#arma3_model

1 messages · Page 45 of 1

woeful sluice
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I just don't know about UAV and how to turn it into a game.

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3D model

prisma mulch
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Ah yeah so then for fire geometry you can break it up like Tklama showed and make the shapes around the hatch.

cedar jacinth
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Yeah did not get the idea of breaking them up 😄

south badge
sour bough
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Is there a particular "trick" to getting stadiametric range finders to work in scopes?

stuck oyster
woeful sluice
stuck oyster
sour bough
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time to just use that vanilla one lmao

stuck oyster
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I guess with real scope reticle you might get close. but I dont thing the optics and viewmodel is real enough to be 1:1

sour bough
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I'm Pretty sure 6x zoom isn't actual 6x zoom anyway because fov

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So the math may work differently

cedar jacinth
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This is my hull now. i have 44 components assigned. now my question: Some of the components are overlapping - is this a big deal??
I would assume yes since it might add double the armor value?

stuck oyster
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that can cause problems

cedar jacinth
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damn..... have not yet figured out how to seemlessly combine them :/

stuck oyster
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in stuff like buildings its not as important since there no much special hitpoints or crew

cedar jacinth
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cut? never heard about that

stuck oyster
cedar jacinth
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yeah that is what i was looking for.. its just called "cut" yes?

stuck oyster
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no

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😅

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knife tool might work depending on the surface angles

cedar jacinth
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😄 well im asking since ill have to watch a video about it ^^

stuck oyster
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or you can slide the corner vertex along the edge

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theres no specific name for this Id guess

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its just modeling and the same result can be achieved with many tools

cedar jacinth
stuck oyster
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all depends on the shapes you got I suppose

elfin bone
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It's going to be a container

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(Desolation Mod)

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aka DayZero

tough surge
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hello, any1 know why these specific faces are "brighter" than the others?

stuck oyster
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could be separated part

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or backside and frontsides

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or different assigned material

marsh canyon
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Or misaligned Normal

tough surge
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maybe its this

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that*

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they have no material

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or basically no material modifications i believe i have not touched materials in blender ever

stuck oyster
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merge vertices

tough surge
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the backsides are all correct

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and i have merged vertices

tough surge
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backface culling is correct

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i used face orientations to know which normals

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should be outside or inside

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could it be the separation part but as in face separation?

marsh canyon
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Face orientation does not equal to normal

tough surge
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you can separate them by pressing Y i believe its Y

tough surge
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how could I fix the orientation?

marsh canyon
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Alt+N and recalculate

tough surge
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i thought normals did that

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my bad

tough surge
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recalculate normals stuff

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i already did it

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Alt + N = recalculate inside/outside

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and it does the same

marsh canyon
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Then something else is doing it

tough surge
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hmmm

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i mergeded vertices already

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merged*

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they have no material modifications

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the normals are fine

marsh canyon
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Please don't spam Enter so frequently but write in longer post. Also you have a way to edit your post, no need to correct in a post

tough surge
visual thicket
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Maybe no shadow at all will be ok

tough surge
south badge
polar fiber
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Yeah it's just because you have hard edges

woeful sluice
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Can anyone make the 3D ready model suitable for Arma 3

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pls tags me

stuck oyster
mystic glade
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is arma3objectbuilder the current proper alternative to armatoolbox? i noticed the updates on the former are more frequent + armatoolbox threw up an error about an import module when i tried using it on the current version of blender. (i'll be looking into this later, but was curious)

stuck oyster
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both work

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so probably issue in what you tried to do

mystic glade
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ah i meant this

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when i point blender towards the zip file of the addon

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arma3objectbuilder imported just fine, so yeah firShrug

stuck oyster
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or the zip you had contained double folders

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which happens if you download it from the main code instead of release

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you can use either though thats fine

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they have some differences so if you come up with problems remember to say which addon you use

mystic glade
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oh yeah i double checked that, i made sure to not download it as a "zip" from the main repo and instead from the releases aka this

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i'm fine with the alternative working (just more familiar with armatoolbox) but yeah

stuck oyster
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its also possible its not yet updated to latest blender too

mystic glade
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yeah that's my likely thought at the moment

tough surge
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Basically it wouldn't like affect the final product

south badge
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You'll deal with shading during the uv unwrap

prisma mulch
tough surge
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something along those lines i think

hazy shell
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Hi, So im having a problem when packing my mod when it reaches the P3D it throws an error ModelInfo.MemSphere is not a float, im not sure where its pulling this from

bold flare
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Your mikeros tools might be outdated

hazy shell
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dam

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I'll see if updating them soloves the problem

woven solstice
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Is there a step by step guide to using the arma3 tools stuff?
My models are almost done

stuck oyster
woven solstice
vital hare
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I've tried several times to make it invisible with an empty texture but it doesn't work, it's never really invisible.

stuck oyster
quick widget
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I have no idea where it is from. Some friends say it's from some mobile RTS Bohemia did.

stuck oyster
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the game models cant be edited anyway so completely new one would need to be made

quick widget
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I can only imagine this model was built off some kind of long forgotten cut content. I believe this model got added years ago with Malden.

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Well if anyone in Bohemia has any long dormant memories sparked back to consciousness by this query, GIMME. ViolenceHasEscalated (Please. It's neat.)

pale valley
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Looking at doing my first character - could somebody give me a quick synopsis, how do I make it match the bones - If I make a character and match his pose to the one in the the examples folder, as long as everything is named correctly, would everything be tied to the bones correctly?

halcyon rampart
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Hello there does anybody that know vehicle and PhysX know why a custom vehicle would not slow down slowly when letting go of your controls, i have a vehicle ive been working on and from what ive found my config and PhysX should be fine but my vehicle sharp turns and maintains its speed, my theory is its not pulling my PhysX info.

stuck oyster
halcyon rampart
stuck oyster
halcyon rampart
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It's a deimos predator tank using the test tank physX/model config

stuck oyster
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k actual tank then.

halcyon rampart
stuck oyster
halcyon rampart
halcyon rampart
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@stuck oyster if your free in half a hour I can show you in VC

stuck oyster
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but if you have different amount of wheels youll need to take that into account

halcyon rampart
stuck oyster
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the sample tank does have different number of wheels I believe so that does need mathing to adjust the values

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of course sure you could have other problems with the config too that causes your wanted values to not apply

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but usually that manifests pretty strongly

halcyon rampart
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Gotcha

reef gate
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Are there any good tutorials on how to get a building into Arma?

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Like step by step

stuck oyster
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el tyranos might have something close to that

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at least for basic steps

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no guide covers every small detail you can do

lone robin
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I’m thinking about making some trees, primarily dead or very little foliage, for my terrain and am curious as to what causes the CUP trees to essentially turn white when you’re seeing the distance LODs, I’m just trying to avoid this on my own trees

stuck oyster
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cant recall ever hearing that happening though

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so maybe corrupt download?

lone robin
stuck oyster
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could be file error or could be rvmat probelm

reef gate
reef gate
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What's the difference between a pathway and a roadway LOD

pallid island
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Roadway = "Where can i stand"
Path = "Here're rails for AI to move on"

reef gate
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can I make the path similar to the roadway or does it have to be narrow

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for example I've made this for the roadway

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would the path be the same or shrunk down?

pallid island
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check the building sample for, well, sample blobdoggoshruggoogly

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i assume that edges are the literal rails there

stuck oyster
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ai basically walks on the edges yes

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edges of the triangles of the path mesh

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and path mesh has to face up

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and roadway mesh needs to be slightly above geometry mesh

reef gate
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How much higher? I’ve done it enough that none of the geometry mesh clips though

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Also how would I make the roof?

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I have made the roadway LOD for it

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Do I need to make a path?

stuck oyster
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if you want ai to walk on the roof

reef gate
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It has ladders leading up to it

stuck oyster
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do you want ai to path on the roof

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if yes = need path lod on the roof

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everywhere you want ai to be able to walk on, you need path

reef gate
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will there be any issues with me copying the roadway LOD for the bits i want the AI to walk on

stuck oyster
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yes

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roadway mesh is nothing like path mesh

reef gate
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in a big room would the path LOD be one big plane or would it be a path from door to door

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is it like this

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or this?

sour bough
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What do the "roll" bones in the Arma man skeleton do? Like, what part of the body should that correspond to, I guess

unkempt token
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For the airport structure I made for Korsac here's what the pathway LOD looks like:

stuck oyster
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they handle the roll of the limb

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along its own axis

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like when you turn/roll your wrist your elbow dont move

sour bough
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So they should be assigned more or less along the limb?

stuck oyster
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as it is on the arma man

sour bough
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I'll check mister Arma man in a sec yeah

stuck oyster
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forearm handles the elbow

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forearm roll handles the wrist basically

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in that regard the community rigs are made wrong imo

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since both arm/arm_roll bones overlap

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instead of being after each other

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the animating results are basically same

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but the bone hierarchy is little bit lost

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Ive made mine to keep up the hierarchy

sour bough
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Is yours uploaded anywhere?

stuck oyster
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no

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Ive got some other stuff there too that might not work for everyones tastest 😅

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edits like this are not very complex though

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I also got all the bones connected via non exporting structural bones to keep them in line for rtm import

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the import dont work well on non connected bones most of the time

reef gate
unkempt token
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Real Virtuality™

reef gate
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Do I need to make a fire geometry for the building?

stuck oyster
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it can be beneficial to have it

reef gate
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Wdym? Like do have to create a fire geometry for specific bits for the penetration to function properly?

stuck oyster
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depends entirley on what you want to do

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for collsions (geometry lod) a wall might be one big block

prisma mulch
stuck oyster
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for hit geometry you might want to have different thickness or material parts for it

stuck oyster
unkempt token
white jay
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can u change the flag patch on the military fatigues in ArmA 3?
like on the MTP Combat Fatigues, it displays the american flag on the arm patches

prisma mulch
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If I wanted a breakable window is there a reason to use hit-points over the convex section in the fire geometry?

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In a building that is

stuck oyster
prisma mulch
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Thanks

stuck oyster
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but that might be solved with just singular hitpoint per window

prisma mulch
sand night
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anybody able to help lil ol me with a uniform mod for a3? Repacked it after repathing some texture stuff and it isn't working at all lmao. Any help would be appreciated

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It’s just invisible in game so maybe I pathed it wrong?

marsh canyon
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You're doing a Mod in a very wrong way. That is not how it is even supposed to be done

stuck oyster
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thats forbidden

gleaming tusk
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what would cause a shadow lod to only show the entire shadow when another object of the same type is placed?

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when the object is alone, it shows some of the shadow
when i put down another it shows every selection, even ones that are meant to be hidden

stuck oyster
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you dont hide stuff with hiddenselections

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if you need variants

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you make separate p3ds

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if you need 100s of variants

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you go see doctor

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cuz thas just craycray

gleaming tusk
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good to know catto_dance

stuck oyster
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need variant p3ds applies to weapons,wearable equipment, and units/uniforms as they dont have model.cfg driven "at will" hide animations to hide the parts

white oak
stuck oyster
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other vehicles (cars, tanks etc) can use hide animations to toggle various cosmetics

sour bough
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USP does it and it runs fine ime

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Your mileage may vary

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(they use it for uniforms)

stuck oyster
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they should not

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but blobdoggoshruggoogly

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the mesh is not hidden

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its made fully transparent

sour bough
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Yeah I mean, it goes against the old wisdom but it runs better than RHS

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So shrug?

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It's not like render time is actually a big part of Arma frame time these days

stuck oyster
sour bough
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me n my pals

stuck oyster
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variant madness is a thing blobcatsweats

sour bough
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kjw had to regex the several million variants yes

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or like, a million

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I forget the actual number

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It's madness

stuck oyster
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probably a lot though 😄 thats all that matters

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it sounds great

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but in the end its not really needed

sour bough
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it's not like, a performance fuckery these days

But also, it's absolute madness to maintain

stuck oyster
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few variants can be nice and manageable

sour bough
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The "new" way they're doing it is letting it be configured and then letting the mixing and matching be an exercise to the aux modder

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I say this as if Siege will come out of his coma and publish the update they're cooking

stuck oyster
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theres just always the border cases such practices may cause Id suppose

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which personally Id like to avoid

sour bough
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I don't currently have a need for five hundred bajillion variants but I do have a kjw to regex it if I ever do

pallid island
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there are over 17,750,000 different variations of weapons in Borderlands
blobcloseenjoy

stuck oyster
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yeh most are totally useless too

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but in that case the engine is designed for it

sour bough
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that's also a lie lol

white folio
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Hello, I have a problem with my car, everything works perfectly via bulldozer but once in Eden Editor my games crash here are my logs

sour bough
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Is it car simulation

cloud zealot
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If i want to create my own grass, i just make a resolution lod and it's ok ? How do i define how the grass will be affected by wind ? What if it's a tree ? I don't want the trunk to move

white oak
cloud zealot
white oak
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class is the main one you're looking for

cloud zealot
cloud zealot
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Is it the rvmap that makes grass polygon double-sided ?

stuck oyster
cloud zealot
spring moat
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Hey Guys need help

stuck oyster
spring moat
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i need help understanding arma tools

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bc ive got some awsome ideas for a mod but cant make sence of tools

stuck oyster
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do you already know how to do that part?

spring moat
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not really I'm trying to make custom characters but i cant figure out how to load up a 3d editor or something and or to find templets to edit current models?

stuck oyster
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but to be able to do 3d models youll have to start from basics

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choose a 3d modeling program

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like Blender for example

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and start learning that

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forget Arma for now

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those things are far easier to approach once you understand the basics of 3d modeling

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and texturing and stuff like that

spring moat
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um ok

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thanks

stuck oyster
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👍

spring moat
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i just wish i could work with someone who could teach me im a visual learner

stuck oyster
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there are a lot of 3d tutorial videos out there

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youll just have to invest the time to learning the stuff

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(and it may take some time)

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but also it can be very rewarding way to create things

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and when I say time, its likely going to be weeks or months even not gonna lie

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people do go to school for this stuff too

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but it is also learnable on your own if you keep at it

spring moat
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ok

stuck oyster
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repeating practise and studying the tools and tutorials is the way to get better

plain star
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Im not sure if this falls under models or animation
Help please
Model.cfg:
class rotor_blade_1_droop
{
type="rotation";
angle0="rad -12";
angle1="rad -5";
axis="rotor_blade_1_flap_axis";
memory=1;
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
source="engineRPM";
sourceAddress="clamp";
selection="rotor_blade_1";
};
Config.cpp:
class AnimationSources: AnimationSources
{
class engineRPM
{
source="rpm";
minValue=0;
maxValue=1;
animPeriod=10;
initPhase=0;
};
The problem is that the moment rpm is not 0, the blade goes from -12 to -5 within a second
It should be a gradual increase

charred bolt
plain star
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i think my blades droop looks good even without a curved droop, but i'm not opposed to having a curved droop either. If i do add, it will a very small curve

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It looks like its has a corved droop even though it doesn't

reef gate
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do i need a physx geometry for a building or can i get away with only a geometry LOD

stuck oyster
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but sometimes it can reduce physx calculation if the physX lod is done separate and in simpler manner

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for example a building you cant drive into might not need the interior geometry for physX collision

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grenades collided with regular geometry lod I recall 🤔

charred bolt
stuck oyster
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oh grenades were with physx then 😄 well then may not be good to simplify the inerior too much blobcatsweats

reef gate
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it says i need to simplify the physx compared to the geo, how would i do this?

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this is my geo

charred bolt
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Reduce the number of objects to 10. Or at least less than 30.

reef gate
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how would i do that

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for windows or doorways

charred bolt
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How many sides does a box with no openings have?

reef gate
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i remade the vanilla one from scratch with an interior

charred bolt
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An example building made of 12 objects.

reef gate
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is there a more efficient way to do this?

reef gate
stuck oyster
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if possible

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with interiors and since those are needed for grenades it may not be possible

reef gate
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i do wanna make it so players can throw nades through this

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it added a couple of objects to work around it but i think it'll be ok

stuck oyster
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with the pipes it may be basically impossible to get a throw through 😅

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but sure you can have the openings in the geometry

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something like this

reef gate
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im gonna combine the 2 over there

stuck oyster
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👍

reef gate
stuck oyster
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couple simple components probably wont make much difference

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but it is good practice to try to be as efficient with them as you can 👍

reef gate
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also for the ladder is it one cube or does each rung have its own collission?

stuck oyster
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for collision a box is usually enough

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if you want grenades go through then for physX you need all rungs separate

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but that may not really be needed detail

reef gate
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what's it like for the vanilla buildings?

unkempt token
# reef gate what's it like for the vanilla buildings?

In my experience, I usually ask "how likely is a grenade gonna go here for an average player" and almost always it would lead me to do no collision for something that players don't need to be able to run into cause it's more fluid feeling

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I don't do separate physx LODs though so grain of salt

stuck oyster
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cant say I remeber trying to throw through ladder

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if it was a ladder in an open space then I would have it separate and accurate

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if its against the wall it can be just a box

reef gate
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I'm fully winging it but does this look right for the pathway lod?

stuck oyster
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id maybe have a connection to here

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or remove the middle fully

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main challenge with pathlods is that when AI is on them it ignores objects placed on there

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so if you want to give people possibility to add obstacles/furniture you need to leave space

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it might be good idea to have the path lod visualized in the first lod via a toggleable animation too

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thats far from standard practice

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but Imo would be super useful for mission making

reef gate
stuck oyster
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yeh this probably works alright

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I personally have preferred to use the BIs "standard" of triangles, instead of the quads

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but I'ves seen both work

stuck oyster
reef gate
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will be there any difference to me doing it one way over the other

reef gate
stuck oyster
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left is their commonly used one

reef gate
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this is what the sample path is

stuck oyster
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ive seen both used in modded content

reef gate
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what bits do the AI walk on?

stuck oyster
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the edges as far as I know

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as in from point to point

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but its not really 100% accurate, theres some interpolation fuzziness to it too

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like AI can decide 10cm off the point that its close enough

reef gate
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would something like this work or is it too close to the edge

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i wanted to have the one triangle be a position so AI can hold that corner

stuck oyster
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if you set the end to be a nubmered "pos" selection yes AI can be ordered there

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stuff like this

reef gate
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how would i get the roof to work?

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the only way up is via ladder

stuck oyster
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AI can use ladders

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for example A3 chimney (SOGPF version)

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the se are the paths on different levels

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the ladder memorypoints

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compared to the paths

reef gate
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oh shit

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i forgot to put ladder memory points

reef gate
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look at this absolute monstrosity

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i feel like I've done something wrong

young dust
south badge
#

The first thing he did wrong was installing the game trollge

reef gate
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how many positions can you have?

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i have 21 so far

stuck oyster
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many

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but its not good to have them too close to each other

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experiment

reef gate
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alright

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what are these weird triangles for?

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they're on the sample house

stuck oyster
# reef gate

the help connect the entry "in" point to ground on sloped /uneven terrain or when building is sunken down or raised

south badge
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Does the toolbox not preserve vertex group information when copying a proxy from one lod to another one?

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pretty annoying

stuck oyster
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if using automation then probably not

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Id wager its not a direct copy but a programmatically created new one

south badge
#

In case I have a vehicle like this, with 4 launchers in a single weapon, can I somehow make the firing effects spawn at the correct tube based on which one of the four is fired?

Do I need some sort of an EH for this?

pallid island
#

inb4 moving proxies/mempoints for effects with revolving or something

sour bough
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If it's for just the particles, you can do it with the gun config

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If it's for zasleh, you can define the zasleh in the gun I think

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And then in animationsources

pallid island
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although vanilla "B_APC_Tracked_01_AA_F" does have some code in Fired EH meowsweats

sour bough
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I think I had to move the proxy and stuff for my tank with alternating guns

marsh canyon
#
fired = "[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";```Nyx AA literally have this
pallid island
#

BIS_fnc_missileLaunchPositionFix moves the projectile meowsweats
BIS_fnc_effectFired spawns the effect listed in config of fired ammo meowsweats

marsh canyon
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tldr: script it so you'll see the effect from the right pos

sour bough
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iirc I used the missile fix for mine and it caused inaccuracy because it doesn't change the direction of the projectile

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So I moved the memory points instead

pallid island
white jay
#

Noob here with 3ds Max

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Ill make collar for a shirt, trying to insert loop in there

south badge
white jay
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In the collar, it just goes trhough it to the base mesh... Collar is extruded from the shirt

marsh canyon
#

What do you expect on modding scene of Arma 3 then

south badge
#

I shall outsource this to the correct person immediately!

charred bolt
sour bough
#

I remember having to swap to bullet sim so yeah

south badge
alpine matrix
#

is there like a tutorial on geometry/mass? my LAV no longer thinks its a vehicle it became a rock lol

stuck oyster
alpine matrix
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but when i spawn the vehicle it just floats and doesnt move

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everythings animated still proper but the vehicle just wont move

stuck oyster
alpine matrix
#

10572.748

stuck oyster
#

Are the wheels and dampers set up?

alpine matrix
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yeah i have damper land selections

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in the lod proper

stuck oyster
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And when you say floats, does that mean it does not fall down at all if you spawn it up in air?

alpine matrix
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yes

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correct

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it also doesnt fall in the water proper it just sits on the water level with the wheels

stuck oyster
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Then it's either broken simulation in config or you have not actually packed the mass applied version into your pbo

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Most likely anyway

alpine matrix
#

its just CarX for simulation

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and i made sure i packed the mass applied version

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i had the mass working originally but i wanted to remake it because it wobbled far too much around turns

stuck oyster
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Basically there are 2 reasons why physx object don't fall.

No mass in geometry lod

Not physx type simulation.

alpine matrix
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for simulation you do just mean "simulation = "carX";

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right?

stuck oyster
#

Typos can happen, non unique class names might break by other mods using same name, broken inheritance might mean object isn't what it's supposed to be.

#

Stuff like those can happen on config side.

alpine matrix
#

well it worked fine before

#

its 100% a geo lod issue

#

but idk why

stuck oyster
#

Did you check if the mass is there in object builder

alpine matrix
#

yeah several times

#

its there

#

uh

#

well i pasted in my old geo

#

and it still doesnt work

#

something is very broken and i dont know what it is

stuck oyster
#

Try delete the geo lod

alpine matrix
stuck oyster
alpine matrix
#

oh fair

#

lol

stuck oyster
#

Delete, save

#

Then close and reopen

#

Then add then new empty geolod

alpine matrix
#

could it be my Geo Buoyancy too?

stuck oyster
#

For water floating sure.

bright echo
#

do you have valid component selections

stuck oyster
alpine matrix
bright echo
#

cuz if theyre not named the game just ignores them

alpine matrix
#

i cleared temp files on my PBO project too

#

had issues in the past with that

#

but im packing it now with just the new geo and the cube

#

@stuck oyster did not work

white jay
#

I have atm a huge prob with the Muzzleflash , i have smoke and light effects but no mZflash texture.. can somebody help me out with that prob?

charred bolt
#

Make sure all your Geometry LOD's are validated as Kerc says - closed, convex and with each component named "ComponentNN", and each component in the Geometry LOD has mass.
Perhaps show us screen shots of your Geometry LOD and Geometry Phys LOD's.
Remove all LOD properties from ALL LOD's except for lodnoshadow as a test.

alpine matrix
#

as its a LAV from there

#

not sure if that does much

#

but it worked for me earlier today

#

then stopped

#

i changed 1 number in the mass

charred bolt
#

Not really sure why you're asking for help when you ignore suggestions and just keep saying it worked and now it doesn't. Simple answer then would seem to be to go back to what you had before, cut and paste from your previous source if you don't understand how to make new geo lod's.

alpine matrix
#

i apologize, i am actively trying what youre all saying

#

but im just trying to back track and figure out why it may have broken thats all.

#

apologies if it came off wrong, its just flabbergasting that one number broke core functionality lol

charred bolt
#

One number didn't break it ... something else did.

alpine matrix
#

fair enough

charred bolt
#

Try to answer all these questions...

  1. Geo LOD is convex?
  2. Geo LOD is closed?
  3. Geo LOD components have named selections "ComponentNN"?
  4. Geo LOD components all have mass?
  5. You have removed all LOD PROPERTIES from ALL LOD's?
  6. You have checked, using the in-game config viewer, that simulation = "carx";?
alpine matrix
#

can do, give me 1 mike

#

1: Yes all convexed 2: Yes all closed 3: Yes everything has corresponding selection names 4: Yes, all has mass 5: Yes all properties from EVERY lod is removed 6: yes simulation is carX @charred bolt

charred bolt
#

Can you repeat the symptoms of the problem - what you see in-game that seems wrong - exactly how you are testing

alpine matrix
#

for comparison i have 2 other variations of this vehicle(with different components/models for testing)

#

i test everything in ACE Arsenal, i create zeus, i spawn the vehicle and it floats and is unable to be driven and its unable to be moved BUT everything is animated still; turret moves, gun shoots, muzzle flash works etc.

#

this is my geo lod

#

i managed to fix it

#

lord

#

so essentially, the Geo Physx lod was broken all i did was repeat what Horrible goat mentioned doing for the geo lod

#

(delete, save re open p3d file, make new lod)

#

thank you guys very much for the insight and i apologize for the confusion

charred bolt
alpine matrix
#

Everything was proper

#

Components were marked everything was closed and conceded

#

I genuinely have zero clue

lone robin
#

I’m missing some clarity on the shadow volume LODs for trees, more specifically the materials assigned to them. I see in samples that there is material assigned to the SV LODs but SV1 isnt UV unwrapped. Should I assign materials to SV LODs without unwrap or should they technically have a UV Set ?

stuck oyster
#

The trunk does not really matter if it is unwrapped or textured. But the special case of hybrid shadow is the leaves

lone robin
stuck oyster
#

Yes.
Can't use texture without wrapping

#

Can't remember at what state the sample tree is in. It's possible it has some issues in it if this was not apparent from it.

keen lotus
#

Hey, so I don’t know if this is the right place to ask. But commissioned a model to import into the game (I’d have done it myself but so far I’ve only made 3 donuts and struggled with that LOL). The model is finished but I have no idea how to import it. Would anyone be willing to help? If so, could you send me a DM, don’t want to spam this chat since, like I said, I actually have no idea what I’m doing right now LMAO.

mortal pelican
#

anyone know what this issue comes from when importing an .obj

pallid nexus
#

Probably one of the faces in the .obj is an n-gon
One way to remove n-gons would be to load in blender, and select by edges of face, then split or triangulate the offending faces

stuck oyster
stuck oyster
# keen lotus Hey, so I don’t know if this is the right place to ask. But commissioned a model...

It may not be possible to get anyone gold your hand with this. We do try to answer questions but what you want could be hours or even days of hand holding to get you through all that. So you'll most likely have to try to learn the how to.

Usually it starts from setting up the modding tools and P drive development environment.

You can find simple tutorial on that and miner tools setup on PMCwiki.

white oak
#

Mostly unrelated but this is the best place to put this
having moved mostly to reforger for making models the thing I miss the most is having HG's support at the obscure bits
doubly so with how reforgers documentation is for buildings

stuck oyster
#

It's quite different

rapid ibex
#

When I press F, the weapon mode button goes down. It works normally in Object Builder.

mortal pelican
#

hey gang hows it going!

#

can anyone tell me why my geometry isnt working?

#

O.o

mortal pelican
#

solved forgot ab the naming structure....

south badge
#

Can someone explain this bit to me? If this armor.rvmat is applied to a firegeometry "blob", what is the actual thickness of this going to be?

bright echo
#

the size of the blob

#

armour.rvmat means the engine will use the physical thickness of the component

south badge
#

size = thickness?

#

So its basically terrible to model an IFV / APC FG this way, right?

#

because it is too thick for a vehicle that is supposed to have thin armour

bright echo
#

yes its a bad idea to do that

lyric field
#

anyone know how to fix error "cannot find object at aligngoober.p3d" -? ive re exported the model checked config and am not binarizing when putting it ingame afaik my config doesnt have any issues

round bloom
#

Anyone know what would cause this issue when shooting in-game (shows in .rpt) 20:53:30 Warning: an_glock17\glock17.p3d:0 Error while trying to generate ST for points: 856, 857, 859
20:53:30 Warning: an_glock17\glock17.p3d:0 Error while trying to generate ST for points: 878, 921, 913
20:53:30 Warning: an_glock17\glock17.p3d:1 Error while trying to generate ST for points: 562, 565, 563
20:53:30 Warning: an_glock17\glock17.p3d:2 Error while trying to generate ST for points: 205, 204, 207
20:53:30 Warning: an_glock17\glock17.p3d:VIEW_PILOT Error while trying to generate ST for points: 856, 857, 859
20:53:30 Warning: an_glock17\glock17.p3d:VIEW_PILOT Error while trying to generate ST for points: 878, 921, 913
20:53:30 Warnings in an_glock17\glock17.p3d:shadow(1000)

#

I assume it is an OB issue

lyric field
#

ive also tried fucking up the path intentionally and gave different error being unable to find the object

stuck oyster
lyric field
#

its a weird error tbh ive checked multiple things and nothing seems to work

magic otter
#

Is there a way to extract 3d model file from an arma 3 dlc? what im trying to do is create a custom LAV and was think if i could use a already made LAV from a DLC (CSLA Iron Curtain) and export the files into e.g blender

woeful viper
#

binarization will get rid of ST error

lyric field
charred bolt
lyric field
#

notlikemeowcry ok ill use mikeros

magic otter
#

I cant seem to find the email?

lyric field
magic otter
#

Thank youu!!

round bloom
#

It is binarized...

foggy finch
#

Cannot Generate ST Coords: This error comes from a face that was planar-mapped perpendicular to the normal, also known as "stretching". It should be avoided as much as possible, learn how to UV map correctly to avoid this, but isn't a critical problem to fix.

#

from bisim wiki

#

in short you have uvmap issues

round bloom
#

But the problem is it is a pre-mapped model straight from A2 so kek

carmine gull
#

You're using the BI MLODs?

#

It's not impossible that Bohemia's artists at the time missed a spot

stuck oyster
young marten
#

Anyone knows how can i activate arma toolbox for blender? I deleted the addon by accident and now i cant reactivate it

young marten
hazy shell
#

Anyone know of any guides on how to do shadow lods for models, tried to find some but none seem to be helpful for me to understand

stuck oyster
hazy shell
#

A friend made it, and sort of gave up on the model

stuck oyster
#

Just in general

hazy shell
#

and has given me permission to Try and carry on and i am trying lol

stuck oyster
#

Forget anything Arma.

#

Practice basics

#

Shadowlod modeling is nothing special

foggy finch
#

yep ^

stuck oyster
#

Its same as making anything.

hazy shell
#

Okay

broken glade
#

If I want to use a p3d as a proxy from a dlc, how do I do that? is it even possible? PBO Project always gives me error messages "missing files" and points me to the proxies which came from the dlc.

stuck oyster
broken glade
#

just tried to add some items to the cockpit of my boat (view pilot lod). cigarettes from the sog pf dlc. if its a bad idea I will let it out

north sundial
#

Trying to get some blinking lights like on the portable server
"P:\a3\props_f_enoch\Military\Equipment\PortableServer_01_F.p3d"
Any idea what i could be doing wrong? they don't hide at all

            class blinker_blue_1_hide
            {
                type="hide";
                source="timeRndOffset";
                selection="blinker_blue_1";
                sourceAddress = mirror;
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.95;
                unhideValue = 0;
            };
charred bolt
# north sundial Trying to get some blinking lights like on the portable server "P:\a3\props_f_en...

In cases like this, you need to find out whether it's a problem with the model.cfg animation, or in fact something like the light is included in a hiddenSelection or other engine-driven texture swap.
So initially copy the light to a blank LOD and check what named selections are with it.
Then check you have blinker_blue_1 as a bone in the skeleton.
Then change the hide animation to a translation and make sure you can see it moving.
If all that works, you'll be investigating why your specific hide animation is not working properly.

mortal pelican
#

alr gang i am back!

#

how do i get floors that are not buggy?

#

everytime im make a floor using geometry its like supper glitchy when stepping on it in game

mortal pelican
#

its roadway isnt it

mortal pelican
#

is road way just very buggy?

#

anyreason something like this wouldnt work?

#

i seem to fall threw the bottom part no matter what

north sundial
north sundial
mortal pelican
north sundial
#

Raise it up by like 0.001

mortal pelican
#

i did

#

it works now

#

now im dealing w trying to make an rvmat file

#

little bit lost

lyric field
stuck oyster
#

There are wiki pages that explain it's basics

#

And default rvmats can be looked at in p:\a3\data_f

#

Typically things use supershader type rvmat

mortal pelican
#

Yep just trying to make a glass rvmat

stuck oyster
#

And texture needs to be named with correct suffix (_CA) to keep alpha channel in conversion to paa

split lily
#

I got a quick question:
Is there a guide on what i need to make for a model which i can rig in the Object builder, like LODs, animations and so on and also how to properly rig them up

Also is there a any info on how to optimize models and all, since i want a smooth running game

marsh canyon
#

Depends on the model you make. What kind of

split lily
#

In my case: IFV
But im curious about tanks, helicopters and planes

fallen compass
#

Hello, could someone help me animate a gun magazine in the reloading animation?

umbral shuttle
#

Is there any samples for plane or tank mfds?

stuck oyster
#

the mfd model wise is just the corner memorypoints

umbral shuttle
stuck oyster
#

Id suppose you can read their mfd configs

#

some of that could also be mesh stuff animated via model.cfg

#

perhpas

umbral shuttle
#

Okay will peep model cfg 🫡
mfd config is very long tho 😦

stuck oyster
tawdry vale
#

Is there a way I can re-path the whole model textures in Object builder, instead of doing one by one?

stuck oyster
#

some\path\1*

other\path\2\*

elfin bone
woeful viper
#

supershader has 7 stages, not 2

#

copy a rvmat with supershader form a vanilla object and modify that

#

also your paths are still wrong...

mortal pelican
#

you guys see any reasons why this part of the geometry just isnt working?

mortal pelican
#

would it matter? im not sure how to change the faces

runic plover
#

Yes it matters, just select and press W

mortal pelican
#

in blender ir in ob

runic plover
#

You can also select all and Structure/Convexity/Structure Convex All

Then it also adds Component01 etc all itself

And to be sure if all works, do the Find Non Closed

And in the 3D View, do the filled view + DX

runic plover
mortal pelican
#

its says reverse but nothing visually changes

runic plover
mortal pelican
#

oh

#

good now?

#

will test

runic plover
#

Hmm doesnt look wrong to me looks good so far

mortal pelican
#

it works, i think its bc i reversed it as u told me initially

#

thank you for the help bro!

runic plover
#

Alright 👍

mortal pelican
#

is there button for convex all to make them automatically named componenet01-xx

charred bolt
analog garden
#

chat
anyone tried this? im wondering if it would help to throw on props and stuff that get placed down a lot

#

i see some messages from about 7 years ago here saying that the wiki needs to be updated 😭

stuck oyster
#

how much it affects performance, there isnt really any data I think

#

probably wont hurt

analog garden
#

is it a probably that's reasonable enough to put the property into a large mod and hope it doesnt break

elfin bone
#

and black when I move the smdi to any other stage

woeful viper
#

read the 2nd reply again and do that...

elfin bone
reef gate
#

Is it possible for me to export a model into arma without mounting a p drive?

#

I’ve made all of the LOD’s

pallid island
#

HEMTT should work without a P drive iirc 🤔

stuck oyster
#

yes its possible.

#

getting help on problems may be more difficult though

reef gate
#

How much storage does the P drive take up?

stuck oyster
#

and whatever your own project takes

#

unpacking a3 data is basically for file reference checks

reef gate
#

I’m still a bit unclear on what a project drive is, I’ve tried to read up on it but I’m still unsure

stuck oyster
#

so path on P;\some\path in game is root\some\path

#

or some\path

#

since root is just a concept, not used in paths

#

so when you build your project in P drive with right folder structure you can easily know what the file paths will be

#

and the Arma Tools are built around this system

#

and sure it can be bypassed with right methods, but that requires more expertise

south badge
#

Could someone perhaps tell me what I am doing incorrectly?

I am trying to set up the muzzleImpulseFactor for the magazines, but no matter what I do, if I make the recoil more or less adequate when firing forwards, the moment I start firing sideways the recoil is way too high, and it sends the vehicle sliding to the side.

If I make the recoil adequate for sideways firing, it becomes completely unnoticable when firing forwards.

On the whole the recoil also feels quite unnatural, it only seems to move the vehicle in a certain direction. For example if I am firing sideways I would expect the opposite side track to take most of the force, and have the vehicle tilt slightly instead of sliding away.

But perhaps I am missing something? I couldn´t find anything about how is muzzleImpulseFactor linked to the vehicle´s skeleton.

stuck oyster
#

where is your vehicles mass center?

#

@south badge

south badge
#

good question!

#

let me take a look

#

Hm, actually, how do I get that information quickly? The components have different mass, I can´t really rely on Blender

#

As I presume the origin in Blender and the center of mass are two different things

#

ah apparently getCenterOfMass exists, one sec

stuck oyster
#

there was a thing for that in Clocks ArmaToolbox I recall

#

I've just used Object Builder in the past

#

if you just distribute mass evenly the gravity center usually becomes very high

south badge
#

Hm, I´d need to somehow visualize these coordiantes

#

The track components have about 468 mass each, while the rest of the components only have about 8-12 each

#

so it ought to be pretty low

stuck oyster
#

🤔

south badge
stuck oyster
#

how can the center be below it

#

aa

#

you have not modeled it on top of 0 plane

south badge
#

ruh roh

#

is that an issue? harold

stuck oyster
#

maybe

south badge
#

I could try lifting it to see what gives

stuck oyster
#

its probably not related to the recoil though

south badge
#

Regarding recoil I do not really understand how exactly the forces get applied and to what bones of the model. Maybe it´s just very basic.

#

As I reckon it ought to interact somehow with suspension, no?

stuck oyster
stuck oyster
#

I would however compare with vanilla vehicles

#

and possibly try vanilla gun on it

south badge
#

Yeah I´ll take a look. Up until now I always handled recoil via an animation instead

stuck oyster
#

or vanilla recoil on your gun

stuck oyster
#

but wont work on full frame

south badge
#

Yeah I have only done statics up until now

stuck oyster
#

the recoil impulse is just for that

#

but it may require compromise

south badge
#

cheers, I will look into it

empty fable
#

Can't believe we don't have a single quality AK-12 mod, literally the standard issue russian rifle

stuck oyster
#

I guess its your turn to make it

south badge
lyric field
#

i still cant believe we dont a single high quality pike mod pikes were used by so many nations for century's

fallen compass
#

Hello, could someone explain to me some index or reference of what I have to do so that the magazine inserts itself into the weapon or in this case pistol, I already have all the memories including proxies but it reloads and the hand looks empty

cloud zealot
#

How do i make a helipad ? I mean i can open blender and add a plane and make a p3d but the plane will not be bended when i place it on the ground. When i place a helipad on the ground, it follows the shape of the ground. How do i do this ?

stuck oyster
#

theres 2 ways

#

theres a menu in object builder that can assign vertex flag on the mesh that makes it follow ground surface

#

or you can use class land_decal named property

#

as to get it to work as helipad, youll need to inherit the class from the vanilla helipad

split lily
#

Is there a tutorial on how to rig up an IFV in the Object Builder ?

cloud zealot
stuck oyster
#

most of the time anyway

cloud zealot
stuck oyster
#

4 vertex, 2 face square should work just fine

#

if you want it to cut clutter, youll need also a roadway mesh with same treatment

#

that can be more complex if you want to manage the shape it cuts

cloud zealot
#

i see

stuck oyster
#

class land_decal type is drawn with roads so it has little limited draw distance

#

the older mesh flag type might have some shading issues with certain shader types

stuck oyster
#

in weapons model.cfg

fallen compass
#

ok

#

I am going to refer to this gun

analog garden
nova river
#

Any good guides or resources for importing vehicles into Arma 3?
Ill also need to make some animations for it as well, and not sure where to figure that out

stuck oyster
#

there are also the Arma3 Samples on Steam you can study (though some things on them have not been updated)

#

then there is the BI wiki with all kinds of info

#

for animating youll want to read the model.cfg and how to animate a model pages on the wiki to begin with

nova river
#

Ok, thank you!

rapid tree
#

hello, how can i export sharp and smooth edges with the p3d export in blender ? in Blender my model looks like it should

pallid nexus
rapid tree
#

it works as fbx

pallid nexus
#

blobdoggoshruggoogly
Don't know
It's been a couple of months since I did anything with the modeling
First one I did wasn't smoothed, second one was smoothed. I think I just smoothed the relevant LOD in blender, and then exported the .p3d

rapid tree
#

the thing is i had that happen sometimes but i could always fix it with auto smooth, but for this model it dont work

pallid nexus
#

You could try recalculating normals
Smooth or sharp edges can be set manually, but that's tedious

#

Applying the smooth by angle node group before exporting might also work

rapid tree
pallid nexus
#

Try copying over the stuff into a new blend file?
Seems odd that one particular model wouldn't work
There might be something in the logs in the console window that could help track down the issue

#

I'm mostly making guesses at this point, since it just seems strange that one model wouldn't behave nicely while others work fine

rapid tree
#

i fixed it

#

forgot to add custom split normal

#

but thanks for the help mate

woeful viper
# south badge Could someone perhaps tell me what I am doing incorrectly? I am trying to set u...

My personal feeling is that most vehicles in arma (including vanilla) have way too much damping. When your vehicle damping is too high, it's not possible to tilt -> the force has to be caught at the track<->ground connection. (where on top of weird damping, weird friction behaviour of arma physics might come into play... or your settings for the wheels longitudinal/horizontal stiffness).

#

the suggestion of having perfect damping (you might have seen the formula to calculate damping rate in sample configs and elsewhere online in documentation) is way too much damping to give realistic looking vehicles.

south badge
woeful viper
#

so it's a combination of circumstances, is my guess. Some you might be able to fix (with some pain) and some that are just due to weird arma mechanics in physics that are not well configure engine side (like friction...)

#

having such a low center of mass is not helping of course...

south badge
#

I will tinker around with it, but it is by no means a critical issue

south badge
#

Is there any trick on how to make a static weapon accessible from any direction? No matter how I place the entry and direction points, the angle for entry is quite narrow.

twilit seal
stuck oyster
#

the actionNamedSel is not used anywhere in vanilla at least

#

so it might be deprecated

charred bolt
south badge
#

ohhhhh smort

white jay
#

you should set up you object builder to have P:\ as default for textures, then you do not have problems when packing it to a pbo because you can't P:\my\path\to\something within a packed pbo it should be then my\path\to\something

south badge
#

I am not sure if this was ever figured out and I am just dumb and stupid, but it seems that if I place the Blender material that has the _ca texture assigned to it all the way to the bottom of the Blender material list, once the P3D gets exported out of Blender the _ca texture will be at the top of the list automatically.

#

So there is no need to re-sort it every time in OB after exporting from Blender due to some model update

charred bolt
#

Multiple faces can have the same _ca texture - example, inside and outside glass faces on a windscreen; in such cases you need to individually sort the inner and outer faces and not so easily selected just by texture or material.

dawn vessel
#

I’m trying to make a “vehice” which has one gunner seat, where the player will use their normal gun (if possible allow all guns types to be equipped, primary, pistol and launcher) but I don’t know how to setup proxies on a model, so any good guides or advice would be greatly appreciated. This “vehicle” doesn’t need to be drive able, so the best approach for this if you know I’d appreciate your input on this. I am very new to modelling, so break it down as much as possible please and bare with me.

charred bolt
dawn vessel
charred bolt
#

What do you mean by "setup"?

dawn vessel
#

Do I need to put that in the p3d? Or is that a modelCfg thing?

#

How does it know where the “player” should be

charred bolt
#

Your p3d of the asset will have a single Gunner proxy for the player position.

dawn vessel
#

I may seem stupid, that is likely true, but I don’t know how to do that

charred bolt
#

So I know what base we're at, have you done any work with p3d's before? Do you have a p: drive set-up and have you built a mod before into game?

dawn vessel
#

I’ve made a very simple p3d before, it was just a simple box for a hitbox, but assume I’m completely new is the best idea

#

I used the blender arma 3 tools, and then just duplicated my LOD for all the ones I needed FireGeo, Geo, Phys, etc

#

I have lots of experience in coding/scripting if that helps at all

charred bolt
#

Here is a p3d showing a machine gun. The yellow triangle is a proxy for the gunner which purely determines the players position.
The green one is a proxy for the muzzle flash, and there's another for a searchlight volumetric cone.

#

The gunner proxy has an ID of 001.
Inside the config.cpp code file which describes what the asset is, you'll have a Turret class for the gunner which says what the gunner can do, and it will reference the gunner proxy 001.

dawn vessel
#

Awesome what software is that, my use case is simple (I hope), the player should just be essentially standing and using their own guns (not a static) I just need my “hitbox” to have a gunner proxy at the [0,0,0] reference in model space

charred bolt
#

Your project will be made up of a model (p3d), config (config.cpp) and model animations (model.cfg), along with some data files such as textures and materials.

dawn vessel
#

Config I’m familiar with it’s the p3d that is where I need help

charred bolt
#

So what is different between "your" player and a normal player in game?

dawn vessel
#

That’s kind of the point wait one

#

I’ll show you a video to explain better

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This is my update to you guys regarding the zero gravity script and it's progress. You can hopefully see the further improvements since last time
https://www.youtube.com/watch?v=dXO_vM-euW0

Again if you view the description of the video you can see what things I want help with, so any help in that regard would be greatly appreciated

Also this is my next major problem I want to resolve so any ideas how to solve this would be appreciated
How can I adjust a player’s (weaponDirection) aka up/down (pitch) aim direction in Arma 3 while they are attached to an object, so that only their torso rotates—just like normal free-aim—without moving their feet or the entire character model?

Currently, when a player is attached to an object, their aim direction is “locked in,” and using commands like setDirAndUp rotates the entire body (including the feet). I’m looking for a way to replicate the natural behaviour where only the torso rotates up and down, while the player remains attached to the object and their feet stay planted.

DISCLAIMER: The music used in this video is not owned by me. This is a non-commercial usage, and all rights remain with Bungie

Song Used: Deep Stone Crypt Lullaby - Bungie. All rights reserved.

Advanced Zero Gravity Script Development for Arma 3
I am currently developing an advanced zero-gravity script for the game Arma 3. While this project ...

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charred bolt
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Most models are made in something like blender or 3ds, being finally exported using a plugin toolbox to p3d format, where they're imported to Arma's Object Builder (what you see in my screenshot).

dawn vessel
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The wording might be a bit strange as this is a copy paste from a scripting approach

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But I’ve investigated and feel faking the players position by having them “in the hitbox vehicle” should remedy my main issue

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Basically this project has expanded beyond my knowledge hence my request for helping learn models you might have a better idea and I’m all ears

charred bolt
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If you want to place the player "inside" a vehicle, you'll need to choose the most appropriate vanilla vehicle type to inherit for the purpose.

dawn vessel
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I was thinking about a similar system to a gunner position in a car, think the base game jeep. Where you can use your guns while standing on the seat

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I want to try to emulate that, but with a custom “vehicle”

charred bolt
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So a jeep is using a physx car simulation. It will have wheels, an engine, a driver etc and then your gunner position.

dawn vessel
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Yeah so I don’t need lots of that stuff, just it being a PhysX object and a gunner position, but unsure if arma modelling would like that or not

charred bolt
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A static however, uses a simpler physx simulation, and is designed just for a gunner and a weapon - that weapon can be omitted, leaving the gunner with just FFV.

dawn vessel
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So this being more your domain, do you think marking it as a “static” would be the best idea?

charred bolt
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You can base your asset on the StaticWeapon vanilla class. 😉

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Sometimes the answers are already there 😉

dawn vessel
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Thank you if you wouldn’t mind I’d love to pick your brain more about this, as you can likely tell I’m well beyond my current knowledge in this field

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that is what I was thinking, but it’s nice to have it reaffirmed by someone who knows modelling more than me

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I understand you are likely busy so if you have guides you know about that could help me that would also be appreciated

charred bolt
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Quite a bit of info in the pinned messages. Here we can help you with specific questions.

dawn vessel
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Alright thanks for your input so far do appreciate it. I’ll come back to you when I’m stuck again

charred bolt
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Good luck with it salute

white jay
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Hey guys, hoping 4 help... we have an Muzzleflash wich is statich (all time visible) exept the supressor in on the weap... were not able to get this thing done // (its the BI GM6 mzflash)

copper scarab
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Is there a guide/process to using 3DS Max instead of blender for A3? I've been trying but so far whenever i import a weighted fbx into OB there's no mesh.

stuck oyster
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(then again the fbx import process has not changed in what 15+ years for Object Builder so even old guide would work)

copper scarab
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Thanks, i'll dig for older guides

sour bough
stuck oyster
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there may be some tricks requried to get that work right

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probably depends also on the what program is used to export the fbx

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its not quite as universal format as it wants to be

copper scarab
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I've resigned myself to Model in 3ds > setup in blender > OB > done

charred bolt
copper scarab
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oh no doubt i'm just not involved in any major projects so there's no need for me to make that switch

south badge
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Can I, in any way, create the possibility of picking different camouflages for distinct parts of the model?

For example, I would like to have different camo variants for the vehicle only, and below them different camo variants for the turret only.

So I can have, for example, a green or desert or whatever vehicle, and on top of it I can select a black / white / whatever turret. For now I can obviosuly only achieve a situation, where the camo of the entire model (vehicle + turret) gets changed.

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something like that

pallid island
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i'm pretty sure the Garage looks for class TextureSources that only operates on full sets of textures[]= lists, so no nice UI
So only scripting or creating alternative config classes, i suppose? notlikemeow

south badge
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Well yes

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But this is the answer I expected to hear, not the one I wanted to hear yoba_zampolit

umbral shuttle
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is it possible to proxy in firegeo/geo for walls of building? Like lets say a simple 4 walled house and proxy out each side.

cloud zealot
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Is there any reason a texture is showing up perfectly in object builder but is glitching ingame ?

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This is what i see in object builder

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And this is whyat i see ingame

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The texture is supposed to be displayed on the way OB shows it

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i have absolutely no idea where these little white polygons come from. When i look at the texture, there is no white anywhere near these polygons

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I tried to modify the texture and the nohq but it doesn't change anything

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I think this is a new issue for the feedback tracker

dawn vessel
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I'm trying to make this hitbox be a gunner seat, like you are sitting in a vehicle with a gun and able to use your gun, but it just makes the player invisible when they are put into the vehicle I'm very new to this field, so if you have any questions feel free to ask this is my first time trying to setup proxies
https://pastebin.com/RLsZ8Hiu

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Currently the hitbox is showing up that's fine but I think my proxy is wrong

charred bolt
runic plover
cloud zealot
stuck oyster
cloud zealot
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I've send the blend file to you, check your MPs

stuck oyster
cloud zealot
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As you can see in OB picture, everything displays properly

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I've tried everything since yerterday but it doesn't want to work properly

charred bolt
cloud zealot
charred bolt
cloud zealot
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i can rename this texture but it won't change anything

charred bolt
runic plover
cloud zealot
charred bolt
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Usually when it's ok in buldozer, but broken in game, it's because of the config, which is not taken into consideration in the former.
Have you removed that incorrect hiddenSelection yet and tested?

cloud zealot
charred bolt
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Do you have the original model p3d? Can you check it has the hiddenSelection selection names you think it does?

cloud zealot
cloud zealot
charred bolt
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No, more than enough to do of my own work...

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Do the white triangles change colour when you use setObjectTexture on the 3 hiddenSelections with procedural colours?

charred bolt
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That indicates those triangles are not included in the hiddenSelections then

charred bolt
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or they're not uv'd

cloud zealot
charred bolt
cloud zealot
charred bolt
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That doesn't make sense. You select a face that you can't see?

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Select the face in OB. Open the UV editor. Use the tool to highlight the area on the UV where that face is.
If nothing is highlighted, it probably doesn't have a UV mapping.

cloud zealot
charred bolt
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Cut and paste the offending triangle faces to a new empty LOD. Check the UV. If nothing there, that's the issue.

cloud zealot
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But if it wasn't the case, i would see it in buldozer

charred bolt
cloud zealot
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When i created the new lod, now i could see the uvs was properly where it's supposed to be

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I really think that's an engine related issue

charred bolt
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Well I gave in and looked at your p3d...

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you have mixed up the buttons and camo selections - those white triangles have both selections

cloud zealot
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Ooooh my god !

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Thanks a lot for wasting your time on such pointless issue....

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should have seen it earlier

round bloom
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Do you need to add a memory point for a bipod on a weapon or not?

cloud zealot
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That only happened on the first lod, that weird...

stuck oyster
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👍

carmine gull
blazing fox
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hey is there a police car p3d that open for changes ?

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i want to take a model and change the logo to a different logo

stuck oyster
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Properly set up mod would have retexturing capability

cloud zealot
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What does this error means ?

south badge
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What am I doing wrong with the shadow LODs? Thy seem to completely disappear when I zoom out far enough, which is not necessarily an issue when it comes to vehicle exterior, but it makes the interiors extremely bright, which is a problem.

Am I missing some additional LOD?

stuck oyster
south badge
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so is it not skill issue? kkomhehe

stuck oyster
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ambiet occlusions/ambient shadow texture typed ADS/ADS_HQ has one of the channels focused on distance shadowing that can mimic shadow lod cast at distance. not sure if it would work in this or even be necessary.

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as to the close up darkness, is your shadowlod a box or have you modeled all the walls to it?

south badge
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It originally was a box and I just modelled it out properly, that´s when I noticed the issue for the first time

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Since the other vehicles are closed off mostly and I did not notice it

stuck oyster
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for closed off things it dont matter

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but if you want to see correct shadows in interior youll need all the walls and doors included so they cast shadow properly

south badge
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Sounds like something I would rather not do! trollge

stuck oyster
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and do you use macros?

cloud zealot
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no i don't use macro

stuck oyster
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what does config line 85 look like

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that is basically the clue to look at

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something wrong there that the game cant read

cloud zealot
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but the game says the is an error line 85 in the texture

stuck oyster
cloud zealot
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the jpg was made with photoshop

stuck oyster
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never use jpg as texture format

cloud zealot
stuck oyster
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tga or png yeah

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jpg compression messes up the textures

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probably not related to the issue but as a quality thing

cloud zealot
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The error is still there, only the line number changed

sour bough
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How are you packing this?

stuck oyster
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some programs may be saving higher bith depths that png cant use

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uncompressed tga is the other option

stuck oyster
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@sour bough

sour bough
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I mean the pbo

stuck oyster
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pboProject id assume 😅

charred bolt
cloud zealot
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but the error is still present

stuck oyster
cloud zealot
stuck oyster
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or use that file but say 2k resolution version

cloud zealot
stuck oyster
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im out of ideas for now. Im not sure if its about the file itself or config

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but I cant remember seeing that error on my own stuff ever