#arma3_model
1 messages · Page 42 of 1
did you mounted P drive ?
yep
and you installed Arma 3 Project folder ?
using mikero's tools, yep
hmm, maybe that's the cause, if not i dont know
mounting p drive through a3tools is bugged afaik
usually
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
I believe this would be a model question but how would i take my model and put it into virtual studio code?
that's because your axis is made of one vertex
usually we use 2 vertex to define an axis
but if you use one vertex, you must use rotationX or rotationY
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
a3\data_f\lights\weapon_sights_green.rvmat it is
oh shit I didn't notice that one
do I just put that into a triangle proxy or make dots or somethin
It is just polygon
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>?

Don't overthink it. It is just a polygon, with the certain material and procedural texture (#argb)
Install Arma 3 Tools
oh awesome
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
Again don't overthink it. It is just a polygon
why are mikero tools so messed up to work with... 
literally doesn't see my P drive
What literally is not seeing your P
ok, so i had to wait a few minutes, before opening pboproject
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
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?
You shouldn't have section names or textures/materials applied in your shadow LOD whatsoever. Sections are for texture/material changes, not animation
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
What I'm saying is, the vertex groups in your shadowLOD shouldn't include things like pasoffset. It should only have the ones needed for your model.cfg animation that are defined as bones - and only if you need that selection to animate and move in the shadow. You don't just copy every vertex group from your visual LODs
Thanks 🙂
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.
Also - the textures/materials were working at one point, but then i started using Mikero's PboProject to pack the mod, and that stopped.
Need more info, do you have any pics? What does the file path look like in blender and in the output p3d?
Can you share the rvmat?
#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";
};
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
As I mentioned before, you're missing stages 2,3,6,7 etc.
Look at the reference page for super shader, there's an example rvmat to copy from.
so that's a hard requirement? Because i'm still trying to wrap my head around the fact, that the textures worked before.
May as well try it and see.
yep, it worked. Didn't do Stage7 though, since it caused me errors.
do all stages.
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
that is a mod issue
youll have to find the mod author and report to them
What is the source mod you're reworking? You would need the source files
immersion cigs, i have the source files from their github. there's a link in the report
either you have not updated your tools or the files are broken
what causes subskeleton be out of range is not documented error though
so youll have to start piecing together how to work with models
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
i fixed some codeerrors and the skeleton error has gone away... i dont even know anymore
welp
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
Check Blender, tempStuff collection and delete them
Also make sure your model is triangulated
sometimes there’s a rogue ngon hidden somewhere and it makes the exporter mad
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
and for some reason it won't binarize
The usual advice applies: use a p:\ drive work environment and build with mikero's tools for proper error checking.
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.
awesome
well, something seems to have worked since now it binarizes
fresh horrors have befallen us
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)
Good to hear it's now working

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
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"
I'm not a blender user, but have it installed and see this option which might help?
buhh-
I'll try that thank you
Did you see the advice to stop using Addon Builder and start using mikero's tools? You won't get much help until you do, as Addon Builder will build any old rubbish and won't give you useful error messages.
I installed Mikero's tools, the makepbo one. I drag the folder onto makepbo because that's what I assume it wants because opening it gives me the "press any key to close" thing, I do that and it immediately tells me the .p3ds are unbinarized, does nothing else and then closes.
You need to install all the necessary mikero files manually, or use their "All-in-One Installer" which might be the better option for you. Then you use "pboProject" to build/binarise your mod files. But you will also need to set-up a p:\ drive and extract the a3 data to it.
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?
No, mounting the p drive on startup from the A3 tools works for me, but others might suggest it can have problems.
Okay, I got the all in one installed
Now install the mikero tools using the AiO installer.
Then run ArmA3p to extract the Arma game files to P
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
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?
Put your mod development files into
p:\greyl\zl219\
Cllicking the arrow just opens the top proxy
the unpack is still going and I have none of those folders
seems to be this? https://forums.bohemia.net/forums/topic/189492-model-offset/
Nevermind i think i misunderstood the toolox in it's entierty
yeah that seems likely, I'll adjust it when it all works
since that's a fairly simple step and the main cronch needs to be fixed
So... the LOD selecter is universal, I can't make different objects a different LOD...
you can
Try this
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
1 object or 1 part of a mesh of a single object?
just did, no change. ArmA3P is still working, stuck on the radio stuff
I'm guessing this will take quite a while since it's just in the d pbos
Yeah, 5 minutes or more.
The other folders might arrive after arma3p finishes, can't remember.
I did manually make one
matching what your screenshot showed
@pallid island ok fixed it... I'm slow
You create the "greyl" folder of course, or call it something else, up to you.
you have CandyGun active in both your screenshots
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)
yeah i created that mf, I'll try that whole thing to see how it all goes with the uhh... pboProject thing, the main issue I saw was like... it straight up said the model.cfg base class didn't exist but I'll see how it goes differently
kinda funny the suppressor was zero issues
Yeah I just realised that after I posted, thank you though
I appreciate the help
You'll get proper error checking out of pboProject and it will fail to build if something is wrong, and tell you why.
\side note; for the memory points do I just make singular vertices and give them selection names?
How do I fix "Section without material is in shape with ST coordinates"?
awesome, I'll see how that goes and stuff. I don't know if trying to add the tritium dots was the thing that also caused issues but we shall c
may be two vertices for the axis selections. Here's example from the weapon sample
Is the message from a particular LOD?
Doesn't say unless the number before that means something
If you're not sure, post the full error message line from pboProject's binlog
Although I suspect it will be due to a proxy, such as a muzzle flash, which has a section[] selection name (eg zasleh), but the proxy has no material assigned to it.
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'```
2:50:16: Warning: little_cheesers\little_cheesers_store_2.p3d:0 Section without material is in shape with ST coordinates
Yes, so that is in your first res LOD 0.
Check for proxies as I mentioned - experiment with deleting them and see if that "fixes" the message
make sure you have some weight set on *all verts of *all components in Geometry lod
What do you mean by proxies here?
because that's how it works
tempstuff gets deleted if the export doesn't error out mid-way
kg yes
Also, when opened in Object Builder does the gun need to be pointing left in front view
Make it the same as the gun from the Samples
It's a bit like getting in a car and complaining that it keeps crashing when all you want to do is go from A to B.
You need to fix the tools and your use/understanding of them before starting the journey. 😉
it's still going
i...guess?
Check that you have assigned materials to all textures.
So what exactly are you doing here? step by step so I can reproduce it
Open my .p3d in object builder > View > Viewers > Buldozer > Start
Crashes the application even when no p3d is loaded in the builder
Do you have a model.cfg file in the same folder as the p3d?
Do you have a model.cfg class CfgModels class name that exactly matches the p3d file name?
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
What happens if you open the Test_Weapon from the Samples?
It might be that your buldozer (Object Builder viewer) isn't set-up correctly yet
Where are the samples?
Steam "Arma 3 Samples"
rightio, installing now
You have a p drive?
Could I potentially be able to work out most of the weapon making process by looking at sample object cfgs and scripts?
should be all set up and such yes
Yes, having a working example is always useful. Not everything is perfect in the samples, but when someone gets crashes with their own mod, it's common to ask whether the samples will load/work, as that helps narrow it down to a tool or mod issue.
crashes on test weapon too
In Object Builder, File>Options
check these are set correctly for your pc
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
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
Same error, unfortunately
I checked the faces, found all the vanilla glass I assigned was broken. Tried to fix it but it just wont do it. I go into UV, I select Planar Mapping and then click Undeform and it fixes a couple of the blocks but not all of them. Am I doing this the right way?
Using Explorer, go to the path for arma3.exe shown in OB and see if you can launch the app manually
i dunno what it wants from me lol
comment out lines 1 to 13 and retry
should i shift the asdg ones below then?
it seems to have fixed it
Textures, UV maps and Materials are all different things.
UV mapping is best done in blender or whatever other modelling software you are using - it can be done in Object Builder too, but not the most efficient.
Assigning materials is done in face properties.
Ok, so there's something nasty going on in one of those lines, quite possibly the includes at the top.
They all have texture and materials assigned the whole time.
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
So isolate down to which include is the problem, then potentially cut and paste it into the main config.cpp so that pboProject can give you a line number for it's error
Once you've found the error, correcting it in the include hpp file will be fine
oh boy either of them chucks a shitfit
You don't see this at all?
I see it but it selects everything I already mapped
I think it playing Hallelujah is a nice touch
Lol yes, although after the 50th time you'll be glad you can turn it off
alright let's see what happens
the failed music feels like some heroes of might and magic III shit
okay lets see what happens here
you presumably found errors and fixed them in the includes?
Yeah
I put them into the main file, it found em
i fixed em and put them back in the includes
cool, using the right tool really helps with debugging
now time to see if those tritium inserts fucked me up or not
well... it shoots at least
Sounds like perhaps you've assigned materials, but the paths are wrong. If the materials are ok, you'll get those blue dots in that OB window
but I'm starting to think something went wrong with the model.cfg that I'm missing
I got all blue dots
autocenter set to 0 in Geometry LOD?
yeah
the actual texture appears in 3d too
however doesn
it doesn't change colour and the actual icon isn't turning up
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
(and tritium seemingly isn't there)
i deleted it because for some reason the tritium circles were making the whole thing glow bright green
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
inb4 they still have material assigned
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
Remove materials/textures from proxies
ah, right
just tried to and it added them anyways, how do i fix that
Add a blender material for proxies and give no Arma export paths to it and the assign it to proxies.
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
what would be making the nacelles appear like this?
feels like something is inverting
the fan blades should be black
Which part is the blades
Make sure uvmapping exports right.
it's unwrapping is correct tho
the whole plane is unwrapped on a single map
Remove rvmat to see the color texture only
If it has more than 1 texture/material sets make sure correct ones are applied
that's more like it
#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
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
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?
this didn't change much, but it also didn't break anything, which is good.
i'll check
this is the goal
yes, this made it look much better, but there's still somekind of inverting going on:
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.
titanium fresnel made it do this again haha
the ring appears correct, but the blades and internals should be black 
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.
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
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?
Idk which flow you are using, but even for metallic surfaces arma pulls the base color from the diffuse channel. So try using a black diffuse in painter for the internals
I assume your diffuse is now gray
i have 12 textures
the spec map should be applying the fresnel to the specularities, should it not?
Isn´t 12 a lot even for a plane with detailed interior?
it is
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
do u wanna just post the SMDI I can peep it and try to help
there it is
This isn't quite right. The yellow parts are super shiny.
And when things are shiny, they can't be also dark
works for the body tho
yes, it's pretty hella bright
cuz in substance, most of it is metal
somewhat shiny metal
might just redo the export
which export preset?
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
gotcha, thanks
okay, for some reason the model.cfg still doesn't wanna work lol
model.cfg to work in needs to be next to the p3d and inside of it in the class cfgModels part you need a class for the p3d named the same as the p3d
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
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
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.
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
#arma3_config for the "howTo", #arma3_questions for the "does this exist"
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?
ah nvm. i found the culprit. scuffed model.cfg
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
have you done all the P drive setup stuff
yes
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?
hey quick possibly extremely dumb question but
I'm re-following a step by step guide now. Once this problem is solved, if I can see my model in buldozer, does that confirm the problem is in config?
the selections for model.cfg are case sensitive right
if that's the case im going to go jonkler mode
Ctrl+H find and replace
No
Is that because Binarizing lets the mod become readable by Arma?
Config.cpp is not read for buldozer. It connects only P3d and model.cfg
No but the process reveals tons of errors
How did you mount p drive?
What is your buldozer path and startup line in object builder settings?
Hi community - Disclaimer - I am not the best when it comes to explaining things to others. So please forgive me. - What is explained here is subject to change (this tutorial will be updated accordingly). - When a tools update is available (on main branch), after having installed the update be su...
This tutorial
followed it completely
Buldozer path ia Arma 3.exe
Ye that don't work most of the time
Wait it workjs
gholy
It was buldozer.exe before and I got that error
I changed it to arma and it works
There are some problems that often happen with the default setup method unfortunately. But if it works for you, count yourself lucky.
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?
Yes.
Needs also textures to be set right.
My model doesn't have it's textures would that make it invisible?
No it would be white.
grr okay I've done something in config
Unless you also try to do hiddenselections via config
it appears in arsenal but is invisible
Or animate it to be hidden
I exported it using Arma toolbox with textures, shouldn't that give it the textures from blender?
Only if you assign the paths to the Arma export slots I. The blender material
And if those paths are correct compared to your folder structure and what gets packed into pbo
I guess I need to search up what that means now
the export slots
It's still invisible in Arma ✨
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
I'd assume other weapons show up?
So I export the materials seperately from blender, then give the path to them in objectbuilder
Do you have also the other technical lods that are required
Like geometry and first person lod
You are running bunch of other mods too so something else might conflict.
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?
Refer to the sample weapon model
Good idea, thank you
And config
oh weapon model?
ok I'll do that, not sure though
looked at the config before and it was just
...
shit
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
?
i figured it out dw
👍
i just gotta work out the slide panel disappearing when the optic is put on
and the muzzle flash that doesn't go away
muzzle flash normally is handled by config.cpp parameter
there's a panel/cutaway that's supposed to disappear when optics go on
cheers
typically called zasleh or muzzleflash
i managed to find it yeah, it's muzzleflash
but you can define your own name for it too
and it also needs to be defined in the model.cfg Sections array
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
so it should unhide when there is optic on
so if i set to hide value 1, unhide 0 it should work?
yes
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
mechanical things animate very logically
also parts that move together can be chained by bone parenting
hmm, I seem to have tried it but the panel is still there
test that the animation works in buldozer
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
how do i get it into OB? the model.cfg I mean
when you start buldozer it reads the model.cfg
buldozer is the game engine previewer
oh, is it not part of arma 3 tools or am i missing something
it basically runs the game exe in special mode
oh huh
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
okay it was looking for buldozer and not _x64
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
P drive is virtual drive located somewhere on your physical drives as a folder
where that folder is, is up to you
it's currently on my c drive iirc
then sure it can take 30-40gb
would it be in my Steam directory or somewhere else
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
I believe I used Arma 3 tools but it's been a long while since I did it
and it puts it somewhere in the user files probably by default
which also can break it
amazing how much stuff can break it
I can imagine
but what I still don't quite get is why the hide and unhide value didn't work
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
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
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
that's just the thing i have no idea where it is now
file search.
the files still exist normally in the physical drive
as well as being mirrored into the virtual drive
okay, looking for buldozer then since that's something on the drive
*p drive
found it
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?
path it to arma3 exe
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
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
instead of possibly old copy
aight
depends how you define it
and what you try to do
yes that is correct way to do class parenting
So unless I define otherwise, it will pull all traits from the AKM
yes
Thanks
sorry for so many questions, I have no-one to teach me modding so I'm trying to wing it on old tutorials
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
Damn right
also what's the parameter that shows the weapon in arsenal? opticsarsenal=2?
scope=2 im pretty sure
Needs to have a unique baseWeapon (or whatever the member is called) as well iirc
okay, i think I've shifted everything successfully. time to remount the drive.
the class it inherits from is just the AKM class
usually the base one lets you set the model etc
thanks
Well I'm using the AKM base and just changing the name and model, to check the model works
hmm, oke
probably dumb but
if it works
I just can't get it to appear
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
side note, do I need to do anything when I update a local mod's .pbo? or just restart Arma?
just restart arma
as in do I need to put all the classes the AKM inherits from in my config?
I'd say do whatever the AKM base inerits from
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
anything wrong here?
oh, the model has to link to the actual slot it has in your pbo file
so candygun/candygun.p3d or something
it's in the same folder as config
teh config is in the pbo
is it not based on the config location?
you still need to link it
so as an example
so at minimum you'd have to go like
\candygun\candygun.p3d
yeah
easy
okay gonna restart to fix the work drive
Ok so folder is on the left, config on the right. Is the referencing correct?
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
what is inside the pbo is what you need to have as file paths in config
so I treat the pbo as the base folder?
no
aaa
pbo is irrelevant
can you try and explain it in reference to what I'm trying to do? like how do I write the references to files?
whats you P drive folder structure
a3 is unpacked arma3 data
where does my thing fit in
in my example P:\a3\ is same as P:\yourproject\
okay time to properly get a3p extracted so i can buldozer properly
but A3 is vanilla games files project folder
Ok so while I'm testing I pack my mod pbo to F:\@ValkysModpack\Addons\
then add that through the launcher
is that acceptable?
pbos location is irrelevant
right
so when directing model= to my model
do I use the pbo name as the parent folder
or am I completely wrong
no
pbo is irrelevant
only WHAT IS INSIDE OF IT 
sorry yes I
is that where it is inside the pbo?
depends if you want to really make mods or if you just make something for a joke and never again I suppose
for example my project tagged LODR_
each of these folders becomes a pbo
except sources
thats stuff thats not going into pbos

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
and what is \LODR\
I cant really follow what you are doing with your workflow
my equivalent to A3\
yes thumbs up right but where is it contained within the mod folder
where does config know to to look
I guess you pack with pboManager
Addon Builder
well at least little better
Fuck me dude
no thanks, got to at least buy dinner first
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
no
Yay
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
I'll follow that then
and addons\"pbos go here" inside of @yourmod\
better.
Like I appreciate we went on this tangent but I still don't know how to link to my .p3d
just like "models\candygun_base_f.p3d"?
and follow that example of structuring
this may take few years
maybe little less of that too
you are kinda inventing a lot of your own structure here
which does not help in debugging your problem(s)
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?
I dont have time to get that involved
I would say that too
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
you can open up your pbo and see what folders are in it
\candygun\models\candygun_base_f
since it has to start at the pbo file
hence mine had for example ZL219\pistols etc

thanks
Any reason you can think of why it wouldn't show in arsenal
actually I think it's because there's no model
pbo name is irrelevant
and pbo does not add to the folder structure
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
almost there
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")
BaseWeapon or scope
I found the reason, it's becuse I didn't include weapon info or something
wait let me get it
Did you break inheritance with it or something?
nope, my gun inherits straight from Rifle_Base_F
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
Planes are handled differently with dampers
you have to define animation sources in the vehicle config rather than use the generic damper source
this is what i have in my config.cpp
right so you would put 'Damper_Front_source' as the source for GearFrontDamping etc
ah! i'll try that
there's also this note in the wiki
i saw that. But then i also saw, that the vanilla sample doesn't use Y.
i'll try both ways
@bright echo got any ideas why the wheels like to clip into the ground?
physical animation not in sync with the physx wheels
how does one define physx to wheels?
physx.hpp ?
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
We see pbo manager, so I'd assume no prefix. In which case pbo name is the prefix, and is relevant.
i figured out attaching physx, but the animation isn't syncing for some reason
when this happens to me, i fix it via armatools launcher
Define 'Fix'
Same error, this time instantly
are you launching it from OB?
ok, so when i do this, it sometimes works, sometimes throws these same exact errors
I changed the buldozer directory in OB to the P drive
just fuck around
Fair
unless someone here knows a definite fix
In Arma? pshhhh
I got it to work in the past by using arma as buldozer
Anything wrong here?
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"

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
banger post. so, the deepest child here meaning AssetCube or Cube.003?
ViewGeo. Here's the screenshot that should've been there
With the asset icon visible and all
Okay, interesting that it imports up the chain, wouldn't have expected that
can't explain, literally the first time i've touched blender assets myself 
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
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
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
oooof sounds like a bit too much pain for just this one gun, atleast I will have the little notch things moving up and down. ty.
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
If the weapon has a zeroing, it may twist the barrel
iirc that's because what the eyeline says 100m should hit direct is calculated beforehand with all the ballistic coefficient stuff to then mean wherever your eye is, at 100m from that it will always hit there no matter what
(i think)
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.
it's just memoryPointCMDir[] not memoryPointCMDirection[]
...damn
thanks for the info!
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
You’ll have better luck contacting someone on the #creators_offers
Most of them are very old but yeah might be a good idea to give that a try. Thank you
Hey ho! question. any reason why when binarizing, arma 3 says it can't find the rvmat, then loads the rvmat anyways?
Perhaps hiddenSelectionMaterials are correct but path in p3d is wrong.
Use mikero's pboProject to build the mod and it will likely tell you what is wrong.
they were scammers yeah 😅
a bunch got booted again
unfortunately that crap is here to stay now it seems.
Yeah happens. I mean it’s good they got removed. Makes it harder to actually find someone trustworthy. Also how’s the titan model going?
goes forward 😄
Very nice. Can’t wait to see thawing action
stompy
the project has also branched out into making the crew.
https://cdn.discordapp.com/attachments/695691435743379526/1273034293014433934/HORGO_40k_Mechanicus_Bionics_Legs_02.gif?ex=6744ef93&is=67439e13&hm=703eb4ba37003ac8379759889bf3c13a564567a7bfe628a3a52f91543f43c922&
https://cdn.discordapp.com/attachments/695691435743379526/1273034812936032286/image.png?ex=6744f00f&is=67439e8f&hm=a53d5e081965bb662e631abe1366377fbfb1d9b98bfe2b6b610723bcd1f57de8&
https://cdn.discordapp.com/attachments/695691435743379526/1276303312035254355/HORGO_40k_Mechanicus_Bionics_Legs_07.gif?ex=6744f696&is=6743a516&hm=dcf781dcaed1c870adc7775506082ee71281708e09a348c1ee7aadc452fe85d5&
https://cdn.discordapp.com/attachments/695691435743379526/1276318268373729331/HORGO_40k_Mechanicus_Bionics_Legs_08.gif?ex=67445bc4&is=67430a44&hm=f9d36ba9ab4505d8fbf10824e104dbb378d94ca607f330f6fcaa5a04f975b747&
https://cdn.discordapp.com/attachments/695691435743379526/1296555053066227804/0001-0261.mp4?ex=6744cf7d&is=67437dfd&hm=e71040e7a840f809e18d5a6d532acfc86211ca597fd07f06a5b7a25b7b7127a2&
mandatory "flesh is weak" joke
so very weak xD
its slow progress. sometimes got to steal a moment to do something my own though
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
usually indicates paths dont match
the texture is correctly loaded but it's transparent
the shoes are different selection of the same object but it's being displayed correctly
that's weird
remove alpha channel from the source image and remember to have _CO suffix in the name
It doesn't change anything when i change the texture
is the default texture assigned on the model?
thats what needs to be set up right
otherwise things broke
you mean the texture set in the p3d ? Yes it is
with a texture without alpha channel and _Co suffix in source file prior to conversion to paa?
is the pbo binarized?
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
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
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
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
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 ^^
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?
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?
Does anybody know how to rename LODs in Object Builder?
Right click the LOD you want to change
Properties
Select from list, or change the resolution LOD number
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";```
thank you very much!
The naming is up to you, but convention is to start them with "pos"
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.
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.
It's a false report from binarise - you can't remove the UV set, as all LOD's have one.
So set pboProject to use "binarise has errors" as a WARNING which will enable it to ignore the message and continue building.
There are a number of things this could be, but let's assume the physx is correct (it rolls down the runway and takes off ok), then it could be purely cosmetic and related to the suspension animation.
So, firstly, check in buldozer, using the damper source(s) that all suspension struts and wheels move upwards as damper goes from 0 to 1. It might be that you have one side reversed.
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
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";
};
};
Reduce it down to just 3 wheels
{
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";
};```
should i keep the antirollbar settings?
I don't think they're relevant to airplanex simulation
Also, check that the sum of the sprungMass in the 3 wheels equals the mass set in your p3d Geometry LOD.
...interesting :D
Hopefully you realised you couldn't just copy and paste my code EXAMPLE into yours without changing things
yeah, that skipped my mind for some reason
The nose knows
Have you tried deleting the penny from the runway?
this looks solid actually
there's zero spring in it, but i'll adjust it progressively, and see what happens
what do you mean by "sum" of the springMass, by all 3 wheels?
My front wheel is set as 300, and each rear wheel is 500.
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?
the values i mentioned, is what i set the wheel GEO in blender as.
Ok, step-by-step.
- Set the TOTAL mass in the Geometry LOD (select all mesh) to the TOTAL mass of the entire plane.
- Set the
sprungMassfor the front wheel to about 22% of the Geo LOD mass and to about 39% for each rear wheel
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
errors like what?
like this https://pastebin.com/DjJuAhB9
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Ok there is something wrong with my geo lod that causes the error
ooo a quarter
So true
After i misbalanced the CoM, it turned into “Oh look! A shooting star!”
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?
Have you checked that your shadows are closed, triangulated and sharp?
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.
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
make the shadow from 2 simple boxes
from the looks of it you got way too complex shadow for tiny prop like that
I'll try sorting out the shadows then. Thanks guys.
That's absolutely fine. Although if the object is subsequently proxied onto a vehicle, for example, you end up with soft shadows mixed with hard, and problems in the 1st person view. Not a reason not to do it with visualex, but something to consider.
That's good to know. Thank you!
where have i heard that excuse before...
where do i find the basic character model for fitting uniforms onto?
Arma 3 Samples
lol
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 
Arma 3 Samples
https://store.steampowered.com/app/390500/Arma_3_Samples/
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 ...
yes i downloaded it and it doesnt open at all so i though i have to go into the files or smth
Yes it's just a folder where ever you installed it
wait, so i shouldn't set specific masses for each wheel in the geo LOD, just distribute a total mass across the whole geo LOD, so i have a specific value? i'm so confused.
Each component needs to have mass, generally recommend more than 5kg each, but not too important what it is as long as total mass is realistic and centre of gravity is appropriate.
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.
Does it change when you disable shadows using the in-game options?
If so, it might indicate that your shadow LOD is not fully contained inside the bounds of your resolution LOD and you need to resize it smaller.
I moved the shadow LOD inside of my resolution but that didn't really cut it. The strange thing is that with my shadows disabled, the opposite side from the sun becomes fully illuminated. Not sure how I've achieved this. 😂
Send your p3d if you want
Here ya go
inb4 normal map with inverted green channel
Which LOD's need to be triangulated?
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
Out of curiosity and since i have not yet understood shadows (but for weapons) could you show me an example of your shadow LOD?
Here's the full doc on LOD requirements.
https://community.bistudio.com/wiki/LOD
But a simplistic answer is that it's the Shadow LOD that must be triangulated and will break if it isn't. Fortunately, unlike other service LOD's, it doesn't need to be convex.
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
have you actually assigned the objects to a lod
in where
Blender
Res 2 -> is P3D LOD = Yes (Blue) -> Type: Resolution -> Resolution/Index = 2
in what dialog
"Data"
then you can probably try disabling the validation tool
Nope, then it only exports 6/12 LODs instead of with it active 11/12 😄
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?
check face orientation in Blender
you seem to have faces... well, face the wrong way
turn on backface culling so you always see what way is front
Just a box in the rough shape of my model that's set as shadow volume.
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
oh i did not know this! have not seen them yet
that is true! for some reason the part that is missing is red.. how can i "flip" them? 😄
where chat spanish?
SUIII
Select them in edit mode and go to mesh > normals > flip
we dont have one
where can i find a spanish discord?
There is no spanish section and/or Discord - you will have to ask questions in English :/
Also, this channel is only for moddeling stuff in Arma 3 - general questions are asked in #general_chat_arma
Ty a lot! this fixed my issue

Refering to these? (Forgot to post screenie).
I do not know. you can ask in #general_chat_arma if someone can send you invitation in Private Message.
This channel is for talking about 3D-models
No.. not those. Im not familiar with the export tool you're using. I think there are a few sources online that reference the problem you're having but I cant remember them exactly
I've been using the Arma 3 Object Builder addon
someone else had the same issue with it not long ago. I just dont remember the exact setting he needed to have
@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!
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
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!)
well next step would be making geometry model for it
^ you are halfway through the hard parts! if you can learn how to do it yourself it's pretty worthwhile depending on how much you're aiming to make. Looks like you can already make the most important part. If you really want to recruit someone for the remianing tasks though you could post in #creators_recruiting
I cant really help too much but chatgpt wouldnt help much either.
ya need a few things and can look em up.
a config would probably help. And arma has on steam free samples to reference, the house_f one might be pretty useful
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 🙂
this is plenty of help already 😄
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?
Nothing should be that different. Install the zip
how did you downoad it?
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
yea I did from release
could just be because my computer was not happy with what I was doing yesterday
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.
Figured it out. Can just make an empty component and that fakes it out.
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?
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
I uncheck it and it keeps just stopping on this error

