#arma3_model

1 messages · Page 44 of 1

south badge
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It works a bit strangely. It seems to display the muzzle flashes only from time to time, albeit at least they are on the correct positions now

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I´ll also need to figure out how to get rid of the smoke generating automatically at usti hlavne, since it seemingly isnt muzzle flash related pain

stuck oyster
stuck oyster
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your hide and unhide is pretty fast

south badge
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And I´d assume this entry needs to be weapon-specific, because multiple weapons require multiple memory points

stuck oyster
south badge
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ahh, makes sense now

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One day I will learn to pay attention to what I am doing, but it is not this day.

storm wave
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@cunning temple hey how do i binirize an object?

stuck oyster
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you pack the addon its in with pbo project

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you can just ask stuff without pinging people

storm wave
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sorry

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yeah but pboproject gives me unsolvable errors

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like thet

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files are not missing

stuck oyster
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dont have P: in the paths

storm wave
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like thet?

stuck oyster
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without the first\

storm wave
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thanks worked

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what about thet ?

stuck oyster
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exactly what the error says

storm wave
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i dont know what to writ there

stuck oyster
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you need right classes in right places

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now you dont have them in right places

storm wave
stuck oyster
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probably need to update mikero tool

storm wave
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just reinstall them right?

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works thanks

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🙂

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now thet

stuck oyster
storm wave
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how can i binirize an object with out making it crhase my tb project

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and in the new pboproject i cant obsufcat

stuck oyster
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you dont need binarized object it TB

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you need binarized object in P: temp to pack the wrp

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and you dont need to obfuscate

storm wave
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so do you know what i sould do?

stuck oyster
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no idea

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you got too many errors all the time blobcatsweats

storm wave
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what can i say arma 3

storm wave
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just how do i bianrize an object

stuck oyster
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did we just go over this

storm wave
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where do i get BinPBO

stuck oyster
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why do you need that

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what the hell are you trying to do

storm wave
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binarize

stuck oyster
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why??????

storm wave
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so it works

stuck oyster
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what works?

storm wave
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object

stuck oyster
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:A"#¤QYI=)#¤YIQ)#%QYQI#=¤)UYIQ#¤%=

storm wave
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with map

stuck oyster
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you do not binarize object for terrain builder

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your thing packed already

storm wave
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i want my object to work with my map but it does some wired shi* so what sould i do

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😂

stuck oyster
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I dont know

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but you definitely try to do wrong things

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so you probably have done some other wrong things too

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idk

storm wave
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it says i have unbianirazed wrp

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somehow

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in arma 3 making fix 1 error just leads you to an other one

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thats why im asking

stuck oyster
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most people dont seem to have this much errors

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so I dont know what you are doing

stuck oyster
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you get different error

storm wave
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sorry

stuck oyster
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focus only on the error you have

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not the ones you have solved

storm wave
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this one now

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fixed this on now

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now this one again

stuck oyster
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you done something weird to your files

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or pboproject settings

storm wave
stuck oyster
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never seen that error before

storm wave
lone robin
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Do you have a working map ? Is said object you’re trying to add to your maybe broken map also work in game on its own ?

storm wave
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Yes the map is working and the object is working

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They just dont work toghter

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no

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now its the map chaked

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i think something is to do with the new mikero instolation

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yeah

lone robin
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Are you trying to pack both into the same PBO ?

storm wave
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there was a betton pressed works now

stuck oyster
storm wave
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thanks for your help

jaunty leaf
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Anyone alive here?

woeful viper
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nope, i have given up on living

jaunty leaf
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:V

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Well, does anyone here know anything about grenades in object builder/arma

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Because I have an RDG-2 ingame, but I'm missing -something- in the .p3d that prevents it from having physics

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It's just hanging in midair

edgy pulsar
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That seems oddly deadly. But no clue, I'm still learning things.

woeful viper
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@jaunty leaf does it have a Geometry LOD and a PhysX LOD? it needs one

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does the rpt say anything?

jaunty leaf
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PhyX lod?

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Need to take a look at that

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I have a geometry lod, geometry phys lod, landcontact and fireGeometry

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However, landcontact might be working on points, I'm really not sure

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Do you mind if I shareX my LODs?

woeful viper
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yeah geometry phys, thats what i mean by physX lod^^

jaunty leaf
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Well, I have one

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The "new" one, or the one that isn't the old one

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testing with mass now

woeful viper
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sounds like it would rather be a config problem then something with the model then

jaunty leaf
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Well, I'm changing not much at all from the original smokeShell class

woeful viper
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geometry LOD needs a mass. Geometry phys LOD does not need a mass.

jaunty leaf
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Let me take pictures of this stuff for you

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Same for LOD 1 + 2

woeful viper
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the model for an item is different then the model for a projectile. If you check ingame, drop a smoke grenade from your inventory. Then throw a smoke on the ground and compare the models

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btw your landcontact should be just points, no geometry

jaunty leaf
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Aight, that's probably the problem :V

woeful viper
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use a single point in the middle, there is no need to have it more complicated for a small object like that

jaunty leaf
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Thanks for the help

woeful viper
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i dont think you even need a landcontact

jaunty leaf
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Well, something inside my .p3d needs to be altered so that it actually flies

woeful viper
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does it have a mass inside geometry lod?

fossil vine
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Have anyone seen this kind of error message?? I've searched for message but seems theres no any reference for this error..

marsh canyon
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More context please. Config or the P3D itself or whatever

fossil vine
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I'm using hemtt to test simple mod.

#
{
    class ItemCore;
    class SAKY_PRC96K: ItemCore
    {
        author="Sakyamoney";
        _generalMacro="ItemRadio";
        scope=2;
        displayName="PRC-96K(Radio)";
        simulation="ItemRadio";
        picture="\SAKY\PRC96K\addons\prc96k\ui\PRC96K_high.paa";
        model="\SAKY\PRC96K\addons\prc96k\PRC96K.p3d";
        descriptionShort="PRC-96K Hand held radio for Republic of Korea Armed Forces.";
        class ItemInfo
        {
            mass=8;
        };
    };
};```
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The picture and model is visible in game, but that error pops up and I don't know why..

marsh canyon
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Are you 100% suremodel="\SAKY\PRC96K\addons\prc96k\PRC96K.p3d";is the faulty in this context

fossil vine
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not so sure

pallid island
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almost empty class ItemInfo tanking
Disregard that, having just mass should be enough

marsh canyon
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class ItemRadio: ItemCore
{
    author="$STR_A3_Bohemia_Interactive";
    _generalMacro="ItemRadio";
    scope=2;
    displayName="$STR_A3_cfgWeapons_ItemRadio0";
    simulation="ItemRadio";
    picture="\A3\Weapons_F\Data\UI\gear_item_radio_ca.paa";
    model="\a3\Weapons_F\Ammo\mag_radio.p3d";
    descriptionShort="$STR_A3_cfgWeapons_ItemRadio1";
    class ItemInfo
    {
        mass=8;
    };
};```Well it was that so
fossil vine
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Should I inherit? the Itemradio and just change name model etc

marsh canyon
fossil vine
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I didn't understand what you meant.
It had no error when I used addon builder. But it's happening when I'm using hemtt launch.

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I doubted if binarize is making problem, so included binarize=false in addon folder.

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But it was same

marsh canyon
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Use a working P3D, aka let's say just put cpp model="\a3\Weapons_F\Ammo\mag_radio.p3d";

fossil vine
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Ok I'll try

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BTW it seems working

{
    class ItemRadio;
    class SAKY_PRC96K: ItemRadio
    {
        author="Sakyamoney";
        displayName="PRC-96K(Radio)";
        picture="\prc96k\ui\PRC96K_high.paa";
        //model="\prc96k\PRC96K.p3d";
        model="\a3\Weapons_F\Ammo\mag_radio.p3d";
        descriptionShort="PRC-96K Hand held radio for Republic of Korea Armed Forces.";
        class ItemInfo
        {
            mass=8;
        };
    };
};```
marsh canyon
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What do you mean by BTW in this context

fossil vine
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    class SAKY_PRC96K: ItemRadio```
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I changed from itemcore to itemradio

marsh canyon
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Then what about change back your P3D?

fossil vine
marsh canyon
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Then one thing is certain, your P3D is doing something wrong

fossil vine
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Its just simple object with single proxy and lod

marsh canyon
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Why proxy

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...More like, why you put an empty proxy that is very wrong, and even causing that error

fossil vine
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to make it lean on the surface when put on ground?...

marsh canyon
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No

fossil vine
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ah ha.. that was problem

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thank you!

jaunty leaf
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ye

storm wave
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how do i make the texture take more space por image

lone robin
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How are you applying the texture to your model in your modeling software? Are you scaling your UV appropriately based on the textures size ?

storm wave
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what

south badge
storm wave
lone robin
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  1. Object builder should be used to validate geometry, paths, named selections, and properties. Actual modeling and texturing should be done in blender using arma toolbox or another modern modeling software

  2. Avoid 4K textures for models, 2K is more than enough.

  3. If using a multimat, using UVSet 0 you can select a specific UV in the UV editor and scale it so that your texture tiles correctly

storm wave
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how would i apply texture to it then?

lone robin
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I know you resist every bit of advice anyone gives you that doesn’t immediately fix your issue but once again, you need to watch some tutorials on basic modeling and texturing. Without knowing these basic things you’re going to just fumble around. Applying a texture to a model isn’t an arma specific thing.

jaunty leaf
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Alright, I tried giving it mass and getting rid of the landcontact but it still floats in midair

jaunty leaf
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and I solved it by adding a pilotview lod

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I don't even

lunar trench
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Is it possible to move memory point in the memory LOD with a bone?

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I have a rotor that is attached to an arm. And i need to arm to be able to move up and down with the rotor attached to it. But i obviously need the axis memory point to keep being in the right spot as it moves

stuck oyster
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arm,""
motor,arm
propeller,motor

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and so on

lunar trench
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aye, but isn't that just bones that come from the visual LOD?

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these bits i got down already and it works fine. But what i need is in the initial screenshot the blades need to fold up

south badge
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Assign the memory lod vertices to the same vertex group as the bone you want them to move together with?

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I think it works that way?

lunar trench
stuck oyster
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then you need more animations to control the blades I guess

lunar trench
stuck oyster
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might even be smart to just swap between folded and unfolded parts via hide animation

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axis points move with animations

lunar trench
stuck oyster
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but you have to use translation type

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not translationX translationY

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or rotation and not rotationX/Y

lunar trench
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this is how i have them right now

stuck oyster
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buut thinking about it now I would just swap between static propellers in folded state and the unfolded rotating ones

lunar trench
stuck oyster
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sometimes its ok to save yourself from bit of trouble with that kind of solutions 😅

lunar trench
stuck oyster
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well it should work animated too if the chain and timings and such are all right

lunar trench
stuck oyster
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it gets easier with practice

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after a few years 😅

lunar trench
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hehe at this pace i will be good at it when Arma 4 comes out 😛

storm wave
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hey when i apply a metirial to a model it make the my game crash when i place the object

magic otter
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Hey so im currently trying to mod an LAV that is amphibious (can go in water) and im like quite experienced with blender aabout 3 yearas but not much experience with modding can anyone help me ? Thanks again

stuck oyster
magic otter
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ok where can i find these samples?

stuck oyster
storm wave
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Uv editor loads for ever and donest open

storm wave
polar fiber
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it's probably off-screen somewhere. IIRC gotta do something like right-click it in taskbar and press "maximise"

storm wave
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its not

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shows like thet

charred bolt
storm wave
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?

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Its not possible

charred bolt
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?

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Yes it is.

storm wave
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Its not reactive

charred bolt
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Try uninstalling the tools, but don't reinstall them afterwards. That might sort out quite a lot of your issues.

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😉

storm wave
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Very funny haha

tribal rain
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anyone got any clue as to why my uniform has now decided to not behave properly?

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recent things ive done:

Re-weight Transfered from the example model
Re-packed the mod
Changed the p3d name to a different Ver
Updated the cfg and Model cfg to match the above
pallid nexus
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I've seen that happen with skeleton mismatch between the human and spartan gear in OPTRE
My best guess is your skeleton doesn't match what it should be

blazing fox
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hey ! i made a custom face for arma and everything is working except for the hair, how can i choose a differnt kind of hair or the player model

young dust
blazing fox
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ok i thought maybe i was not in the right channel at first

neon harness
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So I made this scope and I wanted to give it a shadow lod just for the shading on the inside of the scope, but for some reason, the shadow looks weird both is objectbuilder and in game. You can check the pictures provided. I tried messing around with the shadow lod to see if the shadow would change, but nothing changes.

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Same issue with the front. Left: Lod 1 with shadows enabled. Right: Lod 1 with the shadow lod overlayed on it.

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Camera not moved just human error while taking the image.

south badge
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I had the same exact issue and couldnt really solve it

neon harness
south badge
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I just ended up making the shadow LOD shorter, so there was no shadow clipping

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But maybe I was just a dumbass who couldn´t figure out a solution

neon harness
south badge
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Basically yeah, low effort solution

stuck oyster
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so if you want real shadow the shadowlod mesh also needs to be a tube

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not cylinder

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and all shadow mesh needs to be insdide your visual mesh

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if it pokes out it will draw shadow over the visual mesh

neon harness
neon harness
stuck oyster
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but that will draw shadow even if there isnt supposed to be shadow

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essentially you are doing it wrong

neon harness
stuck oyster
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Yes

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you probably need more segments on the cylinder to fit it nicely in the rim

tribal rain
neon harness
stuck oyster
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if you overlay your shadow mesh with your resoltuion lod what does that look like?

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and do you model it in Object builder?

neon harness
neon harness
stuck oyster
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then add texture and material on it and check it out in game

neon harness
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I guess it's better.

south badge
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Is there a sensible way in which I can copy passenger proxies from one vehicle model into another one? Or do I need to select all the proxies, separate them to a separate mesh, and copy paste that?

south badge
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Okay, so it is the most sensible way, thank you

bleak tangle
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Is there a way to see total section count in OB including proxies? Or should I stop being lazy and do calculate it myself

cedar jacinth
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How 100% do geometry LODs for weapons have to be? Would it be good to use more components to make it fit more accurately or is the sample one plenty enough? Are there benefits making the geometries fit perfectly?

woeful viper
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look into the bottom left corner...

fresh oxide
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guys, i am relatively new to making arma mods and i am trying to get this model i made from blender to arma, i have managed to get the model and everything is good but the one thing i am having trouble with is the textures. in blender i make the uv map and all that but when i bring this into the uv map editor in object builder the uv map is still there but has a bunch of other things added on top that arent in line with the original. (kinda hard to explain i have a post on reddit that is more in depth)

cedar jacinth
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You probably have two UVMaps in Blender - at least that was my issue when i started

fresh oxide
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nvm i got it working, for whatever reason i had the files mixed up

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thanks though

stuck oyster
idle thistle
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Someone can help me with the buffalo tool to make it useful ??

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don't know what to do to make the tool as the turret but what kind of turret ?

bleak tangle
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The number in the bottom left includes the section count for proxies?

cloud zealot
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I modelled a bulletproff vest and a tactical belt. I'd live to have both in one, should i add a proxy for the belt in the vest p3d or should i make a new p3d with both models inside ?

stuck oyster
cloud zealot
stuck oyster
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then it all needs to be 1 model

cloud zealot
stuck oyster
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1 model. but not necessarly all 1 mesh

steep lantern
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Can someone give me a quick explanation of the purpose of the shadow buffer LODs?

stuck oyster
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It needs to be built from closed mesh parts

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Triangulated

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And sharp edged

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And as simple as you can get it

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Less than 1000 tris is good aim

steep lantern
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So is shadow buffer basically just antiquated and unused nowadays?

timber maple
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how do i get the player model

pallid nexus
# timber maple how do i get the player model

If you mean the player model with uniform on, you can't
You can have the sample model that can be used to make new models (uniforms) for human units
I don't know if the head is available, but it will be part of Arma 3 samples as well

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If there is a specific modded model you want to work with, you can try asking the owner of the mod/model

cedar jacinth
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Hey, i have animated the backsight of my gun to move up and down depending on the range you set.
I saw though that this does not get shown when a player does this, and yet another player looks at the gun. Are such things not supported for MP? I thought that it would be since when the magazine is missing that is being shown.

Yes ik this might not be the right channel, i just did not find a fitting one, sorry 😦

@marsh canyon but i already have the model animation working. But you probably intended to say that this is not supported over MP or somthing like this?

marsh canyon
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Non-player units can have that animation. It is just that

cedar jacinth
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Well for my view it is working, but looking at another player it wont move. Is there some kind of Eventhandler i have to add to my gun for that to work?
Ill post screenshots in the evening

marsh canyon
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Rephrase: the source will work only for player

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And player, in this context, is local player

cedar jacinth
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Roger

real crow
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hey folks, is there a way i can shrink this 2d optic? this is my first time working with custom sights and reticles. I tried to scale the meshes in the p3d of the optic, but clearly doesnt change anything in game

stuck oyster
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Not quite sure what you mean

real crow
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Smaller

bright echo
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is your optic just one single plane? i think arma auto 'resizes' it in that case

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tbh my understanding on how the optics tech work is minimal as there's not very much documentation

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but generallly the way i've done them is like this, the select face is the actual reticle, the outside is the 'ocular lens' as it were

real crow
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Pufu or Da12thMonkey? Can’t remember

polar fiber
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If you're scaling it in the model, you only want to scale the squares in the middle of the model. IIRC the outer corners correspond to how the model fits the monitor FOV in some way, so if you just scale the whole thing it simply gets stretched back to fill the screen

obtuse rain
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Mmm, the BIS grenades have Pilot View LOD's that are actually more detailed than the best resolution LOD.

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Looks like they put the most detailed into the Pilot View LOD, then halve that for the most detailed resolution LOD.

cedar jacinth
stuck oyster
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if vehicle has interior then that needs to be taken into account

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but yes the method of making and requirements of shadowlod are same in all objects

woven solstice
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I was told to ask here for help with creating a mod.
For context the mod will be a uniform and two head gear items.

stuck oyster
woven solstice
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I will have a lot, this is my first mod

stuck oyster
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like just modeling a box

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and then putthing that into game as simple prop

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that way you have less parts to worry about when you learn things

woven solstice
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I would normally follow that, but im trying to get this done before my friends group has our event next month

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My original plan was to commission it, but i learned i cant do that, understandable, so i will just ask for help to do it myself.

marsh canyon
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Well, how this, or other channel work is more of I have this situation and this particular issue - I have this error message or something, any clues?, but not I know nowhere to go

stuck oyster
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it will take the time it takes

woven solstice
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Sooo i could ask the question of if i get errors, am I allowed to ask how to convert blender models i did into workable formats for arma3

marsh canyon
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I mean, it is pretty much allowed to say almost any question. But I know nothing! is really hard to answer

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So, basically, step by step. How do I convert from Blender? might be your first question

cedar jacinth
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Hey 🙂
What is the „secret“ for creating hitpoint and memory LODs for vehicles? I am not really supposed to place each point separatly? 😄

stuck oyster
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though for axis points you might sometimes be able to copy points from the 0 lod and use those

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depends how the model is made

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hitpoints also should be carefully crafted so they are in right places

cedar jacinth
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So everything should preferably be manually placed?

stuck oyster
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though you can also use named firegeometry components as hitpoint areas if you like

stuck oyster
cedar jacinth
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Roger

stuck oyster
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any kind of automation does shoddy work usually

cedar jacinth
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Just finished geometry LODs for a plane after about 7 hrs XD

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Yeah the object builder blender addon does not help at all 😄

stuck oyster
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why not?

cedar jacinth
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Its not really giving me accurate LODs - mby i just have not figured out correct settings though,
Ill play around tomorrow a bit, and will send a pic to ask if this is correct

stuck oyster
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it should export 1 :1 what you see

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unless you have some flaw in the model

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like scaling in object

cedar jacinth
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Hm - it usually does not really add „all“ points since some spots of the part of my model is missing memory points.
Will send screenshot tomorrow

stuck oyster
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cant say I've ever seen such issues.

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But sure things can happen

white jay
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how is it possible a building ending up with 263 sections?
and how do i sort that out? because it is showing me the same material as diffrent section about 40+ times each material

south badge
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Question: Since every PiP requires a different texture, does it mean that each of them creates a new "section" in OB?

stuck oyster
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yes

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pip can be very performance expensive

south badge
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cheers

cedar jacinth
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I just select the edge of the model and move my hitpoint points there - is that a good practice to do? Yes it would take ages but o would not mind.

stuck oyster
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there are tools that can make pointcould of of a model such things can be used

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youll have to keep in mind how large radius our hitpoints have

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you dont want them to overlap too much

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but you could also use the geometry hit detection if you dont want to do hitpoints

cedar jacinth
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I want to use hitpoints so that the mod is highest quality.
But if i use the blender memory LOD tool it does not work. Do i have to use that tool for each parts of the model or should i use it when its combined?
After that info i can send you an example of what my issue is/was yesterday

stuck oyster
cedar jacinth
stuck oyster
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it refers to named component groups in fire geometry

cedar jacinth
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ohh, i was using the tool to add the point clouds to res LOD XD
Does this look alright?

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using default X Y Z 0.2 values, Offset 0.10 and segments 4

stuck oyster
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You can not

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such tools are strickly forbidden

cedar jacinth
stuck oyster
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if you use the armorComponents you dont need hitpoints at all

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or just 1 for explosion damage

stuck oyster
cedar jacinth
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😦 where can i find this updated one? Or am i only able to implement this with asking here?

stuck oyster
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heres an example

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only few points needed really

cedar jacinth
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damn that seems really easy 😄

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ill look at wiki! ty 🙂

stuck oyster
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then there are also fire geometry components that are named accordingly

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these will then take accurate damage for engine and fuel hitpoints

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and the hull hitpoints take care of the overall damage

cedar jacinth
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Ahhhh this reminds me of the Spearhead 1944 damage system!

stuck oyster
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they do use the newer setup too I believe

charred bolt
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sexy model, I wonder who made that 😉

tame flax
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I'm not talking about tools, I just asked if there was a solution to use my addons whose sources I lost and put them back on my map that I'm creating

stuck oyster
tame flax
#

this time he doesn't want to import the new versions on my side, since I lost the sources I don't want to start 252 models again..

stuck oyster
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Normal terrain builder has not updated yet to read the new p3d

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dev branch should have the new terrain builder for testing

tame flax
#

ah ok thanks for the info, do you know when it will be deployed approximately?

stuck oyster
#

no idea

cedar jacinth
#

What is the better approach?
I currently have my plane with the wheels turned in. I am having some trouble with the wheel animation - they dont want to stick to my axis what so ever XD
The sample has the landing gear turned out and the geometries edited accordingly. Should i also turn out my gear for the model or does it not really matter?

stuck oyster
#

thats the default state

#

but the axis not working could indicate your skeleton is not set up rigth

#

as in all parts are not parented into a chain

#

or you use rotationX/Y animations

#

or you dont have isdiscrete value set right in modelcfg

cedar jacinth
#

Ah, alright! Currently they are turned in 😄
Well i have done a similar thing as in my weapons, done a axis for rotation but that currently does not work in any way - but i think i am missing important stuff in the geometries again..

stuck oyster
#

geometries are not really related to animations

#

they move with them if there are right names

#

but they dont affect the animations at all

#

only thing that runs animations is model.cfg

cedar jacinth
#

Yeah but i mean autocenter ect..

stuck oyster
#

and it uses memorylod

#

autocenter affects model in game

#

no in buldozer

cedar jacinth
#

Ah

stuck oyster
#

where I assume you are testing your animations

#

although maybe I should not assume

#

😅

#

soo do you use buldozer to preview your animations

cedar jacinth
#

Yeah i do 😄
Well then i have to overhaul the geometries again anyways since they are currently setup for gear turned in.

errant pumice
#

Does anyone know if a similiar hat is available in any of A3 mods? Or someone is willing to create it?

#

Closest I could find is the Northern Fronts, but it is over 14 gigs lol 🙂

#

Legionnaires hat

woven solstice
#

Okay im back with my first question. I forgot to have the arma tools installed for blender before making a model for a mod.
Do i need to remake the model now that ive plugged in in?

marsh canyon
#

No. The ArmaToolBox should work as is, unless you miss something

obtuse rain
#

It's texture+material+some of the point flags that it uses to divide into sections.

#

Also there's an O2 bug regarding sections where copying certain things will increase the count. Can't remember if binarization has the same issue though.

#

(You can binarize it then open it up in Mikero's Eliteness to see the real number of sections)

#

It turns out the A3 samples rig has Scoliosis.

white jay
#

how can i fix this problem?

marsh canyon
#

You can't

stuck oyster
#

You need to make new ones

cedar jacinth
north sundial
#

Is there some extra configuration to using a model as a proxy for the geometry lods? Ive added a model as a proxy to all the relevant lods I want it to be on and it works fine for res, stencilshadow, roadway. But for geometry, fire geo and view geo it seems that is not working correctly as it only seems to work in the middle sections. and cuts off the corners (The original model is fine and works and is not outside the bounding box) Will send a video shortly

#

(also im aware the proxy is too low i just placed it roughly for testing)

charred bolt
# north sundial Is there some extra configuration to using a model as a proxy for the geometry l...

Have you verified the Geo LOD's in the proxy to make sure they are closed, convex and named ComponentNN?
If you suspect the proxy is at fault, try putting the Geo LOD's directly into the model and retesting.
By the way, you don't need (shouldn't) put proxies in the Shadow LOD, as they are done automatically and you'll end up with performance hits from duplicate shadows.
Could also be that you are exceeding size limits.

north sundial
#

So the object on the right is the object thats being proxied in, so it works on its own model and it is closed, convex and named componentNN and works perfectly fine by itself

#

its just having this strange behaviour when used as a proxy.

charred bolt
#

When you add the object as a proxy, you're making the overall object larger, if I understand it?

north sundial
#

in terms of the original footprint?

charred bolt
#

yes

north sundial
#

If im understanding you correctly yes, in a sense. The building on top is the original model and the proxy model is larger as its a platform for it to sit ontop of

#

Just experimenting with it tbh to see if I can save future work. I.e. if i update the original platform as its own object it will update the versions that have the structures ontop of it automatically

charred bolt
#

It might be a single-object size limitation issue. A quick search reveals some issues with Geometry for heights>2m and we know of the x-y limitations too. But it's not my field of expertise so I'll leave to others more knowledgeable to chime in if they can.

north sundial
#

yeah its not bigger than the xy limitations by any stretch

stuck oyster
#

I would not proxy in geometry lods.

#

Well I would not build things out of proxies at all.

#

Proxies have limits on how many can be in view at same time

#

And they seem to have have shorter draw distances too.

#

You might add some common parts like furniture in that way.

north sundial
#

Fair enough, I can always set it up in blender to just use linked duplicates to get a similar effect. Was just curious on the weird behaviour

stuck oyster
#

Most likely the proxies extend beyond the physical bounds of the model

#

Because they are added on runtime

#

Not processed on binarization when model bounds are set

north sundial
#

Yeah its probably that. No worries. Thanks for the help anyway 🙂

cedar jacinth
#

what are the ideal amount of faces / points for a res1 plane?
I currently have 14K points and 16K faces in OB - test_plane_01 has about the same but when loading up my plane in the editor it takes about 25 secs to load - what could i have done wrong?
Currently i have no resLODs, only the first one since i have not yet set them up - still in "testing" phase 😄

marsh canyon
#

Less is always better. You can use diag_drawMode "wire" to see how the vanilla models are populated with triangles

zenith bronze
#

hey I could use some tips. I am working on a tank and cant seem to get the interior to turn with the turret or follow its gyro. I am mainly doing the functions for it and I am not very knowledgable when it comes to vehicles or tanks

marsh canyon
#

Do you mean the white part

zenith bronze
#

yea

marsh canyon
#

Then that part does not have the proper weight

zenith bronze
#

I see. Would that need to be done in obj builder

south badge
zenith bronze
#

i thought so but I merged and made the interior the same vertex group as the turret and still same issue

#

unless i did something wrong which is highly likely

south badge
#

likely yes yoba_zampolit

#

check the .rpt log, it will tell you if there is a problem in the skeleton

#

maybe you already had the white part assigned to one bone, and now you assigned it to a different one at the same time, which will not work

zenith bronze
#

ahh I see

#

Ima check for any conflictions with vertex groups. This has been more informative that scowering google for the past hour haha

stuck oyster
south badge
#

For some reason I thought of something completely different under "weights"

stuck oyster
#

In modeling weight typically refers to vertex weighting which is related to mesh animation and deforming.

There can be other game specific meanings too like in Arma physx mass/weight of things.

charred bolt
unkempt token
#

Someone commented on my modular shoothouse doors with this clip, https://www.youtube.com/watch?v=GO_XNmT51Hk where grenades can't pass through doors but players and bullets can. I tested this in bare vanilla with only my walls and the same issue is present. The models themselves are very simple and everything otherwise LOOKS right to me. Why would physx break like this? If I add a geometry phys LOD, it doesnt change anything. The door geom is moving when animated, too.

unkempt token
#

Snap point in geometry assigned to a component :v I'm testing if that fixed it

charred bolt
unkempt token
#

Yeah, I just do one geometry LOD since the rest will inherit from it. Given they're not complicated shapes for something like wall pieces, it's just easier. The issue was Component02 was assigned the right cube and also the snap_2 vertex on the bottom left of the model, just un-assigning and redoing the named selections works now

charred bolt
#

Yes, fine to use just Geometry LOD, with penetration materials assigned, if very simple. But of course, expect issues if rules of the LOD are not followed, so glad you got it sorted. Always check closed/convex/component name selections when making these LOD's.

stuck oyster
unkempt token
#

I think it's a mistake I carried over from when I first got snapping. I might have misread where I got it from but I believed the snap function was looking for snap_x in the geometry LOD for some reason. It's definitely something I'm gonna go back and review now though.

stuck oyster
#

Sure some script might be looking for that. Don't think vanilla has such though.

unkempt token
# stuck oyster Sure some script might be looking for that. Don't think vanilla has such though.

ah, looking at it, its derived from bin_fnc_cargoPlatform_01_update and it's finding the snap points by pushing back into an array like this:

{
    _snapPointsParent pushBack (_object modelToWorldVisual (_object selectionPosition format["snap_%1",_i]));
};```
which is syntax 1 from <https://community.bistudio.com/wiki/selectionPosition> so I guess it could be in any geometry / hitpoint / memory / landcontact LODs
#

so it TECHNICALLY works but honestly memory LOD would be so much easier so that this kind of accident with named selections is less likely 😄

stuck oyster
#

Ye you are likely correct there

elfin bone
#

Hello!

#

I'm having an issue where everytime I load my model into Arma it keep saying my normal can't be found also I think it's causing my shadows not to work properly. http://puu.sh/mgVd3/f6157c5aee.jpg

obtuse rain
#

So the first thing is those shaders aren't really used any more.

elfin bone
#

My shadows weren't working either

obtuse rain
#

You typically use:

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

Unless you were trying to do something unusual.

elfin bone
#

Do you have an Rvmat I could use?

obtuse rain
#

The second is you can't just name your textures anything, they must have the suffix like "_co" or "_nohq" (e.g. MoleHole_nohq.paa) otherwise they won't compress properly (and may even have swapped colour channels).

elfin bone
#

10-4

obtuse rain
#

There's a sample rvmat on the Wiki, but unless you want to go into materials in detail you're best off opening up ARMA .pbo's and stealing the top section (the bit before the stages) from a similar material.

#

specularPower = 60; is closer to glass than dirt for instance

elfin bone
#

What would you recommend specualpower for dirt?

obtuse rain
#

And if the error ARMA is giving you is that it can't find the .paa, that won't cause your shadows to be messed up.

#

Depends on how much normal map detail you have, if the normal map is fairly flat you'd need it low so that it doesn't visibly reflect the sky. 😉

elfin bone
#

I'm pretty new to modeling / coding

#

I don't know much code

#

learning slowly.

obtuse rain
#

Yeap, you can't just rename the .paa's by the way.

#

You have to rename the .tga/.png and then convert them to to .paa again.

#

It's the process of converting them that uses the _co/_nohq tags to see how they need to be compressed/if the alpha channel is needed/etc.

foggy finch
elfin bone
#

just did I converted them again

obtuse rain
#

Yeap, so they should be ready to go.

#

So shadow LOD's have to be triangles (no quads), have sharp edges and be "watertight".

elfin bone
#

Cannot load my nohq file

obtuse rain
#

Yeap, you need to change the paths in the rvmat to be absolute.

storm wave
#

any way to fix does lines

elfin bone
#

What do you mean?

stuck oyster
#

could be bad rvmat or bad uvmapping blobdoggoshruggoogly

obtuse rain
#

Normally your rvmat would be somewhere like:

\fuz\fuz_molehills\small_molehill\data\dirt.rvmat

#

If you're using P:, you would put it in:

P:\fuz\fuz_molehills...

elfin bone
#

10-4

#

P:\Assets\Data

storm wave
#

thanks

obtuse rain
#

Then in your rvmat you would use an absolute path into that:

\fuz\fuz_molehills\small_molehill\data\dirt_nohq.paa

#

Yeah, you'll want to use a 3 or 4 letter tag and set it out like I've got above.

#

It ensures your paths/object names never collide with some other addon.

#

Plus some of the tools (like pboproject) assume you're doing it that way too.

woeful viper
#

there is nothing wrong with not using the super shader - super shader has fresnel reflection, so for anything that has not alot of specularity (e.g. concrete, dirt, etc) it's more ressource friendly to use a more simple shader.

#

i think the main issue here are the paths

elfin bone
#

Which shader do you suggest?

#

PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap"; ?

tough surge
#

does anyone know how to disable blocks going thru eachother in blender

#

like activate collisions

#

if you can even do that in blender

stuck oyster
tough surge
#

instead of a block or square or circle/cylinder

#

going past another one

#

and being inside of it

#

or going past it

#

they collide

stuck oyster
#

going how

tough surge
#

i get you can use the magnet for faces

stuck oyster
#

what moves them

#

step back some

tough surge
#

in the editor

stuck oyster
#

and explain what you do

tough surge
#

I take a block and theres a block in front of it

#

and i move it

#

and it goes past that block

#

I want it

#

to collide with the face

stuck oyster
#

ok

tough surge
#

just stop and not go past that

stuck oyster
#

thats not a thing really

tough surge
#

damn

stuck oyster
#

snap tools basically are like that

#

but not exactly what you do

#

you are looking for some sort of full realtime physics calculation

#

in edit mode

#

and I dont think thats a thing

tough surge
#

this is a dumb example

#

but in roblox studio

#

theres a collisions

#

thing

#

so like blocks cant go past eachother

stuck oyster
#

yeah thats not same

tough surge
#

there is nothing like that?

stuck oyster
#

no

#

Im thinking you are used to very non 3dmodeling concepts

tough surge
#

i think you can do the collisions thing from what i saw

#

but only in

#

animations

stuck oyster
#

yes you can do simulated collision

#

but like

#

what exactly do you try to achieve

#

lets move past the weird technique

#

what is it you try to do

tough surge
#

can i upload videos here

stuck oyster
#

small ones if you dont have nitro

south badge
#

Sounds like he wants to cut off a mesh at a point where it intersects with another mesh

stuck oyster
stuck oyster
south badge
#

I will not bet you on it for sure! yoba_zampolit

stuck oyster
#

block physics have not really relation to that

tough surge
#

i might be wording this very bad

#

and im sorry

#

english is not my main language

stuck oyster
#

is ok

#

just try to explain what you try to model

tough surge
#

ok i have a video

stuck oyster
#

instead of the technique

tough surge
#

see the first part

#

not the first thing

#

the second thing i do

#

like that way

#

the block stops

#

it cant go

stuck oyster
#

snap tool would do that

#

but like

#

again what do you try to model

tough surge
#

sometimes im making stuff

stuck oyster
#

as you might be doing something odd there to achieve it

tough surge
#

and im on like the 2D view

#

and its hard to get the model

#

exactly above the other

#

like on top

#

it ends up floating or its like

#

0.000001 up or down

south badge
#

For how many hours have use used Blender up until now?

tough surge
#

and the snap tool for faces

#

just doesnt work

tough surge
stuck oyster
#

id recommend doing some basic tutorial stuff

#

and dont model things from blocks

tough surge
#

i know some basic stuff like uh

#

faces

#

extruding

#

vertices

#

loop cuts

#

i use that a lot

south badge
#

So what is now preventing you from extending one face of the left cube to get a mesh with the correct length

stuck oyster
#

youll want to explore the snap tool options

south badge
#

instead of tacking on a different cube

stuck oyster
#

and yes it is better to build out instead of blocks

#

as blocks will leave faces between them

stuck oyster
#

which are not good

tough surge
#

i have a lot of loop cuts

#

and i cant exactly copy just one large face

#

id have to extrude

#

each individual face

#

and i cant get like a

#

whole solid

stuck oyster
#

you might need to clean up

tough surge
#

part

tough surge
south badge
#

sounds like you want to Limited Dissolve

tough surge
#

and sometimes it just breaks stuff

#

like deleting them deletes faces

#

and merging t hem

#

them*

#

glitches that part

south badge
#

you can also ctrl x on loop cups that you want to remove

tough surge
#

""glitches""

stuck oyster
#

yeah dont merge unless you know what you merge

stuck oyster
#

thatll mess stuff up

south badge
stuck oyster
#

lot of blender tutorial video watching can be very useful

#

to pick up more how the tools work

south badge
#

if the loop cut / edge holds no geometry, you can remove it this way

tough surge
tough surge
#

i also tried looking at uh

stuck oyster
#

youll spend next few months on learning

#

dont worry

tough surge
#

i think its called

#

"topology"(?)

#

but its really complex apparently

tough surge
#

blender is really confusing

#

i can do stuff its just

stuck oyster
#

terminology will also come more familiar as you make stuff

south badge
#

The most important thing is to suppress tears / anger when it comes to that point

tough surge
#

i either tend to accidentally mess things up and break them or

#

do things very slowly

stuck oyster
#

that is alright

tough surge
#

and theres many ways to do things faster ive seen

stuck oyster
#

learning this stuff is not a speedrun

#

youll learn new things 10 years from now

tough surge
#

ok

#

the snap tool

#

i will look into it

#

thanks for the words and the help you guys

#

👍

#

wait @stuck oyster (sorry for the ping)

#

i have a doubt

#

are you a dev for Arma?

south badge
tough surge
#

damn i had no idea

#

and when you delete the loop cuts

south badge
tough surge
#

the form of the figure stays?

#

even if theres no loop cut there

south badge
#

it depends entirely if the loop cut holds any geometry or not

#

here all the surfaces are flat, so it is not a problem

stuck oyster
#

but Ive worked with few of the CDLCs

#

I just help around here some

tough surge
#

oh alright

south badge
#

If you delete one that holds nothing, the shape stays. If you delete one that does, it gets modified

tough surge
#

how do you select only loop cuts?

south badge
#

left shift left alt rmb

#

(no clue if this is a default bind)

#

I use right click select

stuck oyster
#

mine is alt+rmb

south badge
#

I only do so because an Indian guy told me to one and a half years ago!

tough surge
#

that it darkens up

cedar jacinth
#

Hey, what is the best way to make the fire geometry hull and turret? I have the tracks and wheels done, but im stuck at the rest of the fire geometry.... i saw an example where it uses armorplates? to model the outside of the tank, but the sample does not have this... where can i find a tutorial about this? i guess the armor plate way is more up to date?

tough surge
#

or is that just the shading

south badge
#

Depends entirely of shading. Obviously, a messed up topology will have messed up shading.

#

I dont know if you use shade smooth or shade flat when modelling stuff.

tough surge
stuck oyster
tough surge
#

is there a way to un-shade something

#

make it completely flat

#

no smooth no shade

south badge
tough surge
#

sometimes i like the blocky nature

stuck oyster
#

your wheel/track hit geometry is perhaps quite extensively elaborate

south badge
tough surge
#

i dont understand

#

is there a shortcut

south badge
tough surge
#

for shade smooth

south badge
#

in object mode

tough surge
#

oh alr

tough surge
#

is there a way to see

#

if faces are missing

#

if something has no face

#

is there a "map" mode to see that?

stuck oyster
#

just put solid drawmode on

#

also turn on backface culling

#

so only front side of mesh is drawn

#

games typically use only front face

south badge
stuck oyster
south badge
#

you can set up blender so it shows front faces in one colour, and back faces in a different colour

#

that way you more easily notice a hole

tough surge
#

thank you

south badge
#

you can also enable the "non manifold" check, which should also show you if you are missing some faces somewhere, but this is generally not something that is always an issue, as you want to delete all the "faces" the player will not be able to see to save on performance and improve texture quality

cedar jacinth
# stuck oyster

But for hull? i heard about something like "RHS Armor System" or something similar?

stuck oyster
#

Id recommend disregarding any of that

elfin bone
stuck oyster
#

but yes you can and should model the hull plates in real dimensions

#

that gives them accurate protection characteristics

pallid island
#

i mean, wasn't there a note at wiki about minimal firegeo component thickness being like 0.5m or something?

stuck oyster
#

as for wheels it might already be enough to have just the wheels in there

stuck oyster
cedar jacinth
pallid island
#

you model them to exact thickness O_o

stuck oyster
#

yeeh im not sure how to really respond to that

#

its just modeling

#

you can make a face

#

and extrude it 143.4mm if you like

#

but dont worry about few mm here or there

#

that wont really matter

#

or you can use inset face with depth

#

or make a strip that 50mm wide and extrude that into big plate

#

many ways to armor the cat

pallid island
obtuse rain
#

I avoid the older ones because they don't tend to be used in A3 models (and I can't be bothered finding out if they still work properly).

cedar jacinth
#

Alright 🙂 ty 🙂 Ill give that a try 😄

stuck oyster
#

also like I mentioned earlier hitpoints are not as necesessary anymore as you can also model the internal components as blocks

#

there are only singular points for each hitpoint for explosion damage to reach them

#

if theres no mesh hitpoints at all, explosions cant do anything

obtuse rain
#

Many of them are only used in 10 or so RVMAT's out of the almost 30,000 RVMAT's that make up the ARMA assets.

cedar jacinth
#

Explosions? like overpressure?

elfin bone
#

I've never got this

#

Today is one of those days.

cedar jacinth
#

Sorry, for conclusion - is modeling the armor plates good? Yes? no?
Should i try to stay as close to sample as possible? Yes? no?
Is there any other sample that i could get to take a look at?

south badge
obtuse rain
#

Can your modelling application export FBX?

elfin bone
#

Yes

#

Someone said I should do OBJ

obtuse rain
#

Oh, odd. What application?

elfin bone
#

For quixel

#

I'm using 3ds max

charred bolt
cedar jacinth
#

Alr ty! Ill take a look at it tomorrow 😄

stuck oyster
#

and non explosive solid shots that do damage if they can penetrate armor hitgeometry and then hit hitpoints or armorcomponent

#

im pretty sure its explained in the wiki pages linked in this conversation

cedar jacinth
#

👍🏻

charred bolt
#

The biki doesn't explicitly say that using the armor component system replaces the hitpoint spheres for direct ballistic damage, or that only a single point is needed for explosive calculations; those are things I think you and I (HG) determined through experimentation around 4 years ago and have since spread word of. Others may have come to the same conclusions too independently, but many are still using complex hitpoint clouds and getting inconsistent behaviour as a result.

stuck oyster
#

I recall the explosions range still has to reach the hitpoint so with a larger hitpoint set you could make a part more susceptible for explosion damage

cedar jacinth
#

Cant BI just update the samples to up to date standards? 😄
Arma 3 is still thriving strong and modders would probably really appreciate the help 😄
Oh, and the game is not yet discontinued, so theres that point 😄

stuck oyster
#

but they dont need to be dense cloud

charred bolt
#

No, from what I can remember, there was no change to damage on where the hitpoint was placed, as long as it was inside the armorComponent. But most blast radius effects would easily have a range larger than the tank, so it would only potentially have an effect when the tank was right on the edge of the blast.

visual thicket
#

Quixel Can use FBX formats it just can sometime have glitches with the models

elfin bone
#

ah

visual thicket
#

Before 2.0 it can only accept Triagulated obj formats, after 2.0 released they added a bunch of new formats but some of them are a bit dodgy

#

You can give it a go.

stuck oyster
#

👍

woven solstice
#

Hello everyone got a question.
Working on the texturing and painting a model. and the body model is pink

#

the body is just there for sizing but does this mean I messed something up?

marsh canyon
#

It is just because Blender can't recognize the proper color/material and there is no reason to worry

#

FF00FF is often used to indicate a matetial that doesn't exist or returning error, and apparently not related to your headgear you do, or Arma

woven solstice
#

thank you

#

I've finished both hairs I needed modeling for. now to work on an M1 helmet.

tough surge
#

I have a question, does anyone know how I can add a loopcut in blender on 2 faces at the same time?

#

Like in X-Ray you can choose vertices from 2 faces,

#

But with loopcuts

#

for some context i was trying to add loop cuts to only 2 faces so i saw a tutorial and it said to press Y and it separated the faces and now I could add loop cuts only in those 2

#

but the problem is i wanted to add the loop cuts to both faces

#

but it only adds it to 1

woeful viper
#

.3ds is best to be used for OB import

woven solstice
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okay first big hurdle for me.
I was trying to export it to test if I was anywhere close and I got this pop up.

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can someone translate for me.

marsh canyon
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n-gons mean a face that has more than 5 points. You can use only 4 points (quad) or 3 points (tri)

woven solstice
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I see,

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is there a quick way to fix that or do I have to search every face for the five pointers?

marsh canyon
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Search by sides or whatever its called

pallid nexus
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Or just run triangulate on the offending LODs (has the side effect of making it hard to recover nice quad topology if you had that)

woven solstice
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I think I found it. Deleted and fixed the spot.

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Now to make the Low Rez copy again and try again.

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I feel dumb... I forgot to check the low rez for n-gons...

cedar jacinth
# charred bolt Recommend you use the damage enhancement system from Tanks DLC https://community...

Sorry to ask a dumb question.. but is this video up to standard with the Tank DLC? https://www.youtube.com/watch?v=NEDS6MAqjuQ&list=PLBu9iYcvoxKurMX681DVXtWp_FeKS0k2D&index=57

Can i follow this?

I wanted to explain to Bax the way I understand and work with Fire Geometry in Arma. So why not record it and share it with the community ?

Unfortunately OBS did not record Bax's voice. :(

The video is uncut so you will also notice that even with thousands hours in arma modding you can still lose your hair.

I could have done much cleaner ...

▶ Play video
cedar jacinth
tough surge
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what*

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wdym

marsh canyon
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It does mean it is really simple Blender thing I guess

tough surge
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what does mby mean

woeful sluice
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Where can I learn how to make a vehicle mod for Arma 3?

marsh canyon
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Depenss on which kind of vehicle. But BIKI would be the best resort. And Arma 3 Samples as well

tough surge
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Do you know any keywords I could search up to not be over specific

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Or should I just search up with all the specifics

south badge
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what do you mean on two faces at the same time?

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Loop cuts only work with quad topology

tough surge
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So I saw a tutorial to only add a loop cut on a single face

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And it says to select a face and press Y

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To separate the faces

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So I did, but when I tried to add a loop cut its only to one face

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Rather than the normal loop cut which is on both faces

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Now that I think of it

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Could I not just merge the faces?

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If thats an option

tough surge
south badge
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selecting a face and pressing Y will cut the face off, no?

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loop cuts are added via ctrl + r

tough surge
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So I could add a loop cut only to those faces

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But instead of mirroring like a normal loop cut that goes in the back and front

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It only did it in 1 face

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I could "merge" the faces(?)

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I just thought about that

south badge
tough surge
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Ah wait

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Youre right

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I separated the faces

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Therefore they arent connected I think

south badge
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well, yeah

tough surge
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Is there a way to add a loop cut to 2 specific faces then?

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Or merge/link faces

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Together

tough surge
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Just a selection

south badge
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I am unsure if I understand what you want, this is the best I could deduct, that you are trying to add a loop cut to two unconnected faces of a single mesh without the loop cuts being put on to the rest of the mesh

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You can also add a loop cut that goes through the whole mesh and then ctrl-x to disolve the loop cuts on faces you dont want the loop cuts to be on

tough surge
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The problem is

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The loop cuts wont be exactly on the same spot

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Unlike if they were like connected

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Theyd be placed in the same way

south badge
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I reckon then you´ll have to move / slide the newly created vertices to get them in the correct position?

tough surge
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Is there not an automatic way to do that

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I will try and merge the faces and see if it works

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Im wording this so badly 😢 🙏

south badge
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It is easier to explain Blender stuff via a video yoba_zampolit

tough surge
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i dont have obs set up

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should probably get it working

cedar jacinth
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You can also use the „Snipping Tool“ for that from Windows - works okay for stuff like this

cedar jacinth
steep crest
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Does anyone know how to make an object with two inventories?

storm wave
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Cant see textures exept colors in 3d view buldozer in object builder

stuck oyster
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Use knife tool with middle snap

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Or select faces, hide unselected, loop, unhide all

bitter atlas
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Good afternoon, I want to make a likeness of Ghillie. I roughly understood how the idea of inserting a texture without a background works. But I don't know how to arrange the texture according to the shape model, which would look voluminous and beautiful. Do you have any ideas about this?

marsh canyon
bitter atlas
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Thanks

tough surge
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Please if someone can tell me how I can do this thing right here, I've added loop cuts in the sections each way like that, but for some reason they don't create any faces and It's all glitched and buggy, I have to fill the faces myself and then It gets fixed(?) but for some reason its still "bugged" and there are multiple faces in the same spot or something like that, can someone please help me with this this has actually never happened to me before and I've done stuff like this before so I don't understand why it isn't working now

stuck oyster
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or try to merge the all the corner points together

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if you cant properly manipulate it, you somehow messed the mesh

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maybe each face is separated or somethin like that

tough surge
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if i make the shape again

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Do I start making those faces first?

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Those details*

stuck oyster
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theres many different ways to make that shape I suppose

tough surge
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Could I get some advise on how to make this please I've been struggling on this stuff for a while

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I'm really new to blender

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I never had these issues on the very few things I did before

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I'm trying to get all the details

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It all breaks when it comes to faces and vertices and that stuff

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And that didn't use to happen to me

pallid nexus
# tough surge Please if someone can tell me how I can do this thing right here, I've added loo...

It might help to run cleanup mesh stuff on it (merge by distance and limited dissolve, to get rid of doubled vertices and stuff)
One method:
Loop cut to make the cuts
Edge slide the loops as needed
Extrude manifold to make the slots on one side
Symmetrize to match the other side

Different method is to work with boolean modifiers and multiple objects (or array modifier),
Non-destructive, but can get weird and slow with multiple batches of booleans

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Watching one of the videos on topology can help
It's really easy to make topology that is painful to edit

tough surge
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It was slow and I ended up running into a blockaide either way

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It made vertices aswell

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I think you cant

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Make loop cuts

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If theyre not 4 vertices

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(I believe I might be wrong)

pallid nexus
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Loop cuts I think expect rings of quads, a pentagon or a triangle will muck it up
But if you have an extruded hexagon as the start of the slide, loop cuts should work

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Booleans can be slow to process, changing the mode of the boolean to fast instead of exact will make it much faster

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Also, booleans and most other modifiers have a visibility toggle, and are not visible in edit mode by default

south badge
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I think I would avoid booleans as much as possible, especially if you are new and can´t clean up the topology afterwards

tough surge
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I am very bad at topology

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But I'm trying to aim for such details in the faces

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So I have to learn it eventually

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For what I wanna do

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I mess things up

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Way too fast

pallid nexus
pallid nexus
south badge
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I am not very good at Blender, I´d do it like this. But there´s 100 percent a faster way to do it for sure

tough surge
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How did you fill the faces quickly

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And also

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Dumb question but

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How do you have the cubes be

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Or mesh

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be blue

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That type of

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Render

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View

south badge
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you can select the edges you want to fill and press F

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that will fill in the space between the selected edges

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or if you select two vertices and press F, it will create an edge between them

south badge
stuck oyster
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less cleanup way would be just extrude the ridges out and then bevel the edge

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but like I said many ways to make this

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now here is my advice

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just play around instead of trying to make something exact (or at least something complex) first

south badge
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truee

stuck oyster
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might add to the advice that even if you do something specific dont worry about failing with it

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youll just got to try again with some different angle

elfin bone
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I've followed the LOD Guide

tough surge
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goat

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r u up

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nah its actually early

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but r u busy

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tklama is offline

stuck oyster
tough surge
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oh alright

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good night

elfin bone
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Also my Geometry isn't working any advise?

elfin bone
cedar jacinth
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How can i make this a convex hull without loosing the hatch shape? Its always "deleting" it...

marsh canyon
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It does mean you need to make multiple convex shapes

south badge
woeful viper
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it won't get any better then this, that's for sure. What's the purpose of this pile of dirt?

stuck oyster
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this is important to remember

cedar jacinth
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Ohhhhh

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Alr 😄 ty

stuck oyster
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theres lot of convex/concave difference explanations on the web if you want to find out more details

south badge
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Just make it planar + no holes and you should be good

cedar jacinth
woeful sluice
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How can I make the 3D model usable in Arma 3, that is, in the game?

stuck oyster
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what kind of model?

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did you make it?

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do you have experience with 3d modeling?

woeful sluice
south badge
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You are making 4 separate rectangular components with a hole in the middle between them for the hatch

prisma mulch
cedar jacinth
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Well my thought was if the driver is turned out that you can also shoot the body instead of for example only the head

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but i guess "higher" caliber weapons can easily pen 16mm 😄