#arma3_model

1 messages ยท Page 43 of 1

subtle bison
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good price to pay, considering BI tools are dogpoop ๐Ÿ˜„

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might work fine with BI internal pipeline, but not really for modders unless you love pain and suffering

stuck oyster
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(there are still unfixed errors in the basegame files that mikero tools would have complained about)

finite stump
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To be honest, BI code is broken everywhere. Start a server and watch the errors just flow. Im guessing the thought was "It "runs" so screw it".

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Does Mikero Tools auto update or something? I rebuilt a mod that is on the workshop as a test and the tool just dumps errors and fails to build anything now.

sour bough
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Just use hemtt

finite stump
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oh great, another build program where I have to code more shit just to get it to build a PBO?! How about PBOProject just stops bitching about phantom faces without textures that doesnt exist in my fucking model!

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and now Im getting
O:\Arma3CommunityTools\CfgConvertFileChng\CfgConvertFileChange.exe returned error 22: Invalid argument all over the place

stuck oyster
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have you updated your arma tools since 2.18?

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have you kept pboProject up to date?

finite stump
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I uninstalled everything and reinstalled. Builds now. I dont understand why I couldnt rebuild a mod that I built with the same version of PBOproject before and now get errors but what ever.

sour bough
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It does the same build without the bitching

unkempt token
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The 'bitching' serves a purpose. When I first switched from addonbuilder to Mikero's I realized how much stuff was pretty messed up in my configs and models, and otherwise lol

unkempt token
finite stump
unkempt token
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For the p3d format change? Probably to account for the encryption they added in the last update

stuck oyster
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there were also some feature changes I believe

finite stump
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did they fix the 50m from center bs?

stuck oyster
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its related to terrain cell and simulation distance

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simulation is limited to cell object is in and the surrounding cells

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typically 50 meters is safe

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and for really most things 50 meters works just fine

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anything larger should be split into chunks to reduce rendering strain

sour bough
finite stump
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Whats the correct way to do AI path actionBegin and actionEnd in the config.cpp? I used what the sample house uses but I get errors about not being a class.

stuck oyster
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what not being a class?

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and where did you put them

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compared to the sample config

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the sample does have them in right place

finite stump
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I copied the sample config and I get this error when placing my building

stuck oyster
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never seen that error though

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but id guess it means actionbegin 1 is not infact inside the buildings class

unkempt token
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The "Door01_open" is the door opening action as defined in class UserActions

finite stump
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put in right after the class closedoor_#

unkempt token
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Add quotes around the actions too just in case

finite stump
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still get the same error

unkempt token
finite stump
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its out side of it, inside the building

unkempt token
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Could you paste the config entry for the building on pastebin or somethin?

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and in your paths LOD in the p3d you have named selections for the actions right?

finite stump
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yep, all named

unkempt token
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One more thing, try matching the capitalization. May not make a difference but you never know with this game, lol

finite stump
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Ok, its working now

limber abyss
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One message removed from a suspended account.

stuck oyster
limber abyss
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One message removed from a suspended account.

stuck oyster
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no

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that would be stealing

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which we have 0 tolerance for

slate flare
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yea fair enough

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how do I make my own 3d optics then

stuck oyster
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first step is to learn 3d modeling

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blender is popular and free tool

slate flare
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yea i've got 3d modelling skills already

stuck oyster
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best to make the model then first

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texturing etc

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after that you can do the arma required parts

slate flare
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is there atleast some reference model or good doc on it ?

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orr do I just do instead of ask
edit: disregard all I just rememberd that there exists a scope 3d sample

quick terrace
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๐Ÿ˜„

last spindle
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I have seriously done that though, and then found the source .max files like 3 years later and was like OMFG why did i not find that before, so obvious it was in a folder called 'New Folder' in the heiracy of 'T:/Model_WorkSpace/2012/Random/New Folder/New Folder/New Folder/Backup/Autosave_10.max" now i always remember to use proper names :p

wraith tendon
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+1

fresh skiff
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Does anyone know why this would be happening?

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I know it's something to do with muzzle flash

marsh canyon
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Missing texture

gloomy hemlock
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Hey guys, anyone here knows 3d modelers that might work on uniforms for commissions?
Already sent a recruiting request but getting someone via references kind of seems more trustworthy

hallow steeple
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ModelInfo.MemSphere is not a float```
Err- where would this be? I haven't ever even seen that, I don't think-
unkempt token
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Update to the latest mikero's tools

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I think that's a result of the p3d format update

lone robin
gloomy hemlock
lone robin
gloomy hemlock
hallow steeple
unkempt token
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Once open, hit Custom Install and check off anything thats out of date under the 'Include' checkbox, then save and hit Check again for updates

chrome root
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Hello, have some problems with weapon animations in model cfg, transition animations works ok, but rotation animation looks ok only in p3d buldozer, then its ported to arma3 its looks like its lose axis, and rotates around something in center of character model, what can cause that? animation looks like that:
class boltroat2_bolt1
{
type="rotation";
source="reload";
selection="bolt_1";
axis="bolt_axis_rot";
memory=1;
minValue=0.8;
maxValue=1;
angle0=(rad 0);
angle1=(rad 58);
};

charred bolt
chrome root
hallow steeple
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ah great- ok- All in 1 installer isn't working right

chrome root
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addon build with mikero pboProject

hallow steeple
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well actually

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AiO installer gives this.
So tried to do just the pboProject by it's self, and it seemed to work, but now does the error for no entry point

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oh wait

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ok, so manually doing the updates for project, depbo and deogg seems to have fixed the entry point thing-

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was able to pack the model's addon. Now trying the map's addon, which the models are used in.

steep crest
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Why don't cfgweapons register when using lbdata on ui?

bitter ermine
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i know i'm missing something on export; how does one go about fixing this? i remember fixing it before on another semitransparent object

marsh canyon
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Fix what?

bitter ermine
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the triangle tomfoolery

marsh canyon
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Do you mean Z-fighting?

bitter ermine
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yes

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i forgot the word

marsh canyon
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Only one way to fix: don't put multiple faces into one surface

bitter ermine
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there's a capsule underneath what's supposed to be a transparent blister packaging

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is it because the object is so small?

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i had the same issue with a significantly larger model a few years ago and forgot how i fixed it

marsh canyon
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Okay... clarify. Is that artifact static or?

bitter ermine
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it doesn't flicker. it stays in the same places regardless of angle

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if that's what you mean

marsh canyon
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Then it is not a Z-fight

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You may have the faces frontside back

bitter ermine
marsh canyon
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Check backface culling

bitter ermine
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i'm unable to get the thing in the screenshot but backface culling is checked

bitter ermine
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fixed a slight unrelated issue with the uvs, but after multiple recalcs of normals, no dice

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is it just deadass too small?

marsh canyon
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Maybe

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Floating point is the point of Z-fighitng

bitter ermine
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this is not z fighting according to my game dev buddy

marsh canyon
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Maybe, maybe not, probably not but am not 100% sure if it is not Z-fighting or backface

charred bolt
inland pawn
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What would be causing damage to go to a vehicles tracks, regardless of where it is hit

charred bolt
lament marlin
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hey guys, making a prisoner robe model here, but one thing keep troubling me, sometimes rvmats for hands and skin parts do not load correctly, the texture loads fine according to the selected face, but the rvmat is missing, if i load some other "uniform" before loading my unit the rvmat will work properly, what am i missing?

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i have a feeling it's somewhat related to some config entry not to the model itself

torpid jungle
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Hello people I have an question

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I'm a map makker in arma 3 and I'm at the position that I need my own retexturing on models for my own map

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but I never done any

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is there anyway of retexturing a building from a3 files and using it in TB

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without doing anything that I'm not suppost to do

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idk if I even have the right to do that

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so thats why I'm asking you people about that

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I would be more than happy if I could get any help on that ๐Ÿ™‚

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and I would like to ask the same question about CUP too

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I would like to have an guid on that

stuck oyster
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Arma 2 objects have been released in the public datapacks (samples zip) and they can be altered

torpid jungle
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sorry than I didn't knew

torpid jungle
stuck oyster
torpid jungle
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is that the right one sir?

stuck oyster
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These are the datapacks yeah I recall there is one with samples in its name.

torpid jungle
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okay

umbral shuttle
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is there sample files for wat a driver optic model needs to be?

torpid jungle
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I got the files from arma 2

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but I didn't found the paa for the structures

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so I can retexture them

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I removed the other files

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because I only need structures

smoky elbow
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Hey arma modders, I really wanna know how I can add my own binoculars as a mod, but I donโ€™t really know anything about modding. I just want to make some binoculars lookin like a smart phone. Could someone point me in the right direction:)

torpid jungle
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why there isn't any paa file?

hallow steeple
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why is it commented out?

torpid jungle
hallow steeple
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the green text

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Means it's a comment. Normally used to describe code, but can be used to turn off code.

torpid jungle
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is it okay if I just take it from ca (cup)

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that one has the textures

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since cup uses arma 2 models

hallow steeple
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Uh-

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Now that, I think ya'd need to ask CUP about- not 100% sure, and I know I'd rather not tell someone it's fine, then turns out it's not yk xD

torpid jungle
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๐Ÿค”

charred bolt
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No you can't take them from CUP without their permission, but if they're Arma 2 textures, then take them from the officially licensed and released Arma 2 data pack.

torpid jungle
charred bolt
torpid jungle
charred bolt
torpid jungle
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now I understand it thx brother

stuck oyster
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@torpid jungle for original A2 textures youll need to own Arma2 and get the files from there

ebon orchid
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not sure if this is a config thing or the LODs but does anyone know how you can have a model be moved from the physical object instead of the center icon in eden and zeus?

stuck oyster
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just geometry might be enough

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since it should default the rest of the geometries to it if no specifc ones are defined

ebon orchid
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i have all three and it is only moveable with the icon ๐Ÿ˜…

stuck oyster
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Are they valid?

ebon orchid
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think so, how do i check?

i am 100% sure all LODs are closed, and convex objects

ebon orchid
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oh well nvm, i dubbled check everything and gave every lod components because i wasn't sure if they all had to have that or not

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JIPPY I MADE A MOD! ๐Ÿฅณ

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now to the icons >.>

stuck oyster
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WEE

slow pine
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would someone know what could be causing those artifacts and purple tint on this 3d model?

analog garden
mossy mulch
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ngl that kinda goes hard

slate flare
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easy fix, call it a feature

slow pine
stuck oyster
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I think others who have tried this have had similar issues.

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My guess is that it's not really the purposed use of the sky dome. It may not be designed to draw mesh same way as "normal" objects.

ebon orchid
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oof i just did a dumb dumb, pboproject said some error about a uvset that can be deleted because its useless and so i deleted them all thinking thats what it meant but now the textures dont work.

so on what LODs are the uvset needed? so i maybe dont have to redo all LODs

analog garden
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good idea

analog garden
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so like, a shadow doesnt have a texture so it doesnt need a UV

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just visual ones you can see

ebon orchid
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ight so just the resolution ones? like does view geo count as visual or no?

analog garden
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just res lods

ebon orchid
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ok thx

north sundial
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Anyone use quixel and use the gloss and specular to make an SMDI?

woeful viper
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why would anyone not use gloss and specular for smdi?

north sundial
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Well i haven't done it in a while and i have run into a snag, i put them both together and i have the desired effect by hiding the green channel but when i save it doesn't keep the effect, i think i needed to do something else but i cant remember

woeful viper
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spec goes into the green channel. gloss goes into blue. the red channel should be white

north sundial
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Thanks Kj, it seems i forgot more than i thought XD

flat moss
copper thunder
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anyone aware if the females from early arma 3 are still in the game files somewhere?

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want to add these for a civ faction

stuck oyster
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if they were such things around you would have seen someone add them years ago already ๐Ÿ˜…

pallid nexus
copper thunder
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worth an ask ๐Ÿ˜ข

copper thunder
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and i'd rather focus my efforts on other things instead, as having female civs is very low priority, but watching this video did make me wonder

analog garden
copper thunder
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so true

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they even have a statue to commemorate women in Livonia

mint hazel
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So I got a project that I'm working on and I'm finished with the first model and I'm at the point to start adding the skeleton, should I just add joints to only the parts that are going to move/rotate?

stuck oyster
mint hazel
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yeah

stuck oyster
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for Arma3 you typically make most vehicle animations procedurally in model.cfg

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so you might not benefit from making a animated skeleton on the source model

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however it can be good way to test that all parts move and are weighted correctly

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so it does not hurt either

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as to how to make the skeleton, yes typically yoy need only bones at the axis points of parts so they can animate the way you intent

mint hazel
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okay I can do that then

stuck oyster
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there are few pages about model.cfg/how to animate a model in the BI wiki

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those and the arma3 samples from steam can be helpful in getting started

finite stump
limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

analog garden
limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

stuck oyster
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how many people are now packing these lirus guardsmen now blobcatsweats

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@cloud arrow you had this same problem right?

limber abyss
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One message removed from a suspended account.

stuck oyster
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ah

limber abyss
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One message removed from a suspended account.

pallid nexus
limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

grizzled halo
limber abyss
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One message removed from a suspended account.

grizzled halo
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there is a difference in workflow somewhere in how hancock and toast work on their uniforms, on my end i had no issues with their models so I wonder why now their proxies fail

pallid nexus
grizzled halo
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^

limber abyss
limber abyss
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One message removed from a suspended account.

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One message removed from a suspended account.

austere rose
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So, I've upgraded with a new SSD, transferred my arma 3 and arma 3 tools over to it but now attempting to launch the external viewer for object builder seems to fail with the message "Attach failed. No Viewer found". I don't suppose anyone's ran into a similar issue and knows how to rectify it?

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bulldozer has it's own issue as well with a "P:\Dll\x86\RTDynamics_64.dll could not be loaded"

austere rose
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On a different note I'm also having some issues with this model project. I feel I've missed something simple but I'm not sure what's causing the clipping when zoomed in, and being able to see the hands through the gun itself. Shadows are suffering from an extreme case of stretchy which- makes it seem like the shadow model was placed far outside the box, when it's placed in the same location as the other layers. not to mention being able to see the shadows through the unit model. Perhaps a config I've missed? A lack of proper texturing? I mean I've only placed the UV onto the faces I havn't messed with materials or rvmat if that would fix it?

short marsh
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I've had this issue with my Kiowa ever since I started it. I didn't think much of it, and somehow I solved it, but as you can tell when I place it on the map, the model is not centered in the wireframe surrounding the model. I've tried Autocenter 1 and 0, and no luck, and I don't know how to fix this to solve some issues with the AI landing on fuel trucks and dying (reported from a user). I fixed it one time, but it reverted back to this, and I don't know how to fix it. And I don't know what fixed it before, but whatever I did it reverted back to this, as you can tell if you enlarge the picture.

stuck oyster
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vehicles should not have autocenter parameter at all

short marsh
stuck oyster
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and proxies extend the bounds

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for example

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so you have some mesh a the far side that makes the box larger.

short marsh
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Okay, I'll try and find it then

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But I just checked, nothing is there, is it something in all of the lods or just the 0.00 one?

stuck oyster
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could be any lod I recall

short marsh
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Okay, I'll go through them, thanks

charred bolt
short marsh
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It was some geometry outside of the model. I went through the loads and found the stuff and now it's good

vital hare
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Hi, do you know how to make good ui/previews of outfits because BIS_fnc_exportEditorPreviews outputs me a screen with the character but I would like without the character as vanilla please

stuck oyster
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youll need invisible character

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I recall the see through VR men can be turned invisible by setting them with fully transparent texture

pallid island
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Funny coincidence

stuck oyster
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or that works too

vital hare
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Perfect thx ๐Ÿ˜‰

woeful viper
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by the by - Substance painter 35% off until 4.Jan

sturdy parcel
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@limber abyssthose proxies exist only if you extracted the game properly. it seems that not one of you bothered to check the contents of a3\characters_f

limber abyss
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One message removed from a suspended account.

plain star
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Anyone know why this happens?

marsh canyon
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Your Shadow LOD does not met the requirements

round bloom
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What do you actually need to do in OB to add a full scope like a sniper scope to a custom weapon?

woeful viper
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just a proxy for the scope and appropriate config

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copy proxy/ ... TOP from the weapon sample model to your weapon and place it where you like. Done. You may have to fiddle with the position to match it properly but that's about it

rapid tree
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Hi There can someone explain to me why Arma just decides to mess with my vehicles. I havent done anything to them nor the poses

charred bolt
rapid tree
charred bolt
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In that case, your config is wrong

rapid tree
rapid tree
stuck oyster
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its a folder in your userfiles\arma3 folder

rapid tree
stuck oyster
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ye theres animcache folder in there

rapid tree
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i dont have one, but i think i know why that happened at all, i added rtm to copy directly options in Objectbuilder but idk why that affected all of my rtms even vanilla

stuck oyster
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dont know what that is

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but maybe blobdoggoshruggoogly

marsh canyon
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It can affect ANY anim

rapid tree
marsh canyon
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ANY means ANY. That cache issue can happen anytime if you make a change in CfgMoves

rapid tree
marsh canyon
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AnimDataCache is located in the folder where you got an RPT. You must have one

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...In the first place, did you do any config change in CfgMoves

marsh canyon
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...Next question, do you make any Mods on your end?

rapid tree
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the vehicle in question is something i havent touched in months

marsh canyon
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Which still does mean you did some changes in CfgMoves

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Again search for AnimDataCache and delete it

rapid tree
marsh canyon
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Once again, ANY anim can suffer from it. ANY means literally ANY

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No buts can apply here

rapid tree
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alright

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is the animcache data the same place where all the temp files are stored ?

marsh canyon
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As I said, where RPT is located

rapid tree
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found it

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so do i have to binarize all those affected vehicles again or does it sort itself when deleting the animcache folder ?

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nevermind it works again thank you so much Polpox ๐Ÿค

charred bolt
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All that arguing when you could have just done my suggestion in the first place lol.

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and yes, a simple search would have found it

sturdy parcel
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fyi addon breaker is not able to binarize non human rtms. bridges, buildings, cranes etc. only pboPro can do that 4 you.

rapid tree
obtuse rain
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...see if any Modo users can figure out what's going on there... ๐Ÿ˜‰

hybrid finch
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hi, i need support, i got a problem with p3d's when i tried to import binarize pbo into terrainBuilder app got crashed, but i dont know who is the problem. I tried with a old binarized pbo then the app doesn't crash. Any changes on p3d's config that makes to crash TerrainBuilder?

hybrid finch
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i tried with addon builder and pboProject of Mikero's

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What i need to do, to resolve that problem?

stuck oyster
woeful viper
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even as non-modo-user i can see that ๐Ÿ˜› nice work

hybrid finch
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"ModelInfo.MemSphere is not a float" how can i solve?

unkempt token
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Update mikero's tools

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When you open mikero's all in one make sure you actually check off all the tools you want to update by hitting Custom Install, then hit save and then update it

steep crest
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Rebel, got that robe done i see. Very cool

desert summit
stuck oyster
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or hide

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the magazine is always part of the weapon model. and needs to be animated with the weapons model.cfg

desert summit
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Ahhh wait I see, that makes sense, I think I know the issue

gleaming tusk
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Hey, someone in another discord keeps mentioning there being geometry LOD's on vests
That's not real is it?

I thought they just went off the hit point protection info in the config

Wouldn't putting geo on that cause an overlap with the characters hotbox?
Wouldn't that also like negate penetration unless it was set up with the proper rvmat?

meowsweats

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Afik that layer is only for autocenter =0 when it comes to equipment

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Except guns can have it

stuck oyster
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I dooont think vest geometry lod would be used ๐Ÿค”

unkempt token
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What makes my models go dark at a distance? All the textures on it are vanilla but custom RVMATs for a few.

gleaming tusk
stuck oyster
unkempt token
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Yes, with further testing it's actually the one material I used a vanilla RVMAT for- I think it's fading in a multimat at distance. Testing right now by making a custom RVMAT instead

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Yup nvm that was it

stuck oyster
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the vanilla has default ambient occlusion on it which gets dark at distance

unkempt token
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That explains why I had that issue on some old buildings too lol, good to know

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dance thanks

stuck oyster
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๐Ÿ‘ looks great

lament marlin
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@steep crest well, it's done but that rvmat for skin bug can still appear, no idea what causes it

fallen compass
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Hello, by any chance does anyone know about the topic of modeling from blender to arma 3? If you can write to me privately

last spindle
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I think it might have something to do with CfgIdentitys or some Identity config setting, just a thought i had from a long time ago when it was happening all the time with unfirom re-textures

dark glade
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Hello, I am new to the whole arma modding thing and was wondering if there is a way to take a .glb and import it into arma with all the animation data. i am trying to make some tanks and have glb and obj files for them.

stuck oyster
lament marlin
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thanks for the idea, i'll take a look

dark glade
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i am fairly confident with modeling and the models are pretty decent

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i have put them into blender and they are fairly good models with all the components and cockpit modeled.

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they should be based off of the war thunder models.

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also they are for personal use or for free use for others not anything paid though i did pay for the models.

stuck oyster
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unfortunately those models are stolen from other games so they cant be used

dark glade
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okay all good thats all i was wondering

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am i able to use the OBJ models still for modding?

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even if its just for personal use?

stuck oyster
dark glade
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dam okay

stuck oyster
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we have strict zero tolerance for ip theft

dark glade
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okay all good ill just model them from scratch then

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out of curriosity can i use glb foramts still?

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like if i do all the animation in maya or blender beforehand? @stuck oyster

stuck oyster
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no vehicle animations dont work like that

dark glade
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okay thank you

young dust
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rule 6 SMH

stuck oyster
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we dont advertise here

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and typically this kind of messages are from scammers

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sooo

stuck oyster
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yep

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boot

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gone

young dust
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but I needed low poly models Sad

stuck oyster
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a bit more elaborate crafting

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in that profile

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buuut

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things dont add up

plain star
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Does anyone know how to fix these weird shadows in blender?

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i moved the vertices as much as i can to smooth the surface

stuck oyster
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tru smooth brush in sculpt mode

pallid nexus
plain star
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Faces are oriented correctly, and normals seems okay

pallid island
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non-flat quads? blobcloseenjoy

pallid nexus
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Other than non-flat quads, could be shade smooth misbehaving or simply not enough vertices to get the curve you want

frozen lava
round bloom
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@woeful viper What about actually making a custom scope for a weapon, what would I need to do for that?

keen bane
#

running into an issue where part of my model dissapears after walking like 10meters away

#

more like 10 feet

#

any ideas

woeful viper
#

test scope 3D sample...

charred bolt
# keen bane any ideas

If you have more than 1 resolution LOD (eg LOD 0, LOD 1, LOD 2...) make sure the part is not missing from any of those LOD's).
Also check that textures and materials are assigned throughout, and any hiddenSelections (eg camo) are correctly defined.

dark glade
#

does anyone know of a good tutorial on how to take 3d models and what all needs to be defined for lods for tanks?

#

take as in i have one just need to put it into arma

dark glade
#

also im using blender and have the arma toolbox addon already

charred bolt
dark glade
#

okay thank you

#

is there any resources for modeling lods in object builder or in blender using the addon?

keen bane
#

Wjat should weight look like if attaching to "pelvis"? Still new to weighting

drifting nova
#

I need a bit of help, I've gotten my custom rifle in game; everything works and the sights line up, however the underbarrel GL is hitting about 50 meters too far than it should

#

How would one go about zeroing the GL sights?

stuck oyster
#

buut personally I have just eyeballed it

#

goes too far -> dudge the sight turn angle little bit down

#

repeat

drifting nova
#

I tried adding initspeed to slow down the round but it seems to not work for weapons

stuck oyster
#

no dont mess with the round

#

fix the sight angle

drifting nova
#

but on the GL cfgweapon

#

I tried messing with initspeed, but it only appears to work with magazines

stuck oyster
#

like I said fixing the sight zeroing angles will fix it

drifting nova
#

its one of those AG-36 leaf sights so the sights themselves are fixed

#

its not like the vanilla sights that rotate to zero

stuck oyster
#

you still have either rotating viewpoint or multiple view points

drifting nova
#

yes, I've gotten the multiple eye_points to match the sight

stuck oyster
#

then you adjust those until its zeroed

drifting nova
#

that would involve redoing the sight mesh and having to readjust thou

stuck oyster
#

no the memorypoints

#

yo uadjust the memorypoints

drifting nova
#

the memory points are already lined up with the marks

stuck oyster
#

they are not since its not zeroing right

marsh canyon
#

I recall I used a stupid bruteforce by launching hundreds of GLs and fetch how it goes

drifting nova
#

the front bit aligns with the slit on the back so yes, they are. Maybe the model I got wasnt up to the right scale?

stuck oyster
#

๐Ÿ˜‘

#

well you do as you see best

stuck oyster
#

you also need to test at flat land

drifting nova
#

did in vr as well, same result

stuck oyster
#

well adjust the point so it drops at 350

#

I dont understand how that is so difficult to grasp there

drifting nova
#

its difficult because its lined up. If the front post was not lining up with the apperture I'd understand

#

so if lowering the mempoint makes it not line up correctly, then what?

stuck oyster
#

you actually probably want to raise it

#

but Im heading to bed anyway.

#

try it out

drifting nova
#

alright, will try out tomorrow, thanks for the help

bright echo
#

if the memorypoints are lined up withj the model the model is wrong unfortunately

#

its always a pain with these so its usually helpful to do this side of the import very early

#

at least with grenade launchers and launchers in general theres only a few positions, compare that to early smokeless rifles that go from 100 to 4000m

sturdy finch
#

How do i go about adding a tank to the game? Ive got a model i just cant figure out how to actually get it into the game

#

I found a video on youtube and i followed all the steps but the game would just stop responding when i placed the tank down

stuck oyster
sturdy finch
#

I just got it off sketchfab i cant model for shit lol

stuck oyster
#

then you need to shelve that for a bit and learn modeling

#

because its not going to be game ready model at all

#

and youll need to know how to make it work

sturdy finch
#

I see

drifting nova
lone robin
#

For some reason I canโ€™t get namedSel in my user actions to work for my doors even though I have them named โ€œDoor_x_actionโ€ in my geometry

lone robin
stuck oyster
#

Try set some always on condition for testing

#

Also it may be best to tie the action to a geometry component

lone robin
stuck oyster
#

Try make those parts in hit geometry lod and view geometry lod too. I don't remembered which lod it tries to find them from

#

Might be viewgeometry

lone robin
#

Thank you, Iโ€™ll test it out

lone robin
unkempt token
lone robin
unkempt token
#

Traditional? nervous

#

I haven't heard of that

lone robin
#

By traditional I just mean the method before actionNamedSel was a thing

#

https://pastebin.com/UMKh11Au This is a snippet for one of my buildings that works and I'm not using actionNamedSel
https://pastebin.com/wnnq6tMg Here is the config from my current building that isnt working where I'm trying to use actionNamedSel

unkempt token
#

I dunno how correct it is but I just use Door_1 as my actionNamedSel instead of making another named selection in the p3d

#

Works fine and doors lock/open just fine even with breaching mods

lone robin
#

I'll give that a try then, thank you

unkempt token
#

Try copying over the animationsources & animations from my config and model.cfg respectively

stuck oyster
#

There is also BI naming convention if you want the doors to be recognized by some of the vanilla features if I recall right.

north sundial
#

Spacing has kinda goofed up but can ayone see anything wrong with my user actions as to why my AI don't open the door on my object?

https://pastebin.com/6SJVhEpK

The actionBegin1 and 2 and the actionEnd1 and 2 are defined in the path lod and the useractions for the player work fine and ive set onlyForPlayer = false;

#

im sure its something simple im missing

north sundial
#

Fixed it i had to put the actions in quotes

lyric field
#

for an object that just has phsyx simulation and nothing else would one need a model config or would it just be one of those but blank? (pretty new to modelling side of making arma things)
if model.cfgs are even for objects and not just for vehicles/ complex objects

#

im operating under the assumption less is better so i would only want a cfg models class + whatever i would need to apply texture if not automatic

#

or if someone has a tutorial for setup model.cfg ive been looking for about 30 min and cant find anything more helpful than biki page

stuck oyster
lyric field
hybrid frigate
#

I am having the same issue with Blender 4.3.2.

I cannot get ArmA Toolbox V 4.2 to show up even after trying the troubleshooting methods listed.

zealous anvil
#

I am trying to look at a model from a mod

I have extracted the PBO

I now have P3D, how do I look at it

marsh canyon
#

You don't

zealous anvil
marsh canyon
#
  • You have no way to do it
  • EULA forbids it
zealous anvil
marsh canyon
#

No

zealous anvil
#

The EULA forbids it?

marsh canyon
#

You just can't

zealous anvil
#

Apologies but just so I am understanding this correctly

Once you put a model in game, it can never be looked at again except through the game engine itself?

marsh canyon
#

Correct

zealous anvil
#

Neat

marsh canyon
#

To be exact: unbinarizing P3D is out of EULA

zealous anvil
marsh canyon
#

Binarized P3D is not openable

#

It is just that

zealous anvil
#

Ah alright

Well thank you kindly for the explanation

bold flare
#

You can ask the mod author to send you the source model for you to look at

zealous anvil
bold flare
#

Depending what it's for. Maybe they don't want to share the original, but are fine sharing a lower LOD version, that you could use for texturing for eyample

reef gate
#

Whatโ€™s are the limits for interiors in buildings/ static ships

#

Iโ€™ve noticed in all the buildings/ ships (the USS liberty and the new exped forces) have a lot of areas cut off Iโ€™m assuming for performance. Is there a limit on how many rooms/ how much interior I can have before the game starts to lag

south badge
#

Iยดd wager it is more about polycount rather than the total count of rooms or whatevers

#

I donยดt do much building interior modelling, but a room with a few objects in it is a pretty low polycount affair, especially since further resolution LODs can probably have no interior objects at all.

stuck oyster
reef gate
#

Oh, I thought it was to do with ai pathfinding

#

Like why the altis hospital was going to have a full interior but got scaled back

#

So is the reason the expeditionary forces boat has so many fake doors/ unenterable bridge is due to poly count

south badge
#

Could a Blender guru help me please? Is there any way I can unfuck this? Due to a skill issue my Blender material count ended up at 5k, albeit only a handful of these materials are actually being applied to the model itself. I know how to prevent it now for the future, but I canยดt figure out how to fix the existing issue.

Is there any way I can select all the unused materials and delete them?

pallid island
#

or even

south badge
#

Let me check, I have never dabbled in this ๐Ÿค”

stuck oyster
bold flare
#

My first idea would be, don't use stuff ripped from call of duty that will get you banned from this Discord.

storm wave
#

its my firends problem

#

sorry

raw vault
#

Where for a tank is the part that dictates where the turret section of the tank is centered? I'm having an issue where everything is working but the tank turret and the other secondary gun are rotating at what seems like the midpoint of the barrel

stuck oyster
raw vault
#

Okay, perhaps I messed up something on the model.cfg then

sturdy finch
#

Hello, i am making a weapon mod and the muzzle flash is constantly visible

#

But only when i have added the texture to the model in config.cpp

#

If i remove the hidden selections line from the config the muzzle flash works properly, how can i fix this?

bright echo
#

muzzle proxy is probably in the hiddenselection selection

sturdy finch
#

Im super new to this how would i go about solving that?

cloud arrow
#

Anyone know what might be wrong with this particular model? It is not the textures as I have checked the model with and without textures, and for wahtever reason, the model has decided to glitch out or something with lighting or idk. If anyone could help, that'd mean a lot, thanks.

stuck oyster
stuck oyster
#

It needs to be in model.cfg sections array and it connects to specific config parameter in config. Cpp

sturdy finch
#

Thankyou, i solved it that wasnt actually the issue my configs and stuff were fine i was using an old blender p3d tool and downloaded a newer one and remade it and it worked fine

sturdy finch
#

Another question, how do i change the rate of fire of my weapon? Im guessing its in the config cpp but i cant find any info about it online

stuck oyster
#

(Arma3 samples on steam)

sturdy finch
#

Im assuming that doesnt actually change the the rate of fire of the weapon?

stuck oyster
#

Which is the cycle rate.

#

Magazine reload time is the for changing magazine

sturdy finch
#

Ahh brilliant thankyou that is mildly confusing lol

cloud arrow
#

would it be anything other than code or can it be an issue with the mdoel as wel

stuck oyster
#

but if that is right then paths in rvmat can be wrong

#

or you might have something missing in the structure of the rvmat

#

use default_super as template dont remove anything from it but replace stuff you have

cloud arrow
#

yeah that's what I did

#

ima try it again, messed around with the strcuture of the files

#

hmm, sitll didn't work

#

I'll look at the model

stuck oyster
#

id recommend testing in buldozer first

wintry reef
#

Any idea why I can't drag and drop files into texview like I used to be able to do?

#

I have to manually go and hit open and navigate folders now

hard oasis
#

I copied the selection that is supposed to rotate to the memory point lod just for reference, it's not actually in the memory lod, the selected memory point is the one supposed to be it's axis

#

why does it rotate to the ground?

stuck oyster
#

probably missing autocenter named property in geometry lod

hard oasis
sturdy finch
#

What do i need to put into my config cpp to allow the weapon to attach bipods and optics?

#

I have the proxies on the model but the list of attachments doesnt show up in the arsenal so i assume im missing something in the config

pallid nexus
cloud arrow
#

I have a model that just isn't wanting to apply the rvmat and I am so unsure as to why.

  1. The .rvmat code is copy and pasted from samples (super) and is sourcing it correct
  2. The NOHQ, AS, and SMDI are correct and in the correct area
  3. The model is sourcing the .rvmat from the correct area
  4. The config.cpp also specifies the HiddenSelectionMaterials
#

Is there anything that could be causing problems?

stuck oyster
#

does it work in buldozer?

cloud arrow
#

whats buldozer

stuck oyster
#

object builders in engine model previewer

cloud arrow
#

what if it didn't work in that program

stuck oyster
#

learn it

cloud arrow
#

Im unsure as what ur asking me

stuck oyster
#

I assume you work with the blender toolbox to export directly into p3d etc to skip using object builder

cloud arrow
#

like, its in the object builder but idk what bulldozer is

stuck oyster
#

which is fine if everything works

stuck oyster
#

but if stuff break one does kinda need to know the whole basic process for easy debugging

#

(also use project tag_ prefixes in your file names)

cloud arrow
#

I did use a tag

#

you told me too to

stuck oyster
#

armor.p3d is not prefixed

cloud arrow
#

I thought it was only the config?

stuck oyster
#

names matter

#

a lot

#

they need to be unique

#

armor

#

is not ๐Ÿ˜…

#

its not likely related to your issue

#

buut its very bad practice

#

will cause issues later

cloud arrow
#

what's a good youtube video to learn debugging

stuck oyster
#

none

cloud arrow
#

oh great

stuck oyster
#

but we can start by testing if your buldozer works

cloud arrow
#

what icon is that

stuck oyster
#

the red one after undo/redo

#

also in view - viewers -buldozer menu

cloud arrow
stuck oyster
#

Im afraid to ask but do you have P drive set up?

cloud arrow
#

yes

stuck oyster
#

with ArmaTools launcher?

cloud arrow
#

yes

stuck oyster
#

that may be related to the problem then. The launcher mounting works for some people

#

but in my experience that is rare

#

I personally use straight P labeled physical drive

#

but for virtual driving there is simple P drive mounting bat file you can do and use

#

which typically has worked better

cloud arrow
#

I have the P drive and its mounted so I don't understand why everything has to break with every fucking step of the way

#

I closed it and then re-opened and it started working

stuck oyster
#

the issue with the launcher mounting is related to admin/user file permission access stuff which I dont remember all details of

cloud arrow
#

this is the dumbest game to mod i swear

stuck oyster
#

correct

cloud arrow
#

it broke anyways

#

it started arma and then loaded for a bit, and then gave me this

stuck oyster
#

the link above shows the contents of simple mapdisk bat you can make

#

you may need to disable the automounting from the launcher if you got that

#

and restart to get it clean first

cloud arrow
#

this is probably the most obnoxious thing ever

stuck oyster
#

perhaps

#

if you are going to complain though I'll go play warthunder

cloud arrow
#

you need a fucking college degree to mod this goddamn game

#

i'll see if I can get it working, thanks anyways

stuck oyster
#

well technically yes that is kinda correct

#

arma allows you to go very deep in what you can do

#

and that does require skills

#

you are basically making real game content

#

people do go to school for learning that

white oak
#

Was it vectif iirc that has a degree on this stuff

stuck oyster
#

there are many here Im sure who have education background on this stuff too

stuck oyster
#

not from the laucher or steam shortcut

#

that also can cause file access issues

#

then setting up P drive contents with arma3p from mikeros tools has been my go to answer for a decade now

#

these days it will also patch object builder to use arma3 exe directly as buldozer source instead of a local copy made on p drive

#

then object builder settings will also need the texture path to be set as P:\

#

so it can feed the file paths properly into buldozer for viewing

#

people who have made guides for this stuff have unfortunately mostly made them wrong

#

most mean well

#

but unfortunately there are looooot of wrong ways getting spread out there

white oak
#

HG wouldn't it be better to direct people to toolbox instead of OB?

#

Since you can do everything there and then carry some knowledge of blender/toolbox to enfusion?

stuck oyster
#

it sounds great

#

but one needs to understand the fundamentals

#

like I said its great while things work

#

but debug is not fully part of the system

cedar jacinth
#

@stuck oyster is there any wiki entry for how to create proper shadowLODs? I have finally figured out how to make them and figured some people need help with that?

stuck oyster
#

well theres not much I guess

#

its "just modeling" really

#

theres basically couple of ways for it

#

either make the silhouette of the thing you got from simple solid shapes

#

like cubes and cylinders

#

or if its more organic model, a simplified version of the mesh that stays under the visual mesh surface

#

there should not be much any small details

#

they dont really show anyway

#

like barrel of a gun, yes

#

but smaller stuff like knob on a bolt handle might not even be needed

cedar jacinth
#

Yeah, i have gotten it to work with a simplified version with merging points, closing topology and triangulating, but i thought maybe there should be a tutorial for that somewhere? I have seen no tutorials for ShadowLODs yet... ๐Ÿ˜„

south badge
#

Tutorials for A3 modding? Good luck harold

south badge
dark shore
#

Warning: memory usage limited by a page file. Current limit 7266 MB, wanted 10513 MB.
Try to build Car in Addon builder

cedar jacinth
woeful viper
blazing fox
#

hey guys do you know where can i find a non bianerized mod of a drone (dji lookalike) or how can i make ar darter smaller by 70%

#

or how can i change a 3d model of a drone

pallid nexus
blazing fox
#

sticks into the ground

blazing fox
stuck oyster
#

you may need to start from simpler things like first set up tools, figure out how to make a simple mod with just a config that works adding new class

#

stuff like that

obtuse rain
#

There's fireworks in CfgCloudlets.

#

Haven't tried them yet.

blazing fox
stuck oyster
#

like a box

#

then add a lid to it that you can animate and so on

#

progress in steps

obtuse rain
#

@woeful viper Do you tune the A3 fresnel to match that PBR one? ๐Ÿ˜ƒ

cedar jacinth
#

Is there a secret on how to make proper "eye_100", "eye_200" memory entries?
Or are you just supposed to eyeball it? ๐Ÿ˜„ I have not really gotten experience with that ๐Ÿ˜ฆ

stuck oyster
#

well technically you could calculate the ballsicit curve of a shot to figure out the angle the zeroing needs to be at

#

but personally I just set something reasonalbe feeling up and test and adjust

pallid island
#

And then you load different ammo and it doesn't match anyways

pallid nexus
cedar jacinth
#

JBM ballistic calculator? Whats that? I want to add zeroing to my new weapon but its using Spearhead assets, so im not sure if i have or get access to the ballistics of the ammunition

pallid nexus
cedar jacinth
#

damn - a new thing to master XD
but how will that help me set up the memory points in OB?

pallid nexus
#

Feed in the values for your ammo into the trajectory calcultor, use the resulting MOA values to get the sight angles
You will have to estimate the ammo or find values online for the ballistic coefficient (or use the ballistic coeffiecient calculator, but that might be more work than you want)

cedar jacinth
#

damn.. i guess ill stick to eyeballing then xd

pallid nexus
cedar jacinth
#

Yeah i already saw that - ACE is "breaking" SPE ammo values - without ACE my ballistics are great - with ACE the trijectory is like half a meter below the gun XD

#

and yes my usti and konec are properly setup since they work perfectly without ACE ๐Ÿ˜„

pallid nexus
#

ACE can be just weird sometimes,
Making certain your gun and your ammo have all of the ace attributes could help (they don't do anything if ace isn't loaded, but make it work properly when ace is loaded)

cedar jacinth
#

Spearhead has a comp - i just use Spearhead ammo - so im pretty sure the stuff has all ACE attributes ๐Ÿ˜„

pallid nexus
#

Depending on the inheritance, Spearhead might just inherit from vanilla values
Only way to be entirely certain is the ingame config browser

mint hazel
#

So right now I'm trying to work out how to do skeletons, so my question being; I have the arma man FBX file, would I able to just use that to try to figure out how to do animations with?

stuck oyster
#

and do skeletons as in make a new character? or make animations with the existing skeleton

mint hazel
#

So I am new to the whole skeleton part

stuck oyster
#

what is the thing you want to make

#

lets start there

mint hazel
#

basically I'm just trying to scale up the base arma 3 character similar to the spartans and optre

stuck oyster
#

right

#

thats creating a new character with a new skeleton and new animations

mint hazel
#

I am not entirely sure what to use, I got blender but I don't know if that's the program to use to do the skeleton

stuck oyster
#

term "skeleton" is a bit wrong and unfortunately people have simplified the matter a lot in the common converstations

#

skeleton is part of the process sure

mint hazel
#

okay so the better question is what do I have to do to get this to work then?

#

is it creating the joints and whatnot in blender?

stuck oyster
#

I would perhaps recommend forgetting the arma part for starters and looking up basic "how to make armature/skeleton" and "how to animate characters" tutorials for blender

#

so you can learn the basic parts and tools

#

that way youll build up the basic knowledge you need to then understand the Arma specific needs

mint hazel
#

I understand how to do the armature set up I just don't know what to do specifically for Arma

stuck oyster
#

well you can use whatever techniques you want to create the animations

#

and then you would export them out preferably directly into Arma RPT format with the arma toolbox addon

#

it can exclude any extra bones your rig might have for different tasks

#

whatever skeleton hierarchy gets exported into the RTM then needs to be matched by a cfgSkeletons defined skeleton in a model.cfg file

#

then you would need configs for the new animations etc

mint hazel
#

Oh okay

stuck oyster
#

and if its a new custom character youll need basically all the movement animations done

#

for full functionality

mint hazel
#

and there would be no way to import the ones from base vanilla and just rework the skeleton?

stuck oyster
#

technically yes

#

but if you have to ask

#

no

mint hazel
#

whatdo you mean?

stuck oyster
#

its too much to explain

mint hazel
#

what about the animations themselves?

stuck oyster
#

they dont match size changed skeleton

mint hazel
#

ah okay

stuck oyster
#

there are methods of retargeting and such

mint hazel
#

I've done skeletons before, but as far as doing the animations, not entirely sure

stuck oyster
#

but for me that takes too much time to explain

mint hazel
#

I get that

#

I got a buddy I can most likely bounce stuff off of

stuck oyster
#

Id suppose the question is, do you need a different sized soldier or could you just use OPTRE as a dependency and use the animations from the Spartan

#

and how much effort you want to put into it

#

animating and the related stuff can be good skills to have

#

but this kind of a project does take a lot of effort and learning

mint hazel
#

I'm willing to put as much effort into it as I can, I've been learning how to do everything for a while

stuck oyster
#

๐Ÿ‘

#

also something to note from the basegame animations is that they move like modern soldier.

#

and that might not fit your theme at all

mortal pelican
#

Is it possible to make working doors on a custom object that is being added to server files instead of a mod?

real crow
#

hey folks, i got this weird issue going on, it's weird to explain too: i followed the same exact workflow that led me to implement all the working turrets i have.
Memory lod wise, the gun muzzle it is tied to usti hlavne, which sits correctly on the gun muzzle and it is tied to otochlaven in the memory lod ofc. Gunnerview is where the optic is, but the bullets go obviously higher, almost if they got a huge discrete distance at start. Indeed i have discrete distance on the vehicle, starting from 100, then 200, 400, ecc up to 2000. Konec hlavne and usti hlavne are indeed aligned on the same axis, so i can't understand what's the deal here.

#

geometry lod has buoyancy 1 and autocenter 0, just like all my other working turrets

#

so this blows up my mind

#

๐Ÿคทโ€โ™‚๏ธ

#

and these are the memory lod and the res lod, just to show the gun orientation and related mem points

charred bolt
#

Helped Ture in DM

cedar jacinth
#

Well, what was the solution? ๐Ÿ˜„

south badge
#

Question:

I have a single turret with 2 distinct weapons in it. The turret is operated by a gunnerยดs joystick with 2 vertical sticks. The left stick operates the 30 mm, the right stick operates the coaxial.

Is there any way I can set up the model in a way so that the gunnerยดs hands animations only trigger on the left hand if the 30mm is selected, and only for the right hand if the coaxial is selected?

I canยดt come up with any way how to pull this off.

charred bolt
# south badge Question: I have a single turret with 2 distinct weapons in it. The turret is o...

You can of course IK the gunners left hand to the left stick and the right hand to the right stick, and have them move independently, that's no problem.
Question is, what animationSource will you use to move each stick? Normally they are locked to turret movements (rotation, elevation). As you only have one turret, presumably both weapons point in the same direction, irrespective of which one is currently selected active?

south badge
#

Yep, thatยดs the thing, but I reckon I am perhaps just too dumb to come up with a solution.

#

And maybe it is just too complicated and not worth spending too much time on

#

I canยดt really use two turrets in this case since there is only a single gunner

charred bolt
#

If they don't move independantly then the sticks just control the turret movement

pallid nexus
#

Wouldn't the two sticks act identically on the turret for a coaxial and main gun?
Depending on the arrangement, the sticks may be mechanically linked in a real turret

south badge
#

Hmm, well at the very least the trigger fingers would be separate, but that might be a pointless detail

charred bolt
#

trigger fingers you can't animate in the vehicle (iirc)

south badge
#

Well that solved it I guess yoba_zampolit

real crow
charred bolt
cedar jacinth
#

Ah damn i know that feeling ๐Ÿ˜‚

karmic silo
#

https://gyazo.com/f293d855d5964ed031decbbfd30351c2 https://gyazo.com/481eb4c7e7eea9404181b08fe9653991 Hey folks, so I am running into this problem. I have the eye memory point lined up with the iron sights on my handgun. Same postioning I have done all the other handguns/rifles I have done. However the problem I am encoutering in-game is the sights aren't alinged and the rounds are coming out at the incorrect angle. This is this first time I have had this problem and I have it configured the same as the rest. Any ideas what might cause this?

charred bolt
karmic silo
charred bolt
karmic silo
#

Unless I'm missing it, which I may be. Eye is what defines what the player physically sees, and the other two define the muzzle positions for the bullet.

#

Do they need to by on the same level? Because again I just copied what I have done previously and this is the first time I am having problems with the actual lineup of the sights with the eye memory point? Let me grab a screen shot of the memory points overlayed

charred bolt
#

Can you explain a bit more clearly what the actual problem is?
The eye is in the wrong place? Or the bullets do not come out of the end of the gun? Or they go off at an angle?

karmic silo
#

Both. The eye postion is the incorrect place causing the sights to not line up. As well the rounds to don't come out of the end of the gun at the correct angle.

charred bolt
#

Let's start with the eye position. Can you show a clear screenshot of why it is wrong?

karmic silo
#

Scratch that, I'm an absoulte idiot. My p3d was saving to the wrong place and I kept packing the broken one over and over...

#

It works fine now.. I appreciate the help ๐Ÿ˜‚

#

Lining up the correct muzzle points on the same plane fixed everything since they were slighty off.

runic terrace
#

External viewer: Unable to create viewer

I have this problem when I try to open buldozer in OB, the issue is that i made mapdisk.bat file to set up the p drive without arma 3 tools as well as used https://pmc.editing.wiki/doku.php?id=arma3:tools:buldozer in external viewer options (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -window -noLand -exThreads=0 -mod= -noAsserts -nologs -profiles=P:\Buldozer -cfg=P:\Buldozer\Buldozer.cfg -name=Buldozer)

#

I looked through this discord to help with fixing it, but none of the advices resolved the problem

cedar jacinth
#

p:\mp41\model\mp41.p3d:2, vertex: 5380, sum of weights is 200, should be 100
How can i fix this? All my weights are 100 - if i change them to 99 pboProbject cries that the values are 99....
All my Resolution LODs vertex groups have weights of 100.

stuck oyster
#

animated weights that is

cedar jacinth
#

ohhhhhhh my camo_metal incorporates stuff like trigger ect... so i have to make those 50?

stuck oyster
#

no

#

camo_metal should not be animated

cedar jacinth
#

its not though

stuck oyster
#

so if you have a bone in cfgSkeleton named camo_metal then remove that

cedar jacinth
#

But its weight is 100 - so the weight should be 0?

stuck oyster
#

no

cedar jacinth
#

skeletonBones[] = {
"magazine", "",
"bullet_push", "magazine",
"bullet3", "magazine",
"bullet2", "magazine",
"bullet1", "magazine",
"bolt", "",
"trigger", "",
"zasleh", "",
"range_sight", ""
};

stuck oyster
#

if its not animated selection it does not matter

#

those are the animated selections

#

and some of them overlap

#

and they cant overlap

cedar jacinth
#

Yes, my range_sight with my camo_metal - so i have to remove it from my camo_metal?

stuck oyster
#

NO

#

I said that already

#

check the animated selections === bones defined in the skeleton you just pasted

#

some of that list overlap

cedar jacinth
#

Yes. range_sight IS part of my camo_metal. so they overlap

stuck oyster
#

why are you on about camo metal

#

it is noit a bone selection on the list

cedar jacinth
#

I removed the range_sight from my camo_metal and it fixed the issue. ๐Ÿ‘

stuck oyster
#

๐Ÿค”

#

that should not cause issue blobdoggoshruggoogly

cedar jacinth
#

And you are right - when adding and making Resolution LODs it breaks again.

stuck oyster
#

its in lod 2

#

if your read the error message there is :2 after the p3d name

#

so whatever you do to reduce it, combines group

cedar jacinth
#

I follow this - merge near:
LOD 0 it's unchanged
LOD 1 - 0.0001
LOD 2 - 0.001
LOD 3 - 0.003
LOD 4 - 0.007
LOD 5 - 0.012 for parts & 0.01 for gun body

stuck oyster
#

yeah merge near will combine your animated parts

#

youll have to clean up the selections in lods the error reports

cedar jacinth
#

Wait, im probably doing that part wrong. I always select all my selections and merge near. I guess i have to do that individually for each selection?

stuck oyster
#

If you want to do the reduction in that way then yes sure that can help

#

or you can just fix the selections that get overlapped

cedar jacinth
#

well if i do it all one by one the errors are all fixed ๐Ÿ˜„
So that was my issue

#

Sorry to ask that, but how do i remove a UVSet from my Geometry LOD?
I cannot see ANY UVSet in the UVEditor, and even when pressing "E" and hitting "Apply" it still does not seem to work...

stuck oyster
#

also weapond dont need geometry boyancy lod

cedar jacinth
#

19:55:13: Geometry LOD has UVSet, it is useless, consider removing it.
This says otherwise ๐Ÿ˜ฆ

stuck oyster
#

probably one of the other geometry lods

cedar jacinth
stuck oyster
#

hmm looks like it has it yeah ๐Ÿค”

#

weird

cedar jacinth
#

Also, about this: LODs not ordered by face count 0 (0): 12542 faces < 1 (1) 12542 faces
Should i always start from LOD1 instead of LOD0?

stuck oyster
#

you dont need to do any e and apply for geoemtry lods

stuck oyster
#

it can be 3 34 56 67 as long as each have less vertex

cedar jacinth
charred bolt
stuck oyster
#

๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

charred bolt
south badge
pallid island
#

witcher3_pidgeon.jpg

cloud arrow
#

Any ideas on what this might mean

stuck oyster
#

you should not need to run buldozer configurator at all

cloud arrow
#

we got told to run buldozer to fix the rvmats

#

pbo project from mikero's isn't opened

#

but it was set up with mikero

stuck oyster
#

you should not need to run dozer configurator if your tools are set up with mikero tools and P drive is unpacked with arma3p

cloud arrow
#

How do we go about fixing the rvmats

#

is it only through object builder without using dozer at all?

stuck oyster
#

you first check if your rvmats work in buldozer

#

if not you fix rvmat pathing or structure

#

whichever is broken

#

as in you open p3d in object builder

#

and run the buldozer viewer from there

cloud arrow
pallid nexus
#

You might need to set the buldozer path
Using the main executable (arma3_x64.exe most likely) works for the buldozer opened from Object Builder

cloud arrow
#

wdym

stuck oyster
#

file-options

cloud arrow
stuck oyster
#

path to textures should be P:\

#

and external viewer is not defined at all

#

so you have not set up P drive with mikeros Arma3p

#

D:\Games\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -cfg=buldozer.cfg

limber abyss
#

One message removed from a suspended account.

fossil vine
#

What am I doing wrong???
Left one is radio I put on ground by spawning it with arsnel. (SAKY_PRC96K: ItemCore)
Right one is one I put with zeus. (Item_PRC96K: Item_Base_F)

Problem 1. I cannot pick right one. (While I can pick the other one)

  • Below is the config.cfg I used.
{
    class Item_Base_F;
    class Item_PRC96K: Item_Base_F
    {
        scope=2;
        scopeCurator=2;
        displayName="PRC-96K(Radio)";
        author="Sakyamoney";
        editorCategory="EdCat_Equipment";
        editorSubcategory="EdSubcat_InventoryItems";
        vehicleClass="Items";
        model="P:\@PRC96K_Custom_Radio\Addons\PRC96K\PRC96K.p3d";
        class TransportItems
        {
            class SAKY_PRC96K
            {
                name="SAKY_PRC96K";
                count=1;
            };
        };
    };
};
class CfgWeapons
{
    class ItemCore;
    class SAKY_PRC96K: ItemCore
    {
        author="Sakyamoney";
        _generalMacro="ItemRadio";
        scope=2;
        displayName="PRC-96K(Radio)";
        simulation="ItemRadio";
        picture="\A3\Weapons_F\Data\UI\gear_item_radio_ca.paa";
        model="P:\@PRC96K_Custom_Radio\Addons\PRC96K\PRC96K.p3d";
        descriptionShort="PRC-96K Hand held radio for Republic of Korea Armed Forces.";
        class ItemInfo
        {
            mass=8;
        };
    };
};

Problem 2. Model stands up when I put it on ground.

  • I tried to rotate it in object builder, which was a fail. And then I rotated the model in blender and it also failed..

Thanks in advance and would be nice if you can ping me.

stuck oyster
#

the cfgweapons entity is the item that can be put into the ground holder

fossil vine
#
    {
        scope=2;
        scopeCurator=2;
        displayName="$STR_A3_cfgWeapons_ItemRadio0";
        author="$STR_A3_Bohemia_Interactive";
        editorCategory="EdCat_Equipment";
        editorSubcategory="EdSubcat_InventoryItems";
        vehicleClass="Items";
        model="\A3\Weapons_F\DummyItemHorizontal.p3d";
        class TransportItems
        {
            class ItemRadio
            {
                name="ItemRadio";
                count=1;
            };
        };
    };```
#

This is the one I referenced.

#

Should I set model="\A3\Weapons_F\DummyItemHorizontal.p3d"?

#

@stuck oyster
I changed the model to dummy and now Problem 1 is gone. Thank you!
However problem 2 seem to be lasting. I think I've seen many objects in other mods also has this kind of problem. Would this be something that cannot be fixed like vanilla radio?

#

Chemlights stands up.

stuck oyster
#

well the dummyItemHorizontal is like that

#

thats the ground holder

fossil vine
#

I wonder how they managed to lay flat that vanilla radio

stuck oyster
#

I dont know if there is dummyItemVertical.p3d

#

@cloud arrow any progress?

fossil vine
#

My theory was if the engine select longest bounding box axes to point sky, but mag pouches also lay flat on surface...

stuck oyster
#

its just the proxy in the ground holder pointing that way

fossil vine
#

Would this help?...

cloud arrow
#

its just grey mats

stuck oyster
#

the files are in P drive?

cloud arrow
stuck oyster
#

and paths to textures match the folder structure - P:\ in the paths

stuck oyster
#

and the texturepath parameter in OB settings is set as P:\

cloud arrow
stuck oyster
#

emm

#

you dont have a project folder to put them in?

#

like P:\HancocksMightyMods\Uniform\ (config and p3d stuff here) and \data\ where rvmats and textures would go

cloud arrow
#

when we gave it a project folder nothing but the armor appeared

#

when we took it away, the stuff started to appear like the guns and flag

limber abyss
#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

well you really need proper foldering to pack it all into pbo

#

otherwise if you try to pack from P: root youll be packing in everything in P drive

stuck oyster
cloud arrow
#

we are trying to test the rvmat

stuck oyster
limber abyss
#

One message removed from a suspended account.

drifting nova
#

I got a weird question; got my gun in game. However the shadow's doing something weird, it shows up when I take the gun out but if I walk a couple meters in any direction the shadow just... disappears?

#

shadow re-appears if I walk back

#

any ideas of what's going on?

#

Shadow isnt visible in first person either, I just realized that

charred bolt
#

Are you using a Shadow Volume LOD?

drifting nova
#

Yep

charred bolt
#

SV0 and SV10?

drifting nova
#

only res 0

charred bolt
#

res 0? Do you mean resolution LOD 0 or Shadow Volume 0?

drifting nova
#

Sorry, shadow volume 0

charred bolt
#

Have you checked it is closed, triangulated, sharp and how many faces is it?

drifting nova
#

Object builder plugin for blender validated it, yeah

#

hard edges, closed topology and triangulated

charred bolt
#

try validating it in Object Builder

drifting nova
#

does O2 have a validation thing?

#

I barely know how to use the program

#

๐Ÿ˜…

charred bolt
drifting nova
#

yep

#

did that

#

no non-closed, it has hard edges and its triangulated

charred bolt
#

And the other question?

drifting nova
#

I'm sorry?

#

I don't follow

charred bolt
drifting nova
#

oh faces

#

right

#

48k

charred bolt
#

lol really

drifting nova
#

which might be too high now that I think about it

#

yeah I threw in the Lod1 rq to test that everything worked before doing the rest of the lods

charred bolt
#

Get it down to 1.5k and test again ๐Ÿ˜‰

drifting nova
#

will do

#

got it to 2.2k

stuck oyster
#

You can build it from very simple shapes. All it needs is the main silhouette to fit the form of the gun

drifting nova
#

That was it, the glorious 138 tri shadow lod seems to work

#

lmao

cursive bone
#

Hey... so potentially controversial question here

I'm on a dev team working to polish a particular mod, including changing filepaths in the mod to a more PBOProject-friendly format, but there's one particular .p3d file which is in the mod as a binarized model, but which the author himself has lost the original unbinarized model.

He's looking for the source file on his computer now, but in case he can't find it, I wanted to ask:

  1. Is it permitted to de-binarize a p3d*upon specific request by the p3d's author* to help them try to recover that lost file?

  2. If so, are there any reputable tools out there to help achieve this?

Apologies for the odd question but I figured here would be the best place to ask ๐Ÿ˜…

marsh canyon
#
  1. No
  2. 1
cursive bone
#

We found the files anyway so thankfully not needed

edgy pulsar
#

What's a good method to model tracks on an AFV?

south badge
#

Is there any sample I can consult regarding creating firing effects for two separated weapons inside a single turret?

charred bolt
# south badge Is there any sample I can consult regarding creating firing effects for two sepa...

You'll have to set selectionFireAnim = ""; in the turret config

Set up AnimationSources for the weapons:

{
   class weapon1_reload
   {
      weapon = "weapon1";
      source = "reload";
   };
   class weapon1_ammoRandom: weapon1_reload
   {
      source = "ammoRandom";
   };
   class weapon2_reload
   {
      weapon = "weapon2";
      source = "reload";
   };
   class weapon2_ammoRandom: weapon2_reload
   {
      source = "ammoRandom";
   };
};```

Animate the muzzle flashes to hide and rotate in model.cfg:
```class weapon1_muzzleflash_hide
{
    source = "weapon1_reload";
    type = "hide";
    selection = "weapon1_zasleh";
    minValue = 0;
    maxValue = 1;
    hideValue = 0;
    unhideValue = 0.99;
};
class weapon2_muzzleflash_hide: weapon1_muzzleflash_hide
{
    source = "weapon2_reload";
    selection = "weapon2_zasleh";
};
class weapon1_muzzleflash_rot
{
    source = "weapon1_ammoRandom";
    sourceAddress = "loop";
    type = "rotation";
    selection = "weapon1_zasleh";
    axis = "weapon1_barrel_axis";
    centerFirstVertex = 1;
    minValue = 0;
    maxValue = 4;
    angle0 = "rad 0";
    angle1 = "rad 360";
};
class weapon2_muzzleflash_rot: weapon1_muzzleflash_rot
{
    source = "weapon2_ammoRandom";
    selection = "weapon2_zasleh";
    axis = "weapon2_barrel_axis";
};```
#

You'll also need to set the muzzle flash selections as children bones of the gun barrel in the skeleton so they move with it, and put them in the sections[] array so they can be hidden.

south badge
#

Hmm, I see. Thanks a lot, I will play around with it

woeful viper
#

@edgy pulsar Well the "professional way" would be: You model a single tracklink with high detail. Then you copy it multiple times to have a section of a couple of maybe 1-2 meter of straight track. Then you create a low poly version of this strip and bake the high detail model to have a tiling texture of the track. Then you apply this tiling texture to your simplified track on the model. The art really is to create a low poly model with Alpha texture usage in mind to achieve maximum detail.

#

WarThunder did an excellent job, you can take some inspiration from it - if you look very closely you will see that they use multiple layered alpha planes to achieve a very 3dimensional looking track

#

I'm not sure if arma can do the same - stacking lots of alpha maps is problematic in arma. I have to do it myself soon so i'll see what works and what not

edgy pulsar
#

Heh. Well, let me give that a go once I get to the tracks. Just a few more roadwheels left...

#

But I'll try to keep a minimal usage of alpha then.

woeful viper
#

the tracks on the bradley in A2OA look pretty good iirc (just not as good as warthunder does it) if you need to see something that can definitely be done in Arma

south badge
#

For some reason in case both turret and gun go red on my vehicle, I canยดt turn the turret anymore, but I can still fire the gun. Am I missing some config entry?

#

I do have both isGun and isTurret in the respective hit classes

bright echo
#

the turret and gun hitpoint dont stop firing only rotation and elevation

#

respectively

#

(oddly enough though if you assign a hitpoint to a pylon it disables the weapon when destroyed)

south badge
#

Wait, has it always worked like that? How come I never noticed it

bright echo
#

yes

south badge
#

Well, sounds good to me! yoba_zampolit

charred bolt
#

As the gun can't move though, firing it can be, um, risky...depending on where it's pointing. iirc it drops to it's lowest elevation when gun = red

stuck oyster
#

was it possible to add a extra hitpoint animations inbetween there too. like turret - gunhitpointbone - gun

south badge
edgy pulsar
#

Yea, I'm gonna go through the sample stuff before I start the tracks.
Maybe see what I can learn.

stuck oyster
#

that is the typical way as they are shared between different weapons

#

now that I think about it, i dont remember if it worked on direct mesh part too if the sections etc are set right

south badge
#

I donยดt assume these are defined in any way in any part of the config, meaning I probably have to stumble around the P drive until I find the folder with vanilla muzzle flashes?

#

nvm found it

south badge
#

Hm, I can only get it to work right in OB

charred bolt
south badge
#

I am not sure what I could have screwed up here

#

I know it is supposed to be "barrel" and not "barrell", I made a typo, but it is not the cause of the problem yoba_zampolit

#

selectionFireAnims in the cfgWeapons

charred bolt
#

As I previously mentioned, selectionFireAnim = "";

stuck oyster
#

๐Ÿ‘† right yeah you dont use selectionFireAnim at all because you use model.cfg hiding animations

south badge
#

at all you mean I need to leave it empty also in the weapon config, not only in the turret config?