fresh skiff
#

nah thanks

#

so it doesn't matter if my mod folder is on my desktop or in P:\ yeah?

stuck oyster
#

it does

#

you should be working from P drive

#

thats what its for

#

technically sure if you know what you do, you dont need it sure

#

because someone will usually say that

#

but

#

you dont know what you do

#

so yes you need p drive

fresh skiff
#

does this look acceptable

stuck oyster
#

no

fresh skiff
#

Yay

stuck oyster
#

pbos dont belong in P drive

#

they are the end product

fresh skiff
#

that i would export to the Arma 3 subfolder

#

worksop whatever

stuck oyster
#

local mods can be anywhere. but common practice from the olden days was to put them in the root of the game for easy access

#

so steamfolders\arma3\@yourmod

fresh skiff
#

I'll follow that then

stuck oyster
#

and addons\"pbos go here" inside of @yourmod\

fresh skiff
#

how about this?

stuck oyster
#

better.

fresh skiff
#

Like I appreciate we went on this tangent but I still don't know how to link to my .p3d

stuck oyster
#

but youll want to do some fixes

#

look at arma3 data folders

#

like weapons

fresh skiff
#

just like "models\candygun_base_f.p3d"?

stuck oyster
#

and follow that example of structuring

fresh skiff
#

how about

#

once I've understood how to mod

stuck oyster
#

model.cfg next to p3d

#

textures etc in data folder

stuck oyster
#

maybe little less of that too

fresh skiff
#

Oh no

#

I think I did a bad

stuck oyster
#

you are kinda inventing a lot of your own structure here

#

which does not help in debugging your problem(s)

fresh skiff
#

Yes because right now it doesn't really matter, if the .p3d is in my root pbo then it would make it even easier to know my config is linking to the right place

#

and that isn't the problem, no?

#

Don't suppose you'd prefer to tell me how I'm wrong in VC?

stuck oyster
#

I dont have time to get that involved

fresh skiff
#

I would say that too

stuck oyster
#

and yes your "unorthodox" structure can be a problem.

#

and I got stuff to do so cant really spend day working out what files you got where

fresh skiff
#

all good

#

Open to anyone - is this config linking to the .p3d correctly?

stuck oyster
#

you can open up your pbo and see what folders are in it

fresh skiff
#

Aand the gun still doesn't even show up in arsenal

west haven
#

since it has to start at the pbo file

#

hence mine had for example ZL219\pistols etc

fresh skiff
#

thanks

#

Any reason you can think of why it wouldn't show in arsenal

#

actually I think it's because there's no model

stuck oyster
#

and pbo does not add to the folder structure

fresh skiff
#

A test gun mod I just installed to check stuff does it

#

so even if it's not the pbo it's linking to, for all intents and purposes here it does

west haven
#

almost there

pallid island
#

If "baseWeapon" isn't new/unique/match the weapon classname (i don't remember the exact arsenal logic right now) Arsenal doesn't show the weapon. It's meant to filter out pre-kitted guns (like "only show base AKM, don't show AKM with scope, AKM with silencer, AKM with whatever else optional attachments")

sour bough
fresh skiff
#

wait let me get it

sour bough
#

Did you break inheritance with it or something?

fresh skiff
#

nope, my gun inherits straight from Rifle_Base_F

spark obsidian
#

What needs to be done, to properly implement suspension for wheels?
What i've already done:

  • Created working animations, using the "damper" source.
  • Referenced the "AnimationSources" in Config.cpp .
  • Referenced the "AnimationSources" to then inherit it in my plane's config class.
  • Added wheel spring/damper configs for my wheels, inside my plane's class in Config.cpp
#

i'm also getting these errors:

15:01:06 lynx_plane1: gearfrontdamping - unknown animation source damper
15:01:06 lynx_plane1: gearrearleftdamping - unknown animation source damper
15:01:06 lynx_plane1: gearrearrightdamping - unknown animation source damper
#

this is my model.cfg config

bright echo
#

Planes are handled differently with dampers

#

you have to define animation sources in the vehicle config rather than use the generic damper source

spark obsidian
bright echo
#

right so you would put 'Damper_Front_source' as the source for GearFrontDamping etc

spark obsidian
#

ah! i'll try that

pallid island
#

there's also this note in the wiki

spark obsidian
#

i'll try both ways

bright echo
#

yeah im pretty sure thats BS

#

I have a lot of damper animations that use rotations

spark obsidian
#

@bright echo got any ideas why the wheels like to clip into the ground?

bright echo
#

physical animation not in sync with the physx wheels

spark obsidian
#

physx.hpp ?

charred bolt
#

Physx suspension is largely all code based, probably translation only.
The modder then matches the visual model with animations of the dampers/wheels to work with the physx interaction, and that can include rotation of suspension components, albeit as an approximation, but the animation in the res LOD's has no bearing on the physics.
Geometry LOD contains the overall weight and mass distribution (CofG)
Geo Phys LOD controls collision with other physx objects, but NOT wheels on ground
LandContact LOD relates to placement of the vehicle in Eden
Memory LOD contains important memory points for wheel centres, wheel boundaries and damper direction/length

bold flare
spark obsidian
#

i figured out attaching physx, but the animation isn't syncing for some reason

fresh skiff
#

Hey so I get this halfway through launching buldozer

#

Any thoughts?

spark obsidian
fresh skiff
#

Define 'Fix'

spark obsidian
#

project drive management, install buldozer

#

then this

#

and this

#

then it works

fresh skiff
#

Same error, this time instantly

spark obsidian
#

are you launching it from OB?

fresh skiff
#

Yessir

#

this now

spark obsidian
#

ok, so when i do this, it sometimes works, sometimes throws these same exact errors

fresh skiff
#

I changed the buldozer directory in OB to the P drive

spark obsidian
#

just fuck around

fresh skiff
#

Fair

spark obsidian
#

unless someone here knows a definite fix

fresh skiff
#

In Arma? pshhhh

#

I got it to work in the past by using arma as buldozer

#

Anything wrong here?

candid mason
#

Does anyone have any recommendations for easier management of LOD layers in blender? I'm wishing I could have like, "put this ramp in my asset library and lock its geometry to itself so it's properly inserted later"

fresh skiff
#

Does this misalignment of ADS mean a config or model error?

#

my eye is over bore

pallid island
# candid mason Does anyone have any recommendations for easier management of LOD layers in blen...

you can chain-parent all LODs (example in screenshot) and mark the deepest child as an asset. Upon dragging said asses into another document you get the all the parents imported as well. And per-object LOD settings do get exported/imported as well. At least that's how it works in Blender 4.3 and Toolbox 4.0.5 from pins when i test it now.
P.S. giving more descriptive name to the actually exported object would probably be better than what i have in screenshot

candid mason
pallid island
#

ViewGeo. Here's the screenshot that should've been there meowsweats With the asset icon visible and all

candid mason
#

Okay, interesting that it imports up the chain, wouldn't have expected that

pallid island
#

can't explain, literally the first time i've touched blender assets myself blobcloseenjoy

candid mason
#

yeah, I learned it for arma, which means I've focused a lot on how to make low poly geo and not much else

#

the interface is more powerful and I need to spend time researching it, because stuff like parenting was lost on me until very recently

umbral shuttle
#

I am trying tomake an iron sight kinda like the RHS ak-103 where when u zero the little slider thing moves up and down. Do the eye memory points have to be the correct angle such that they arch the bullets at whatever zeroing its at. I am assuming that I would need the eye points in ballisitcally correct positions cause I had haphazardly put some memory points down and for the 1000m zero with its eye point the bullet goes like 1.5km

polar fiber
#

Yes, unfortunately you have to calibrate it all somewhat manually. We used to leave it all up to reyhard to calibrate the RHS ones because he had a sort of method to it. But it is still a case of figuring out where the eye points need to be for the ballistic drop, and lining it all up

umbral shuttle
pallid island
#

I mean, does actual angle between sighting line and barrel matter in A3? I'm pretty sure i've seen projectiles fly like 60 degrees up from the muzzle when messing with stuff

marsh canyon
#

If the weapon has a zeroing, it may twist the barrel

west haven
#

(i think)

spark obsidian
#

question about countermeasure memory points:

I'm running into an issue, where the direction of CM firing is reversed.
These are my definitions:

        memoryPointCM[] = {
            "cm_left_point",
            "cm_right_point"
        };
        memoryPointCMDirection[] = {
            "cm_left_direction",
            "cm_right_direction"
        };
#

both "point" and "direction" mem points are single verts

#

"point" is on the launcher, and "direction" is a bit outwards.

polar fiber
#

it's just memoryPointCMDir[] not memoryPointCMDirection[]

spark obsidian
#

thanks for the info!

gloomy hemlock
#

Sorry to ask this hear but has anyone recommendations on how to find a trustworthy model maker for arma 3 uniforms or do know someone?
The problem is that on requesting via #creators_recruiting I got like 3 answers till now and each of them was quite sure a scammer

lone robin
gloomy hemlock
steady topaz
#

Hey ho! question. any reason why when binarizing, arma 3 says it can't find the rvmat, then loads the rvmat anyways?

charred bolt
stuck oyster
#

a bunch got booted again

#

unfortunately that crap is here to stay now it seems.

gloomy hemlock
gloomy hemlock
#

Very nice. Can’t wait to see thawing action

pallid island
#

stompy

pallid island
#

mandatory "flesh is weak" joke

stuck oyster
#

its slow progress. sometimes got to steal a moment to do something my own though

cloud zealot
#

Is there any reason for a uniform to be transparent ? I tried to replace the texture and the material but i can still see the shadow of my arm through it

stuck oyster
#

usually indicates paths dont match

cloud zealot
#

the shoes are different selection of the same object but it's being displayed correctly

#

that's weird

stuck oyster
cloud zealot
#

It doesn't change anything when i change the texture

stuck oyster
#

is the default texture assigned on the model?

#

thats what needs to be set up right

#

otherwise things broke

cloud zealot
stuck oyster
#

is the pbo binarized?

cloud zealot
#

i can try to add _co suffix but it cannot be the reason. Yes the pbo is binarized

#

I tried both binarized and unbinarized but it doesn't change anything

stuck oyster
#

the suffixes control the conversion rules used

#

it can be the reason

#

also make sure you dont have alpha channel in there

#

no transparent parts can still mean you have alpha channel

#

and would not be the first time that there is fully transparent background in the file

cloud zealot
#

usually when the texture is transparent, if i use setObjectTexture for test if does remove transparency

#

here it doesnt change

#

but i'm trying anyway

stuck oyster
#

the problem you see is the model getting flagged as transparent and instead of being rendered in solid pass it renders in transparency pass and the ambient occlusion of things behind it bleed through it

#

I dont recall any other reason but transparency in textures for this

cloud zealot
#

Apparently, you're right, i tested the model with a camo i made and it appears to work well. Very interesting way to make model transparent....

#

I could make a horror concept with this transparency thing ^^

steep crest
#

My computer crashed and all i can access is my model .pbos. i can't unpack them because they are binazirzed.any way to get them back from the pbo?

spark obsidian
#

Question about vehicle(aircraft) entry/exit points.

  • How do they work?
  • How do you define them in the configs?
  • What is needed on the model itself?
noble oriole
#

Does anybody know how to rename LODs in Object Builder?

charred bolt
charred bolt
# spark obsidian Question about vehicle(aircraft) entry/exit points. - How do they work? - How d...

An entry and a direction memory point in the p3d, linked through config code.
_dir point is closest to vehicle door

memoryPointsGetInDriverDir = "pos_driver_dir";
memoryPointsGetInCoDriver = "pos_codriver";
memoryPointsGetInCoDriverDir = "pos_codriver_dir";
memoryPointsGetInCargo = "pos_cargo";
memoryPointsGetInCargoDir = "pos_cargo_dir";```

You should have a set of two (or more) memory points dedicated to each turret:
```class Turrets: Turrets
{
    class YourTurret: NewTurret
    {
        memoryPointsGetInGunner = "pos_yourTurret";
        memoryPointsGetInGunnerDir = "pos_yourTurret_dir";```
charred bolt
#

The naming is up to you, but convention is to start them with "pos"

spark obsidian
#

I'm running into a weird issue.
My plane always keeps tilting left, while on the ground.
What i've done to debug:

  • Redistributed mass on the GeoLOD
  • Adjusted the PHYSX config to debug.
thin wigeon
#

I haven't updated my mods for a year, looks like the new mikero tools are checking even more for issues. One in particular I'm hoping there's a quick fix - unwanted UV for geom LOD. Literally 1000s of my models have that warning. Is there a quick and easy way to use o2script to remove UVs from geom LODs? Scratching my head looking at the example scripts in there.

charred bolt
charred bolt
spark obsidian
#

it helped, after i drastically increased the spring/damper strengths in physx, but it still didn't quite explain the tilt

#

and even with incredible spring strength, some tilt was still noticable

charred bolt
#

Ok, that's a good start anyway.
Can you post your class Wheels {} config code?

spark obsidian
# charred bolt Ok, that's a good start anyway. Can you post your class Wheels {} config code?
maxOmega                = 2000;  // Maximum engine RPM; affects wheel rotation speed
antiRollbarForceCoef    = 200;
antiRollbarForceLimit   = 300;
antiRollbarSpeedMin     = 0;
antiRollbarSpeedMax     = 300;

class Wheels
{
    class Wheel_Front
    {
        boneName = "WheelFront";
        steering = true;
        side = "left";
        center = "wheel_front_axis";
        boundary = "wheel_front_rim";
        width = 1.0;
        mass = 300;
        MOI = 0.6;
        dampingRate = 1.0;
        dampingRateDamaged = 1;
        dampingRateDestroyed = 1000;
        maxHandBrakeTorque = 5000; // To simulate gradual deceleration
        suspTravelDirection[] = {0, -1, 0};
        suspForceAppPointOffset = "wheel_front_axis";
        tireForceAppPointOffset = "wheel_front_rim";
        maxCompression = 0.3;
        maxDroop = 0.3;
        sprungMass = 2500;
        springStrength = 70000;  // Stiffer springs
        springDamperRate = 30000;  // Adjusted damping
        longitudinalStiffnessPerUnitGravity = 2000;  // Increased traction
        latStiffX = 40.0; // Slight increase for balance
        latStiffY = 35.0; // Improved grip during deceleration
        frictionVsSlipGraph[] = {{0, 1.5}, {0.5, 1.2}, {1, 1.0}};
    };

    class Wheel_RearLeft1: Wheel_Front
    {
        boneName = "WheelRearLeft1";
        steering = false;
        center = "wheel_rear_left_1_axis";
        boundary = "wheel_rear_left_1_rim";
        mass = 500;
        MOI = 1.2;
        sprungMass = 10000;
        springStrength = 500000;
        springDamperRate = 200000;
        maxBrakeTorque = 10000; // For rear wheels
        maxCompression = 0.5;
        maxDroop = 0.5;
        suspForceAppPointOffset = "wheel_rear_left_1_axis";
        tireForceAppPointOffset = "wheel_rear_left_1_rim";
        latStiffX = 40.0; // Slight increase for balance
        latStiffY = 35.0; // Improved grip during deceleration
    };

    class Wheel_RearLeft2: Wheel_RearLeft1
    {
        boneName = "WheelRearLeft2";
        center = "wheel_rear_left_2_axis";
        boundary = "wheel_rear_left_2_rim";
        suspForceAppPointOffset = "wheel_rear_left_2_axis";
        tireForceAppPointOffset = "wheel_rear_left_2_rim";
    };

    class Wheel_RearRight1: Wheel_RearLeft1
    {
        boneName = "WheelRearRight1";
        side = "right";
        center = "wheel_rear_right_1_axis";
        boundary = "wheel_rear_right_1_rim";
        suspForceAppPointOffset = "wheel_rear_right_1_axis";
        tireForceAppPointOffset = "wheel_rear_right_1_rim";
    };

    class Wheel_RearRight2: Wheel_RearRight1
    {
        boneName = "WheelRearRight2";
        center = "wheel_rear_right_2_axis";
        boundary = "wheel_rear_right_2_rim";
        suspForceAppPointOffset = "wheel_rear_right_2_axis";
        tireForceAppPointOffset = "wheel_rear_right_2_rim";
    };
};
charred bolt
#
{
    boneName                     = "wheel_front";
    steering                     = 1;
    side                         = "left";
    center                       = "wheel_front_center";
    boundary                     = "wheel_front_rim";
    width                        = 0.67;
    mass                         = 40;
    MOI                          = __EVAL((0.5*40*(0.24^2))*0.9);
    dampingRate                  = 0.1;
    dampingRateDamaged           = 1;
    dampingRateDestroyed         = 1000;
    maxBrakeTorque               = 10000;
    maxHandBrakeTorque           = 0;
    suspTravelDirection[]        = {0, -1, 0};
    suspForceAppPointOffset      = "wheel_front_center";
    tireForceAppPointOffset      = "wheel_front_center";
    maxCompression               = 0.05;
    maxDroop                     = 0.05;
    sprungMass                   = 4004;
    springStrength               = 100100;
    springDamperRate             = 40040;
    latStiffX                    = 3;
    latStiffY                    = 20;
    frictionVsSlipGraph[]        = {{0, 1}, {0.5, 1}, {1,1}};
    longitudinalStiffnessPerUnitGravity    = 1200;
};```
#
{
    boneName                      = "wheel_left";
    steering                      = 0;
    center                        = "wheel_left_center";
    boundary                      = "wheel_left_rim";
    width                         = 1.11;
    mass                          = 60;
    MOI                           = __EVAL((0.5*60*(0.32^2))*0.9);
    maxBrakeTorque                = 18000;
    suspForceAppPointOffset       = "wheel_left_center";
    tireForceAppPointOffset       = "wheel_left_center";
    maxCompression                = 0.1;
    maxDroop                      = 0.1;
    sprungMass                    = 7098;
    springStrength                = 177450;
    springDamperRate              = 70980;
    longitudinalStiffnessPerUnitGravity    = 1900;
};
class Wheel_3: Wheel_2
{
    boneName                      = "wheel_right";
    side                          = "right";
    center                        = "wheel_right_center";
    boundary                      = "wheel_right_rim";
    suspForceAppPointOffset       = "wheel_right_center";
    tireForceAppPointOffset       = "wheel_right_center";
};```
spark obsidian
#

should i keep the antirollbar settings?

charred bolt
#

Also, check that the sum of the sprungMass in the 3 wheels equals the mass set in your p3d Geometry LOD.

spark obsidian
charred bolt
#

Hopefully you realised you couldn't just copy and paste my code EXAMPLE into yours without changing things

spark obsidian
#

yeah, that skipped my mind for some reason

sour bough
#

The nose knows

south badge
spark obsidian
#

there's zero spring in it, but i'll adjust it progressively, and see what happens

spark obsidian
charred bolt
#

So the sum of your SprungMass's is 300 + 500 + 500 = 1300kg.
What is the mass you set in your Geo LOD? 1300kg?

#

I think you are confusing sprungMass and mass in the config?

spark obsidian
charred bolt
#

Ok, step-by-step.

  1. Set the TOTAL mass in the Geometry LOD (select all mesh) to the TOTAL mass of the entire plane.
  2. Set the sprungMass for the front wheel to about 22% of the Geo LOD mass and to about 39% for each rear wheel
granite berry
#

What are the recommended blender and armatoolbox versions? I got 4.1 and 4.05 and I get errors everytime I try to export anything more than resolution 1 lod

pallid island
#

errors like what?

granite berry
#

Ok there is something wrong with my geo lod that causes the error

analog garden
spark obsidian
#

After i misbalanced the CoM, it turned into “Oh look! A shooting star!”

noble oriole
#

Alrighty I'm lost. The shadows on my item seem to be appearing on the wrong side, any ideas on what I can do about this?

charred bolt
noble oriole
#

I triangulated the shadowvolume earlier but there seems to be unclosed points, if that could be the cause?

#

Object Builder seems to have trouble closing them though.

unkempt token
#

I dunno what best practice is but what I normally do, if it's an object not attached to/worn by the player, is just set namedProperty 'sbsource' to 'visualex' in the geometry LOD so it uses GPU shadows and skip shadow LODs entirely

stuck oyster
#

from the looks of it you got way too complex shadow for tiny prop like that

noble oriole
#

I'll try sorting out the shadows then. Thanks guys.

charred bolt
unkempt token
woeful viper
#

where have i heard that excuse before...

gloomy hemlock
#

where do i find the basic character model for fitting uniforms onto?

marsh canyon
#

Arma 3 Samples

terse elm
#

lol

gloomy hemlock
# marsh canyon Arma 3 Samples

sorry to ask but how do i get the character model from it to give it to the 3d artist to make the uniform for it?
ive never worked with that and know nothing meowsweats

marsh canyon
#

Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.Note: These samples are ...

gloomy hemlock
stuck oyster
spark obsidian
charred bolt
noble oriole
#

So I've cleaned up the shadows and but the model in general still appears very dark and only some edges on the wrong side seem to be reflecting any light.

charred bolt
noble oriole
fluid copper
#

Send your p3d if you want

noble oriole
pallid island
#

inb4 normal map with inverted green channel

finite stump
#

Which LOD's need to be triangulated?

fluid copper
# noble oriole Here ya go

Theres something wrong with the models normals, normally flipping them in object builder fixes it, but it wasnt working. I'd suggest verifying your models normals and your export settings in blender

cedar jacinth
charred bolt
cedar jacinth
#

hello 🙂
I try to export my weapon with LODs but for Res2 i get this "error"?
Failed validation -> skipping LOD (run manual validation for details)

How can i run manual validation? I am using MrClocks Blender addon

stuck oyster
cedar jacinth
#

Yes ofc

#

Resolution -> Slider to 2

stuck oyster
cedar jacinth
#

Blender

#

Res 2 -> is P3D LOD = Yes (Blue) -> Type: Resolution -> Resolution/Index = 2

stuck oyster
#

in what dialog

cedar jacinth
#

"Data"

stuck oyster
#

then you can probably try disabling the validation tool

cedar jacinth
#

Nope, then it only exports 6/12 LODs instead of with it active 11/12 😄

cedar jacinth
#

Got it fixed somehow 😄
But once again i have encountered another issue..
When viewing ingame and in buldozer there is a part of my weapon missing
In blender and object builder i dont have this issue.. What could i have done wrong?

pallid island
#

check face orientation in Blender

#

you seem to have faces... well, face the wrong way

stuck oyster
noble oriole
stuck oyster
#

there are also couple of shadowlod examples in the arma3 samples

#

basic gist of it is that
+shadowlod should be as simple as possible
+all of its surface should be within your resolution lods
+its shape should match the general silhouette of your model .tiny details are rarely needed on it

cedar jacinth
cedar jacinth
mighty smelt
#

where chat spanish?

cedar jacinth
#

SUIII

noble oriole
stuck oyster
mighty smelt
cedar jacinth
cedar jacinth
noble oriole
stuck oyster
fluid copper
noble oriole
#

I've been using the Arma 3 Object Builder addon

stuck oyster
#

someone else had the same issue with it not long ago. I just dont remember the exact setting he needed to have

noble oriole
#

@fluid copper @stuck oyster Turns out the export settings must've been the issue. I've switched from the Arma 3 Object Builder addon to Arma Toolbox and that's done the trick. Many thanks!

stuck oyster
#

yeah there was some setting that it needed. just dont remember what it was exactly.

#

Alwarrens toolbox needs o2 script path to be set right for normals to write correctly

#

P3D basically uses same thing as Blender with Sharp and smooth edges

loud vessel
#

Im having a nightmare trying to get this POW hut in-game and I've honestly given up trying to work through guides and getting ChatGPT to try and help (bad idea) - honestly would be down for paying someone to help me finish this off - is there anyone/anywhere reliable to go for services like that? (apologies if not allowed here!)

stuck oyster
unkempt token
steady topaz
#

its under tools in arma, and in the addons folder once the samples are downloaded

#

theres also example rvmats as well in the P:/ drive when installing arma for modding

#

you would probably also need a geometry object a Roadway object. but they are all in the samples 🙂

stuck oyster
#

this is plenty of help already 😄

slate flare
#

how do I install the ArmA addon for Blender manually? I have not used blender since 3.x and something's different 🤔

#

dont I put it in 4.3\scripts?

marsh canyon
#

Nothing should be that different. Install the zip

slate flare
#

okay

#

when I do install it though nothing happens

stuck oyster
slate flare
#

just through the github

#

as the zip

stuck oyster
#

from releases?

#

or straight from the source?

#

from source git adds extra folder

#

so you got to unzip it and zip without the extra folder

#

then install

slate flare
#

yea I did from release

#

could just be because my computer was not happy with what I was doing yesterday

finite stump
#

Do I need to make 2 different glass components for the vis LOD if I just want to make the glass disappear when shot? I'm not looking to do broken glass shards.

finite stump
#

Figured it out. Can just make an empty component and that fakes it out.

finite stump
#

pboProject is giving this error when using the "config_macros_glass.hpp" from the Arma Samples House


warnings are errors
......................................................................................................................preprocessing files produced an error

What does this mean and am I to assume BI coded this file wrong?

unkempt token
#

uncheck 'Warnings are Errors' at the top, in the pboproject setup -> warnings & errors option if you want to just get around it

#

I had that issue too

finite stump
#

I uncheck it and it keeps just stopping on this error

bold flare
#

Remove the semicolon from that macro. And instead add it to every usage of it

#

That's the price you pay for using mikeros tools

#

BI didn't follow proper standards making that sample. But it would work properly either way.

subtle bison
#

or just disable that error option

#

then it will only print as a warning and not bother anymore. if it still causes an error, then the issue is likely not that line.