#arma3_model

1 messages · Page 46 of 1

cloud zealot
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it could be my computer fault, i need to change it, i'm experiencing some periodical weird lags in every game since 2 months.

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I'll try to pack with addon builder just to see

stuck oyster
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do you test it with vanilla arma?

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or dev build?

cloud zealot
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I think i'll open a thread on the feedback tracker, could be useful for bohemia

south badge
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Ah sorry, but is this "InterpolateTo" the correct place where I need to link the "dead" version of a player´s pose (for vehicle crew)?

south badge
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Cheers. I am looking at this for the first time, is there anything else I need to keep in mind? Looking at other assets it does not seem like I need anything in particular except for a "dead" rtm.

stuck oyster
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for expanded features you could have turn in/out states

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and the FFV animation set for using weapons on that seat

south badge
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Hmmm, I tried it with using a random vanilla one, but he does not seem to like it. True, I used a "living" vanilla .rtm, but, does it matter? Do I need to only use dead rtms in this interpolation?

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I guess so, because it works with a dead vanilla rtm

stuck oyster
south badge
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Okay I see, thanks a lot 🙂

green vortex
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its not texture issue

unkempt token
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Did you sort the glass textured faces by alpha in object builder?

unkempt token
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does it still happen after?

green vortex
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Uhh it doesnt load

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Its most liekly gonna crash it froze

stuck oyster
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your solid part texture is saved with alpha channel and contains transparency so the engine things its see through even when its not

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transparent things need to be separated to their own texture

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and solids to another

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and the textures need to follow the correct suffix naming rules before converting to paa

green vortex
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aight tysm, they ended up fixing it

stuck oyster
green vortex
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no wonder why those vehicles look good but the driving is sooo shitty

stuck oyster
green vortex
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friend had to tweak the damn vehicles because they flip over and all that

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so the guys who ripped it into the game must be only good at ripping lmao

stuck oyster
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often that is the case

green vortex
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I thought piracy and content stealing in Arma had reached a limit but it keeps getting worse

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They now have a "premium" thing on their website where you subscribe and get more vehicles, prolly ripped as well

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And they have what seems to be a BE whitelisted extension that checks on a blacklist so they can willingly ban people from using the vehicles on their servers, I think that un-whitelisting the extension can shut down the whole thing

south badge
green vortex
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😂

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I hope it stops

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Because thats some heavy shit, it gets people off the game, everything feels like it hasnt been given enough love not to steal assets

south badge
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I disagree. Take one look at the comment sections of these crappy, low-effort ripped mods, and 90 percent of people are praising it and asking for more.

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And you are actually the bad guy for calling it out

cobalt pawn
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@bold flare or any other dev.
Is there a hard height limit for character fire geometry hit detection?
I am trying to fix an issue i have with the the scaled up optre spartan model. For the top part of the head, there is no hit detection.
I made an example with the arma samples character and head models using the OFP2_ManSkeleton, I just made the head longer in the visual and fire geometry lods, I also increased the boundingsphere to 2 in the animation config. I tried that to see if was a problem with the scaled up skeleton. But i am still having the same issue.
You can see the problem i am having in the video below.
https://www.youtube.com/watch?v=wkNndK_d0SU

Arma Hit detection issue

▶ Play video
bold flare
cobalt pawn
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hmm, must be something else stopping the fire geometry from working above a certain height then, or something else.

stuck oyster
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Boundingsphere config does not seem to affect it anymore.

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I'm fairly sure it did work at some point before but can't say when it stopped

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Attaching invisible hitpoint objects to transfer damage is a bandaid solution buut not quite the best one.

marble wind
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im attempting to retexture a asset in blender but everytime i put in a image texture on the model it either wraps weirdly (repeats many times and doesnt actually wrap around the model correctly) or simply doesnt show up

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ive heard its a RVMAT or UV mapping issue but i dont know how i could fix that

sour bough
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... Retexture? Is it your model?

marble wind
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but its from arma 3 and has arma 3 textures

sour bough
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fascinating
You shouldn't do that.

@stuck oyster ?

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Oh there he is lol

sour bough
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That one minute response time tho

stuck oyster
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We have 0 tolerance on model theft

copper scarab
marble wind
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well i didnt steal it i found it on the roblox toolbox

stuck oyster
marble wind
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i wont retexture it then i'll just delete it

sour bough
stuck oyster
sour bough
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Do I have any model things to talk about

Ummmmmm uhhhhhhhh models and uv's, am I right?

stuck oyster
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Retexturing is done by painting new texture over existing texture file or template in image editing software like paint, gimp, photoshop

sour bough
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Or in substance if you have (legitimate and with permission from the creator) access to the model

stuck oyster
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Too rare to mention xD

sour bough
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hey it's not rare for me I just ask and they usually say yeah sure gopher it

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It's the asking first that people forget

copper scarab
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people ask?

south badge
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People texture models in other stuff than substance? clueless

south badge
sour bough
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Actually yeah, link it to someone BI. They can report it and get it taken down

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Or Uhh send to infringements

cloud zealot
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Problem solved, actually it was a config error, i was using the paa as hiddenSelectionMaterial instead of the rvmat

stuck oyster
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Something for @sturdy parcel to validate perhaps.

That hiddenselection textures have valid .paa or procedural texture line and hiddenselectionMaterials has path to Rvmat file.

cloud zealot
sturdy parcel
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it does check the validity of rvmats (binarised or plain) but not paa.

cloud zealot
stuck oyster
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It's probably pretty rare case though 😅

sturdy parcel
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aaaaaaaaaah

umbral shuttle
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Should I remove weapon attachment proxies on the last few res lods for a weapon?

marsh canyon
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Terms of "should", your call

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If you don't feel it is needed, go ahead

umbral shuttle
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understandable, ill try it out see if any problems lol

marsh canyon
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Visual LOD does really nothing to do with gameplay

charred bolt
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Except flag proxies on vehicles which have to be in the last res LOD to work.

blazing fox
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anyone know a mod of a public bus ?

charred bolt
blazing fox
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ok thanks ill check it and i will ask in a differnt place next time

stuck oyster
leaden quartz
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is there anywhere i can get free to use blender model templates for a building i want to create

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similar to this building

dawn vessel
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So I'm trying to setup a hitbox that you can be in the gunner seat off, this part works great, but the third person focuses on the feet of the character rather than their torso, so the third person camera just gets stuck right on the floor and all you can see is your feet, any idea of how to remedy this? I'm brand new to modelling, but I have scripting experience, I've tried to use camCreate and attachTo, but I don't like that method as the player "gitters" from that camera view
https://pastebin.com/uLjz910D

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attached is my current p3d and my CfgVehicles for the hitbox

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I think all I need to do is setup the memoryPoint in the model, but I'm unsure how you really do this?

stuck oyster
mortal pelican
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anyone else get this issue when trying to install ArmAToolBox?

pallid island
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make sure you download it from releases page, not the dump of the entire repo

mortal pelican
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i love you

pallid island
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been there, stubled on that blobdoggoshruggoogly

mortal pelican
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can you not do things like this becayse it makes it not convex?

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like a simple doorway...

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also does anyone know how to check what u had previously set master scale to?

pallid island
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Yes, punching a hole through the box makes it non-convex

mortal pelican
mortal pelican
mortal pelican
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The fact that you can have convec shapes with roadways but not geometry is dissapointing

stuck oyster
mortal pelican
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When u import fbx into object builder it lest you set a master scale

stuck oyster
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It's not P3d related. So no it's not anywhere after that

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Preferably you make your model straight into right metric scale units

mortal pelican
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Yeah

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I didn’t was the problem

stuck oyster
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So you don't need to mess with any import scaling

mortal pelican
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Still learning so was trying to make up for my mistakes

stuck oyster
mortal pelican
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Anyway here is the end result for now

mortal pelican
stuck oyster
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Your source should always be the one you fix.

mortal pelican
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It would have been a nightmare at the time to go and redo all the texture paths on object builder

stuck oyster
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Also if you use blende you should use arma toolbox to export P3d

mortal pelican
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I got it after

stuck oyster
mortal pelican
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I know this now

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I didn’t at the time

stuck oyster
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You can make all lods in blender

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Also do you use multimaterial on the building?

mortal pelican
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Wym multimaterial

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Not familiar with the term

stuck oyster
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It's a shader type preferred with buildings

mortal pelican
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Nope

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Still lots to learn

stuck oyster
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I'd recommend looking it up.

mortal pelican
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Can do

stuck oyster
mortal pelican
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It’s a big process to learn of of this with all the different programs learning blender alone was a headache

stuck oyster
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People go to school s for this. You are basically doing game art

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It can take a minute to learn 😅

mortal pelican
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It’s a hobby for me and I like helping the server group I work with so will keep learning and improving

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Will also be much more valuable in arma 4 and reforger

south badge
marsh canyon
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Older ArmaToolBox does not care about object transform

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Latest ones, on the other hand, does

mortal pelican
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The issue was I wasn’t using arma toolbox so I have to apply the file path to all the parts in object builder and I had made a change in blender to the model so I needed to re import to object builder and wanted to scale the same

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It was an issue I made for myself

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And an avoidable one

north sundial
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Is it the armour in the config file or the geometry mass in the model that defines how easy something using destrType = "DestructWall"; is to knock over?

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Looks like its mass

bold flare
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Where might a model have large proxies, large enough that they are relevant for AI checking if an object behind it is visible or not.
Player vest/backpack/gun are too small to matter.
Aircraft pylon weapons are small too.
What object has proxies that are large enough to matter?

stuck oyster
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less in Arma3 perhaps

pallid island
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inb4 huge rockets proxied onto small-ish ground launcher

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weapons/backpacks can matter if they're proxied onto a weaponHolder blobdoggoshruggoogly

umbral shuttle
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what impact does the mass in geo lod do for a weapon?

desert notch
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They're very big and important

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iirc the name was like "workshop" or something

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Anyway, you can't assume that proxies are small. They can be of any size and used in any place. You can have a house and use furniture and other reusable models as proxies.
Imo if you're trying to optimize proxies the only way is baking them in when you load the model

desert notch
umbral shuttle
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420 kg firearm

rapid tree
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Hello can someone tell me what needs to be done for Vehicle in Vehicle to work ?

  • I made the memory points in Memory Lod
  • I put in the config section for it
    but i cant put in vehicles yet, is there something im missing ?
rapid tree
charred bolt
# rapid tree i did it exactly like that

If you did it exactly like that, and the vehicle you're trying to load is not too big, then it will work.
If it's not working, you didn't do it exactly like that.

rapid tree
south badge
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I have a small pickle:

  1. I sit in the driver seat, no problem.
  2. I switch to the gunner seat, no problem, I see the options to reload different magazines into the weapon.
  3. I switch back to the driver seat, but I still see the options to reload different magazines. meowsweats

It doesn´t do anything if I click them, and they also don´t appear when switching to a passenger seat from the gunner seat, it is only the driver seat that is odd.

I can´t figure out why.

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Also when I am in the driver seat it still displays the weapon in the top right corner

bright echo
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its a vanilla bug

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when you move to the gunner seat you become effective commander of the vehicle - when you move back to driver you retain the ability to 'order' the gunner to switch ammo type, even if said gunner doesn't exist

south badge
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It is what it is

charred bolt
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Yeah, I spent ages on that one at some point too. Also when you can't change seats it's because another AI in your group is Commander and won't let you move.

twilit seal
south badge
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Ah, is it possible (or even allowed) to modify vanilla turretInfoTypes? I´d like to change the location of some of the elements / delete some other ones.

(I am too stupid to make my own)

stuck oyster
south badge
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Is there perhaps some resource I could look at with instructions on how to work with these? sadcat

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I don´t even know what to google for

stuck oyster
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😅

south badge
stuck oyster
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I dont think there is much about them

south badge
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I should have known yoba_zampolit

stuck oyster
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the config side of things is not overly complex

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but it is a bit daunting to begin with it Id suppose

south badge
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It is what it is, I´ll play around with it plus15

stuck oyster
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I recall I started exploring it by making a copy of existing infotype class and just simply removing parts from it to see which one did what

rich bluff
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I attempted to make my own custom flag proxy this week, and while it was quite the effort, I will say that the conversations in these above messages helped immensely. I wanted to point out a few things in case anyone else in the future should go searching through the Discord like I did for reference on how to accomplish this task.

First, I think the major things that weren't well documented on this task are the P3D, CfgModels, and CfgNonAiVehicles requirements.

P3D
In order to make a custom flag carrier model with a custom flag model, the flag model should be it's own p3d. The model, if you don't modify CfgCloth (as I will mention later), must be no more than 9 column vertices and 5 row vertices (otherwise you get a very strange visual artifacting that I will again explain below). The p3d then has to have a vertex selection defining the flag. While I haven't tested that all names work, it appears vanilla A3 uses "cloth" or "latka". Once that is set up, export your model and name it what you like (NOT Flag.p3d or Flag_F.p3d). The name will be important for the CfgNonAiVehicles class.

CfgModels
I personally used the following for my model.cfg, basing it on what I found in the Arma 2 sample files #arma3_model message linked by da12thMonkey. You must have the selection defined in both sections and vertexSelections. If you define sections alone, your flag will likely take a texture using setFlagTexture, but will not animate. You must have vertexSelections defined in your CfgModels model.cfg class in order for the animations to apply.

class CfgModels
{
    class Flag;
    class TCP_Flag: Flag
    {
        sections[] =
        {
            "latka"
        };
        vertexSelections[] = 
        {
            "latka"
        };
    };
};

CfgNonAiVehicles
Your CfgNonAiVehicles classname must be the P3D name prefixed by "Proxy". For example, my P3D is TCP_Flag, as seen in the model.cfg excerpt above. My CfgNonAiVehicles classname is then ProxyTCP_Flag. You can inherit directly from a pre-existing ProxyFlag class, and in my case I used ProxyFlag_F. It is not recommended that you reuse Flag or Flag_F as your P3D name, as you will then be forced to overwrite the vanilla class in CfgNonAiVehicles, and will likely have issues getting your new flag to function correctly, if at all.

class CfgNonAiVehicles
{
    class ProxyFlag_F;
    class ProxyTCP_Flag: ProxyFlag_F
    {
        model = QPATHTOF(TCP_Flag.p3d);

        selectionFabric = "latka"; // Only neccessary if you don't use latka, as the ProxyFlag_F class already has this defined.
    };
};

CfgCloth
While I'm sure it is likely not recommended to do so because of the increased affect on performance, in order to have a flag model with a higher vertex density, you must change the CfgCloth colPoints and rowPoints properties. Please be aware that this seems to change the way simulation works for ALL flag classes. My custom model is 9 column vertices by 17 row vertices (because of it's considerable size difference), so I changed the Flag CfgCloth config to read as follows:

class CfgCloth
{
    class Flag
    {
        colPoints = 17;
        rowPoints = 9;
    };
};
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Here is an image of what the flag looks like when you do not set CfgCloth properties but you do have a higher vertice count on the flags.

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Here is an image of the custom flag carrier next to the base game flag carrier

rich bluff
stuck oyster
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there is some cool possibilities with the flag and cloth sim as it dont have to be regular flag shaped.

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it is definitely a bit unexplored area in mods

rich bluff
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Perhaps now it will be less daunting 😁

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I did not determine if it was possible to do anything further in CfgCloth like creating custom cloth options, but I imagine it's more for modifying the existing ones easily. I figure, given the windsock (seemingly identical to flag) simulation, you can do quite a bit.

stuck oyster
rich bluff
stuck oyster
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windsock has couple of different values in it

stuck oyster
rich bluff
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I created a CfgCloth class (TCP_Flag), and pointed my CfgNonAiVehcles class to it using simulation.

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Unfortunately, after spawning one or two of the now changed flag classes, I was met with a CTD 😅

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Though it seems I botched the inheritance. Let me try that again...

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Well, no CTD this time. I assume it would actually very likely work for non-flag applications, but due to flags seemingly missing something for setFlagTexture to work, it likely wouldn't be useful in my specific use-case.

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I must also say that the increased flag resolution points make the flow feel much smoother 😄

stuck oyster
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sweeeet

charred bolt
digital moss
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I've been importing A2AO source file, runways (etc), and have encountered an odd issue, I believe I have done everything correctly, but am not overly versed with object builder.

When placing more than 1 runway asset, I get a flicker effect as if the LODs are fighting, often they cancel each others visibility out.
https://gyazo.com/fa341435a7a849f457d0ebea655bed61
Any ideas?

My inheritance was "House_f", instead of "Static".
Changing to "Static" works.

stuck oyster
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did you set them up to be land_decal type or are they still the done via the old surface snapping vertex property

digital moss
digital moss
stuck oyster
pallid island
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inb4 model being 80 meters long with origin on the side (not center) adds some bounding box shenanigans on top think_turtle

digital moss
stuck oyster
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and its class road

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so if you want it to work as decal youll need to set it as class land_decal inte named properties

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and use same rvmat type as the vanilla decals

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it is also not centered

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which can cause issues with large models

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it the might be occluding each other there

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you can try canBeOccluded = 0 named property

digital moss
stuck oyster
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the original models contain various never fixed mistakes

digital moss
digital moss
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  • Still using a3 runway RVMAT
  • Geometry namedProperties is set to: class land & canBeOccluded 0
  • The taxiway (the asset being used as seen in video), is centered.
    = Issue still persists notlikemeow
cursive bone
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Hey! I'm working on helping someone with getting a model ingame but I'm getting a weird issue about a Geo layer being convex when it absolutely is not

lone robin
cursive bone
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It "absolutely was convex"

lone robin
# cursive bone Ah sorry, I misspoke

OB is rarely ever wrong when it comes to identifying non-convex. You could try to do Structure>Topology>component convex hull and then CTRL A, then Triangulate Convex.
That might not be word for word correct but it’s along the lines of that

south badge
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Maybe some of the faces aren´t perfectly planar

cursive bone
stuck oyster
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what was the problem?

cursive bone
stuck oyster
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👍

cursive bone
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I'm a config guy so modeling whatsuch is way over my head 🤣

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Thanks anyhow!

mortal pelican
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hey do you guys know if there is any way to search for a single file path on your entire objects and only show things with that path on it?

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example i have used clean concrete as a texture and i want to replace it on every face in my project

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so i want to replace every instance of say the churche plaster and there are a bunch of different places that it isu used in my object

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or a way to replace the path in this menu?

ruby lion
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pboProject.exe
ModelInfo.MemSphere is not a float

any ideas how to fix that ? I updated pbo project via all in one tools

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P:\temp\A3s_Zomb\Z_Body.hpp :excluded
Z_Bodys\Z-Body_Gas_02\A3s_Body_Z_Gas_Fatboy_02.p3d:validating...
ModelInfo.MemSphere is not a float

P:\temp\A3s_Zomb\Z_Bodys\Z-Body_Gas_02\A3s_Body_Z_Gas_Fatboy_02.p3d DeP3d:Error
p3d error Error

P:\temp\A3s_Zomb: DePbo:Pbo: p3d error
pbo_Make failed```
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Maybe because I need to be subscriber for depbo ?

stuck oyster
mortal pelican
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things having to be convex shapes for geometry is going to be the end of me, such a silly requirement. BI trolling not fixing that 12 after years .....

stuck oyster
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To keep them simpler.

charred bolt
prisma mulch
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What sort of limitations are there for very large landscape objects.
I'm aware of 2 at the moment

  • Collisions don't work well after 50m from origin (not super worried as its supposed to be a background thing so people won't to getting close to it)
  • Visual vanishes unless it is viewed from close enough to the centre of the object (bit more of an issue)

Its a tower ~2km tall and 250m wide for more context.
Do I just need to break it into much smaller chunks and if so any idea what size?

stuck oyster
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the size youll have to experiment with

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theres not enough data to make any rules or recommendations on such things

prisma mulch
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Fair enough, I'll have a test with some different sizes of boxes and see where stuff starts to break down

stuck oyster
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well the 50x50 footprint is a must

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if you go over that, you are likely to get people clipping into the walls

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height can be larger

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but the larger the object, the larger its simulation footprint is

prisma mulch
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In this case the idea was it would be unreachable so no geometry lod or collision

stuck oyster
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also you probably wont get AI pathing to work at high heights

rapid tree
stuck oyster
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mass texture and material replace tool in the top menus

mortal pelican
mortal pelican
stuck oyster
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also Arma3 is over 10 years old game

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stuff like geometry calculations are not changed after they are designed

mortal pelican
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Yeah, just interesting that roadway allows it but geometry doesn’t

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Can’t think of a reason why same idea of roadway couldn’t be used on geometry

stuck oyster
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roadway does not exist as it is in model

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on terrain objects at least

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it gets merged with the geometry if I remember right

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best to not waste time on such matters anyway, they wont change. got to work with what we have

mortal pelican
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True but I might complain about it a bit

stuck oyster
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please dont

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is cringe

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😛

mortal pelican
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Ok man

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Haven’t looked into it much but does reforger do the same thing?

stuck oyster
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no it has few different options for different purposes

rapid tree
mortal pelican
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Not sure how it’s calculated but I have used unity’s static mesh editor.

stuck oyster
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different methods work for different things.

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in an large scope multiplayer environment simpler shapes may be better

mortal pelican
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It also works better for full on game development companies as they can add their assets to their initial download. I’m making objects for a server that doesn’t use mods. So I really have to worry about total file size. Having 4 boxes for a wall vs 1 means increased size

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Idk if I explained that correctly

nimble stag
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Are there any guides on actuality implementing custom head models modeled off the head/bust sample?

marsh canyon
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So config wise?

ruby lion
lone robin
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Any tree/foliage makers in here have a best approach to creating the billboard texture for trees in blender. I’m a little lost in the sauce trying to get this to look correct

analog garden
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not necessarily for arma but that’s a start for billboard textures for most games

south badge
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Question:

I am making a static AA gun that uses one set of rotary wheels controlled by one gunner´s hands to move the weapon horizontally, while the other gunner on the other side uses his hands to control the wheels that change the weapon´s elevation.

Now I obviously know that I can´t have two gunners somehow share control of the same turret, but can I, in any way, at least bind the other gunner´s (just a passenger really) hands to the wheels?

I basically need another set of gunnerLeftHandAnimName and gunnerRightHandAnimName, except for a cargo slot.

Is that possible somehow?

charred bolt
south badge
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Hmmm, but I only have one turret 🤔

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This kind thing, single-barrel. Would I need to make some sort of a dummy turret for the 2nd gunner or something?

charred bolt
south badge
charred bolt
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It'll be a lot of fun for the player, not being able to move... apart from their hands, which someone else will be moving. 😉

woeful viper
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accuracy vs gameplay... i always find it hard to justify having an extra person (bot or not) eating compute ressources just to be there. On the other hand it's how it works IRL... just wish we had better performance

south badge
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Ah it will not be mandatory to be there

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Just so that in case someone sits there it looks okay

astral cairn
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What're the requirements for a player getting into a drivers seat? So far, I have a proxy, and memory points to be able to get in but I still can't

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Also AI can drive and sit there, but not me

charred bolt
astral cairn
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Okie doki, I'll have to take a look. I've been using the proxies provided in an example, would this be ill adviced? Should I be adding my own?

charred bolt
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Should be fine to use them

stuck oyster
astral cairn
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Ok, I should've gathered that lol, that's me being a dum dum

charred bolt
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Show us a screen shot with the named selections in view from Object Builder

astral cairn
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Okie doki, 1 sec

astral cairn
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I feel like I've been a very dum dum and used the name as the file path

charred bolt
astral cairn
#

Will do, what's the simulation you mentioned about?

#

That's not something I've come across in docs before

charred bolt
astral cairn
#

pos driver

#

pos driver dir

charred bolt
#

yep, that's correct... dir nearest the door?

#

Can you describe the problem in-game in a little more detail? What exactly isn't working?

astral cairn
#

Yup, dir closest to the door

#

So, when I spawn in with / without ai in the vehicle, once I get out I cannot find the option to get in as a driver anywhere around the vehicle

#

Not can I change seat from within the vehicled

#

I can provide a short video if need be

charred bolt
#

The two should be unrelated...

astral cairn
#

I'm not sure haha, it's confusing, though

charred bolt
#

Are you setting a getInRadius = xxx; in your config?

astral cairn
#

errrrrrrrrrrrr

#

I'm doubtful, I'll have to check

charred bolt
astral cairn
#

How would I go about doing that, I cannot find it within the samples, is it something I'll have to dig for in the game files?

charred bolt
#

Where you have written class Test_Tank_01_base: Tank_F { change to
class Test_Tank_01_base: B_MBT_01_cannon_F {, but you'll also need to add the inheritance chain

astral cairn
#

Ah, that makes sense

livid canyon
#

It'd be interesting to have a sim version with train and elevation split between 2 players xD

astral cairn
charred bolt
astral cairn
#

Yeah, that makes sense. It's a good step for progress

#

Also, thank you for the help, you've made my life 10x easier

mortal pelican
#

anyone know if it is possible to spawn in doors from houses and such with code?

rapid tree
astral cairn
#

Although, as per I've managed to break something else lmao

rapid tree
astral cairn
#

Yeah

#

It's probably my doing, though, unfortunately

charred bolt
astral cairn
#

Questions numero dos, what's happened here for the suspension to become a space program?

#

I've only skim read through the docs, but will dig deeper tomorrow if it's a complex question

charred bolt
#

both in p3d and config

astral cairn
#

Roger that, sounds like a tomorrow me problem

#

Thank you though, I'll have a read through the equations and fun stuff needed

charred bolt
#

I'll give you some pointers:
p3d memory points - wheel axis, wheel bounds
config - class Wheels {}

astral cairn
#

Roger Roger, I'll play about with them soon

cloud zealot
#

Do you guys think a dress like this one can work ingame ?

#

i have some doubt for the part in between the body and the arms

marsh canyon
#

Work? Of course it will
Does it look fine? That's the question

cloud zealot
#

i wanted to make a catholic priest dress but its no suitable for A3 body animations

marsh canyon
#

Of course not

desert notch
#

Well if you create your own skeleton and animations for it it should work but that's too much effort I guess

stuck oyster
#

Yeah cloth thing like that needs extra bones to deform properly.

cloud zealot
stuck oyster
#

possible but maybe not worth it

cloud zealot
prisma mulch
# prisma mulch Fair enough, I'll have a test with some different sizes of boxes and see where s...

Going back to this, for appearance and shadows the main issues were object render distance and shadow render distance which I had set very low for some reason. Though it was strange that the center of the model seemed to be the point the distance was measured from rather than the origin.

Geometry lods started to become very inconsistent at around 80x80m ~40m from the origin no big surprises there really.

stuck oyster
#

also the engine recenters models by default

#

unless you disable the "autocenter"

#

which is done by a named property by that name

#

theres wiki pages where you can check out info on the named properties

prisma mulch
#

Not familiar with those but I'll have a look

prisma mulch
stuck oyster
#

ye thats expected

prisma mulch
#

Disabling autocenter sorted out the issue with render distance at ground level so thanks for that.

gilded bane
#

Takbir!

astral cairn
#

Hello again, what'd be the reasons for a model to sink up to the middle of the tyres?

charred bolt
icy dirge
visual thicket
#

Oh mah GURD looks awesome xD

#

bobrossKappaR

astral cairn
#

Or the podkolo on my tracks I use as dampers

storm elk
#

Bit of a weird one, but does anyone know if it's possible to get repeatable RNG going in a .p3d's model.cfg?

E.g. Every time I fire a gun a new value is randomly picked from an array.
It would allow for randomized recoil anims

charred bolt
stuck oyster
#

👆 You'll need to use it with another animation(s) as additive to your recoil animation

storm elk
astral cairn
rapid tree
astral cairn
#

Suspension values need tweaking and I need to figure out why is spawn, but then glitches above the ground

astral cairn
#

It's there, has 6 points

stuck oyster
#

Might be physx wheel defining memorypoints have naming error/typo

#

So they become larger than intended

placid aspen
#

Hi everyone, I'm new to arma modding and model creation as a whole. I hope through this community to learn everything I need to start putting out some great vehicles and assest that I think Arma is still missing.

#

I think i'll be using blender, which I'll start learning with, but does anyone have a good web series to point me to that will help understand the process of making a vehicle mod for arma 3 ?

charred bolt
# placid aspen I think i'll be using blender, which I'll start learning with, but does anyone h...

Blender tutorials are easily found on youtube.
As for Arma modding, start with something extremely simple, like a box or giant donut. Once you have that in game you will have learnt a little about 3d modelling, uv mapping, texturing and some Arma coding, plus how to set up the Arma tools.
Arma vehicles are difficult and time consuming - expect your first one to take 6-12 months to make to any level of quality, so don't start with this.

stuck oyster
#

and when you look for tutorials, forget arma for a while and just concentrate on the basics

#

the arma specific things will open up more easily once you know more about modeling, texturing etc in general

placid aspen
#

these are great starting points to not get ahead of myself

#

thanks lads

#

i'll deffo keep you posted

quaint horizon
#

That is some sadist shit right there! 😃

fervent depot
#

Hello, I am really struggling and I desperately need some help

#

I cannot open my .p3d ingame at all. It always says that it cannot open the object.
When I use buldozer this is what shows up. A bunch of messed up shadows. I think my rvmat file is messed up but I have no idea what to check first. I've been spending the last 2 hours messing with the settings trying to see what works and I don't think I am any closer to figuring it out.

#

I've messed around with the path so much that I think I am going crazy, it must be some issue with the rvmat file because I have changed around the .pbo file a million times over it feels like and I still can't get it to load in the game.
Any ideas?

charred bolt
fervent depot
#

Oh. I should be loading the entire file into the P drive? Okay I will be doing that thank you.

charred bolt
fervent depot
#

What is "your_tag" as in my mod name?

#

A thing pops up next to it saying Not mapped but the rvmat being used as well as the _co are both showing up just fine

#

I have all of those yet it still doesn't work

fervent depot
#

Tried changing the .rvmat file and it is still doing this.
When I load it in as well it now just says that the texture files are missing and it seems to omit the first letter of the file path.

charred bolt
# fervent depot What is "your_tag" as in my mod name?

Usually a 2, 3 or 4 letter tag which uniquely identifies your mod from anyone elses and prevents file and class conflicts.
So you might use "sind" and all your mods will be in p:\sind\asset1 asset2 etc
and your classes that you create will be called sind_gun1, sind_vehicle1 etc

fervent depot
#

Thank you for your answer.

charred bolt
#

Using notepad or better yet, Notepad ++

charred bolt
fervent depot
#

Thank you so much, I got it to work like that for a bit then broke it and managed to fix it.

#

I think there are still some issues with it, but I am not sure what the root is. Helmet seems to be loading into the game now, the shadows are still there. Think it might just be an .paa file issue there. But now it is inside the crotch, even though I am pretty sure my model.cfg is correct.

#

Sorry I don't know how to compress this.

{
   class Default
   {
       sectionsInherit="";
       sections[] = {};
       skeletonName = "";
   };
   class ArmaMan : Default
   {
       htMin = 60;          // Minimum half-cooling time (in seconds)
       htMax = 1800;        // Maximum half-cooling time (in seconds)
       afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
       mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
       mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
       tBody = 37;  // Metabolism temperature of the model (in celsius)
 
       sections[] =
       {
           "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
           "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
       };
       skeletonName = "OFP2_ManSkeleton";
   };
   class sind_basichelmettest10 : ArmaMan {};
};

Including a much larger body of text above defining the skeleton.

charred bolt
fervent depot
#

Yes, I am pretty sure I am not misspelling it.

charred bolt
#

Also the class name in the model.cfg must exactly match the p3d name

fervent depot
#

Match it but without .p3d, yes?

charred bolt
#

So your model file should be in the same folder as the model.cfg file and be called sind_basichelmettest10.p3d

fervent depot
#

Yeah it does match exactly and is in that folder.

#

The head thing, I forgot the name of it apologies, should that be in the Geometry section too? I don't have it currently set up like that.

charred bolt
#

Your model looks something like this? position, named selection

fervent depot
#

No, huh. How do I do that? I didn't see that in the tutorial I followed.

charred bolt
#

You don't need anything in the Geometry LOD for headgear.

fervent depot
#

I figure this is a fix that I need to go back to blender to fix.

charred bolt
#

Check out the Arma 3 Samples, Test_Character_01, A3_headgear_example.p3d

fervent depot
#

Yeah, that is significantly further above the ground.

#

Thank you so much @charred bolt, I would've probably been stuck on an endless loop doing this if it weren't for you. Thank you so so so much.

frank flame
#

.

stuck oyster
#

we have 0 tolerance for ripping models/ip theft

#

so simple answer is, you dont

frank flame
stuck oyster
#

even so

frank flame
#

Well, thx for answer

zenith bronze
#

having a bit of a weird issue with my driver proxy for a tank. The proxies in the right position but everytime i go in first person in game im to the left and up from the proxy. It is parented as I have tested moving it and seeing if it updates which it does but im at a loss at the moment

stuck oyster
# zenith bronze

you are possibly using action (actions use animations) that is not centered to the proxy

zenith bronze
#

ah I see. Ima try and figure out how to change its animation.

charred bolt
#

Check what driverAction and driverInAction config parameters you have set. They set the animation used and can be offset from the proxy in unusual situations.

zenith bronze
#

yep just noticed it
driverAction = "GetInMedium";

#

the seats on this one are center so must be using the same ones from the t-72

charred bolt
#

That's a getInAction animation, not a driverAction, so is definitely wrong

zenith bronze
#

just left it blank gonna check it now

charred bolt
zenith bronze
#

yep fixed it Thank you very much ❤️ . Now I just gotta get the custom animations working and should be mostly done

charred bolt
#

congrats 🙂

stuck oyster
zenith quartz
#

Hi everyone! I'd need some help configurating a turret with double cannons. Anyone can help me?

zenith bronze
lyric field
#

Is there any way to visualise topology inside of arma 3? I'd understand draw3d just not to get the points to reference

marsh canyon
#

diag_drawMode

pallid island
#

diag_drawMode "Wire"; specifically. And only works in diag exe

lyric field
#

Thanks

light bobcat
#

How do I export things out of arma

#

Like 3d models and stuff

marsh canyon
#

You don't

karmic blade
#

Question, it has been a long while since I put any models into the game. I remember in the beggining, I would attach texture to a model in object builder, but later I remember started doing it in blender and it worked, especially if multi textures are needed for one model.

Now its been a while and I dont really remember what I was doing before.
I uploaded a model, and put location of textures under material, am I doing it right ish?

Here is a picture: https://i.ibb.co/yBGZR6vz/Capture.png

lone robin
karmic blade
lone robin
karmic blade
#

I mean in that format? or is it / instead of \

lone robin
#

The first format you put

karmic blade
astral cairn
#

I've made an attempt to stop the wheel from sinking below the floor, but they seems to now only sink at the bottom

#

I'd assume it was the weight but that'd evenly distributed accross the 4 corners of the vehicle

#

The name selections are good, it throws no warnings in the diagnostic mode of arma

#

What else should I be looking for?

#

Also another question, is the sprungmass accross the wheels in contact with the floor or all of them regardless?

stuck oyster
#

and then tweaked from there to achive the feel you like

astral cairn
#

Roger that, is it within reason to make the sprungmass larger than needed, to prevent glitchyness or does it need to be exact?

stuck oyster
astral cairn
#

I've realised in retrospect that'd sort of a dumb question

#

But, thank you for the answers it no longer sinks into the ground 🙂

#

Much appreciated

stuck oyster
#

👍

#

the basic division should make out quite stable base setup

#

from there it can be adjusted to be whatever you like it to be

#

or whatever might be realistic for your vehicle

astral cairn
#

Yes, that makes sense to me. It'll be quite nice to dial that in now it works xD

stuck oyster
#

small adjustments can already make a lot of difference there 👍

cobalt pawn
#

I believe i found a fix for anyone that wants to fix the subskeleton index out of range error when packing there addons. It works for me.

If you have a bone under skeletonBones in model.cfg that is not on your res lod, you will the get the following error.

21:41:10: Warnings in p:\optre_fc_vehicles\banshee\banshee.p3d:1

For example, if you have zasleh2 in your skeletonBones, but not in your res lod. you will get the above error. The same for your other resolution lods as well. So either remove it if its not doing anything or add to your res lod.

        {                             
            "zasleh","",
            "zasleh2","",
            "tail_left","",
            "tail_right","",
            "tail_top","",
            "tail_bottom",""
        };```
charred bolt
# cobalt pawn I believe i found a fix for anyone that wants to fix the subskeleton index out o...

Interesting find.
However, it's very common to use "dummy" bones, which don't have a physical representation in a res LOD, as a parent to a group of other bones that do have res LOD selections. For example wheel_1_1 in the A3 Samples, Test_Car_01.
So I don't believe that the "should not be happening" message is actually correct and it can be safely ignored, remaining as an annoying spurious report in the binlog.

south badge
#

I have a question that I can´t really answer myself. I have a static wheeled emplacement (picture for reference) that I´d like to be able to be moved / pushed around by players once deployed, and for now I do not meant to achieve it via "ACE dragging", which is basically the "if all else fails" option.

How am I actually supposed to configure this? Is this supposed to be some sort of a CarX simulated vehicle with a driver slot? Though I can´t really imagine how I´d even go about making a driver proxy for pushing that would actually look good in-game.

I´d wager the "driver" slot could be unlocked once the weapon is "deployed", and locked when the weapon is switched into the "towing" mode in order to allow for it to be towed by vehicles.

Is this somehow possible, or is it too much to bother with? I haven´t really seen it executed anywhere, especially not in the base game

stuck oyster
south badge
#

Why does Arma hate statics so much

stuck oyster
#

its not static if you can move it 😅

#

theres no "pushableX" sim type

#

that would be quite useful

#

car could maybe work

south badge
#

Hmmm, I will try with carX once I get it in game, but the "driver" proxy will problably look awful

stuck oyster
#

the movement can theoretically be disabled when deployed by lifting the wheels off ground

#

no wheel contact, no movement

#

Driver can also be made look like he walks by bit of clever left/Right leg IK stuff that normally work the pedals

#

but it needs some extra work

#

from what you might call a "regular" static weapon

south badge
#

Thanks for the ideas, I will see what I can do

#

good ol´ reliable ACE drag is always there )))

bright echo
#

we have towing/pushing in spearhead but its completely scripted essentially

#

one trick RHS has for their towing is they use helicopterX sim

#

because helicopterx wheels don't ever 'brake'

#

probably not needed now as theres a script command to disable wheels brakes iirc

stuck oyster
#

yeah for towing things the wheel brake disable is great addition

#

just if we could get the physX joints too xD

tulip portal
#

is there an available sample or tutioral on how to make my own gunneropticsmodel p3d

tulip portal
#

well any idea how i turn this texture i have into one

stuck oyster
zenith quartz
#

nvm, done

karmic blade
#

Question, which properties make an object solid? Like to be able to walk over it?

#

I thought it was Geometry, but I literally havent done model stuff in a long ass time. I am trying to import just some invisible objects

stuck oyster
karmic blade
stuck oyster
#

soldiers will collide with it

#

but cant walk on it

#

2 different things

dawn vessel
#

How do I change where the third person camera looks on my custom vehicle? Currently it just looks at [0,0,0] of the model

stuck oyster
dawn vessel
#

That just changes where the camera offset not what it’s orbiting around right?

#

At least my testing suggested this

#

My issue is it’s currently staring at the wheels, not the Center of the vehicle

stuck oyster
#

is it a normal vehicle?

dawn vessel
#

Define a normal vehicle? It’s a custom model if that’s the question

stuck oyster
#

car

#

tank

#

plane

#

of normal size and functionality

dawn vessel
#

It’s a static weapon, but its size is under the limits

stuck oyster
#

so its big?

dawn vessel
#

2m tall under 1m wide

stuck oyster
#

so probably not what can be called normal

#

does it have a turret?

#

or what crew position you 3rd person from?

dawn vessel
#

It’s a passenger turret yeah

#

Like the back of the apex jeep from base game

stuck oyster
#

then you might have weird passenger gunner animation for it

dawn vessel
#

Does that affect the camera? Cause it seems it’s just staring at the floor

#

Surely it’s just a memory point for where to look

stuck oyster
#

no

#

I dont think there is anything that controls it like that

#

but also cant say I can think of what would cause that either

#

the 3rd person view should look where the proxy/turret looks at

#

maybe something wrong in how you set up the turret

dawn vessel
#

I’ll be real that’s likely

#

I was just putting stuff together to get the desired outcome

#

But I have no idea how to import/configure custom vehicles

stuck oyster
#

It will need practice

#

and making something "unconventional" is even more difficult

dawn vessel
#

I just need it for a tech I’m working on

#

Initially I avoided vehicles all together for that reason, but to solve some problems I needed to use a vehicle

stuck oyster
#

I would perhaps start from first setting up everything and only using normal cargo positions

#

and once all that works tackling the person turret

dawn vessel
#

The turret works, it’s literally just the third person camera issue

charred bolt
dawn vessel
dawn vessel
#

I’ve tried extCamPos before ye that’s what I found, but when I’m on next I’ll try it

south badge
#

I´d like to add a few firing effects / zaslehs etc to a weapon. Is there any way in which I can "browse / preview" the ones present in the base game?

thick light
#

Hey guys, I'm trying to create a mod where I turn the PBS-1 suppressor in the Aegis mod into its own stand alone mod.

I've never modded before, could someone guide me through how to do that? I'm in the Creative Lounge voicechat

stuck oyster
#

otherwise you will need to use aegis as dependency

thick light
#

Some of the Aegis some is open source, some of it is not. Lemme find out

#

Yes, it is open source. It's included in their repository 🙂

#

I've downloaded the .p3d but idk what to do next, or if there are other steps to complete first as well

pallid nexus
#

You also need all of the textures (paa files), the rvmat, and a working config for it
Might need to set the texture paths as well, not certain about that
You can mostly use the config from Aegis, but will need to update the classnames to avoid conflicts (use your own tag for prefixing)

tacit karma
foggy finch
#

only after too many beers

woeful viper
#

wobly head syndrome? maybe it's the hit animation or the weightpainting of the face that has more then it should have?

reef gate
#

What’s the best way to make ‘destroyed’ buildings

#

There’s gotta be a better way than using the contraption

stuck oyster
#

such thing can be taken into consideration when building the model

#

like cutting damage parts ready as you make the thing etc

#

but no automation or tool will make you realistic destruction without effort

reef gate
#

i tried this way but i'm not really a fan

stuck oyster
#

yep like I said, no easy way

reef gate
stuck oyster
#

think about how the building is structurally

#

and how different materials would break

reef gate
#

it just becomes a weird jigsaw mess

stuck oyster
#

yep

#

a building does not break up that way

#

especially not with materials like what yours is made of

prisma mulch
#

For a building like that I'd expect to see mostly just the foundations remaining.

muted lintel
#

foundation + rubble, maybe some semi-intact solar panels sticking out inbetween some wall pieces

reef gate
#

i'm guessing i've just gotta hand model it

muted lintel
#

I'd suggest looking up some destroyed warehouse references and hand model it, yeah its really the only way to get a good looking destroyed model

reef gate
#

i tried so hard to make cell fracture work

#

but it never looks right

stuck oyster
#

things dont really break tha tway

lone robin
wind belfry
#

does anybody have a idea is there somekind of spec ops mod in arma 3 or is there one being in development?

reef gate
south badge
stuck oyster
#

it can be both

foggy finch
wispy orchid
#

does anyone know what might be wrong in model or config when the proxy bombs show on a plane all the time?

karmic blade
#

I am curious. I made a ramp 3d model, set it to 1.0, Geometry and Roadway. For some reason soldiers can walk on it, but vehicles just drive though it. And if I fly into it, it goes though, but than aircraft gets damaged

stuck oyster
#

and geoemtry lod requirements can be found in the pinnes messages

short marsh
#

I'm having an issue with an A2 port. The gear animation works fine, A3 recognizes the animations in Buldozer. However in game, I try to retract the gear, and no worky. I don't know if it's a config question or a model issue though, becuase if it's a config issue, then I will move it there.

#

The gear is for a helicopter, not a plane too

stuck oyster
short marsh
#

Yeah I put that in the config, and it still doesn't do anything

stuck oyster
#

as = 1?

short marsh
#

Yeah

#

It shows it on the status window, but the gear does nothing

#

I mean it says

#

It' retracting but nothing moves

stuck oyster
#

maybe typo in the model.cfg animation source?

short marsh
#

Maybe, but it works in Buldozer so I don't know

stuck oyster
#

buldozer just reads the source name and uses that

#

it does not know what eventually powers that source

short marsh
#

Okay

stuck oyster
#

it could be AHGJPAISEWRBJH

#

and it would work in dozer

short marsh
#

Haha

#

Gotcha

#

So how do I power the gear so it retracts?

#

I checked RHS real quick and it didn't need it.

#

For animationsources

#

So it's not a config thing I suppose

stuck oyster
#

what source do you use for it in modelcfg?

short marsh
#

Huh?

stuck oyster
#

it has a engine defiend source name that it needs to use

short marsh
#

Hold on let me open it

stuck oyster
#

in the modelcfg animation class

#

you have source= XXX

#

this needs to be the engines animation source for the gear

#

it might be just "gear"

short marsh
#

right, hold on let me look

stuck oyster
#

but im just guessing off the top of my head

short marsh
#

Source is gear for all of them

stuck oyster
#

that should do the trick then

short marsh
#

"gear"

#

Yeah but I pack it and no worky if it's supposed to do it

stuck oyster
#

vanilla helos got these it seems

short marsh
#

Yeah I have that and UpTime

stuck oyster
#

as far as I can remember these should do it

short marsh
#

Yeah I copied from the Ghost Hawk on how to put that in for the config. I have it set to three seconds, does that matter?

stuck oyster
#

should not

#

its just slower movement

short marsh
#

Okay, yeah it's a bit more convoluted than the Ghost Hawk. If that's supposed to make it work, then it's not working

#

I may have to look at the Test_Plane_01 though, maybe it's something else than gear

#

It's Gear, but I don't think that makes a difference, though some are rotation though.

#

Yeah I mean I think it's good, but I would think with all of that it wouldn't be too hard. So I don't know what to look for either

stuck oyster
#

try "gear"

short marsh
#

Okay I will

stuck oyster
#

how do you pack the pbo?

short marsh
#

Addon Builder

#

Stable version

stuck oyster
#

that wont check stuff so things can sneak in

short marsh
#

Okay

#

So what do I use?

stuck oyster
#

well I've used mikeros pboProject for years. its far more demanding with errors

short marsh
#

Okay, I was thinking you'd plug that. It's in the Tools channel or is it on his website?

#

Yeh I found it, WIndoze won't allow me to run the exe

stuck oyster
#

mikerso bytex store has the all in one installer

#

thats the easiest way to get it

short marsh
#

Never mind, I got it installed

stuck oyster
#

👍

#

the windows message is of no concern in this case

short marsh
#

Yeah didn't realize I had to download two other programs to get it to work. Is there a way for it to not require a config to be in there? Seems kinda stupid it won't pack if there's no config in there

#

Anyway I'll muck with it and see if I can't get it to work for me.

#

Thanks

ruby rune
#

I have a multi-faceted question here. So I have a model that I am trying to import into Arma 3. I was able to import it just fine into the game however, I dont know how to add a function to allow it to be retextured. Confusion

stuck oyster
#

no config is essentiala part of pbo

#

at least you need a config with cfgPatches in it

stuck oyster
charred bolt
ruby rune
#

hidden selections is enabled in the config but I believe it requires "camo" in the model so that it is not just the diffuse texture. I dont know my way around blender or object builder so I believe that is the step i am on

charred bolt
ruby rune
stuck oyster
charred bolt
stuck oyster
#

blobcatsweats good point

ruby rune
#

or port, would that be a better word to use? LMAO

stuck oyster
#

import is fine

charred bolt
#

So you'll want to add some named selections to the parts of your model that should be retextured. Usually called camo, camo1 etc per texture set.

stuck oyster
#

porting is what rippers call their stuff when they try to put in shaddy stuff 😅

ruby rune
ruby rune
charred bolt
stuck oyster
#

so blender

charred bolt
#

If you were to do it only in OB, then everytime you reexported a model improvement from blender, you'd need to redo that. So it makes sense to put everything you can in the source model in blender

ruby rune
#

so its as simple as naming the selections? Thats far easier than I thought. I also thought i could only do it in Object Builder so that may have been my source of confusion

charred bolt
#

Having added those named selections, you also need to put them in the sections[] array in model.cfg and write some code in config.cpp to enable the hiddenSelection function

#

What kind of object is it? Car, uniform, house, donut?

stuck oyster
#

in blender the equivalent is vertex groups

ruby rune
charred bolt
#

If you only have 1 texture, a single camo will be fine

ruby rune
ruby rune
ruby rune
stuck oyster
#

whole single camo selection/vertex group gets replaced with new one

#

so if you dont need to change different parts to various diffenent textures yhen you need only one selection

#

like in uniform you might have pants on one texture, shirt on other

#

you would then have camo1 for shirt and camo2 for pants

ruby rune
#

oh i understand now

#

thank you for the clarification

#

hopefully enfusion is better/easier to deal with than A3 😭

stuck oyster
#

in some things maybe yes

#

but modeling work is still quite complex subject

#

there are a lot of similarities

#

in all games really

restive pond
#

does blender's auto smooth feature not work well with arma's engine? Seems like i get normal/shading artifacts in bulldozer that don't appear in blender or substance painter

unkempt token
#

To automate and not have to recalculate normals manually, just point your Blender Toolbox to your arma 3 tool installations' O2script.exe

#

C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

restive pond
#

I've already have the o2Script path.

Hit F5 in object builder and unfortunately the problem still persists

south badge
#

Which version of Blender are you on?

I am on 3.6.10 and have never had any issues with this. I always auto-smooth 180 degrees, clear custom split normals and use sharp edges to handle shading.

restive pond
#

I'm on 4.0

south badge
#

I think there were some shading changes in the new Blender version that made me go back to the older one

#

But I guess you´d need to wait for someone who is also on 4.0 then, since I can´t really provide any help

restive pond
#

i decided to manually mark sharp the ones with weird shading

stuck oyster
#

It has always been 1:1 for me. blobdoggoshruggoogly

restive pond
#

I should probably stop overusing bevel modifiers

charred bolt
fervent depot
#

Any idea why the texture isnt loading at certain distances?

marsh canyon
#

Texture is not set in some LOD

fervent depot
#

Ah, I thought I had already checked that. Thanks.

terse kettle
#

Hey all, i have just started on making a building for arma 3 and I was wondering if having the walls, floor, ceiling, etc be different objects in blender matters or not. I already know about LODs and how they need to be different objects.

marsh canyon
#

No. If you export them into one LOD, it's one LOD

terse kettle
#

Ok thanks mate

stuck oyster
#

Can't be done.

jaunty rune
#

what is the reccomned poly count for a vehicle?

rotund snow
#

15k

#

vertices need to be taken into account

obtuse rain
#

What kind of vehicle?

rotund snow
#

a large "heli"

umbral shuttle
#

hello I am playing around with making bullet tracers, when far away they become black (using spledid viewer cause its easier to take photos) and when u get close they have the full color ( have like 3 cylinders each with 50% opacity)
is there something I am perhaps missing?

pallid island
#

"far away" as in "after 1 second of travel" or something? There is tracerEndTime=1; property in CfgAmmo entries, maybe that's somehow related

umbral shuttle
stuck oyster
#

That's also pretty complex model for it compared to the vanilla trancer.

umbral shuttle
stuck oyster
umbral shuttle
charred bolt
# umbral shuttle Anything I can do to change something about it to see if it is the problem?

The usual experiments

  • replace your weapon and ammo with a vanilla version to check it's not a game engine limitation
  • replace the ammo in your custom weapon with vanilla tracer ammo, to identify if a problem with your ammo config
  • if it looks like your ammo is at fault, experiment with tracerEndTime, muzzle velocities, single resolution LOD, remove hidden selections, view distance
umbral shuttle
obtuse rain
#

20-25k is typical for large BIS heli's

#

(Not including proxies)

#

And you definitely want a full set of LOD's (~6) to get that into ~1000 poly's because there isn't a lot of occluding something that's in the air even if it's 5Km away. 😉

fallen compass
#

On the bulldozer can you see the animation of when a gun fires or how could I see that?

fluid grove
#

Try initphase = 180

stuck oyster
#

The phase don't go that far.

Since this is not exactly a legit mod though it's not something we can support here.

sturdy finch
#

I'm working on implementing a silencer, it's all working fine as the model shows in game and functions but I can't seem to get the texture to work, the model is just white in game

#

It has the "camo" vertex group in both lods and the texture is defined in the config cpp so I think it may be a model cfg problem but I'm not entirely sure

stuck oyster
#

Camo/hiddenselections are meant for config based variant creation.

sturdy finch
gilded bane
#

So does anyone know what the Binarize textures check box means on AB ?

south badge
#

Uhm, how can I use the reloadMagazine source to force a selection starting in the "0" position to move to position "1" at the half-point, and then reset back to "0"?

I need a lever to rotate a certain amount of degrees and then rotate back the same amount within the span of the "reloadMagazine" time interval.

stuck oyster
#

First movement from 0 to 0.5 value, second movement from 0.5 to 1.0 b
Value

#

@south badge

south badge
#

hmmmmmmmmm

#

cheers, I will take a look into it

#

ah so I need two distinct classes of animation defined

fallen compass
#

In which section are the animations of a weapon added? For example, the slide is pulled back.

stuck oyster
#

You can look at the sample weapon for reference

fallen compass
#

yes

stuck oyster
#

It has model. Cfg that works in object builder buldozer preview

fallen compass
#

Should I do this too?

fallen compass
#

How can I assign these example bones to the weapon's magazine?

#

Or does it already apply when naming them?

stuck oyster
#

Those selections correspond with bones defined in the model. Cfg

fallen compass
#

ok but in the blender to pass it to the object builder and see it in the bulldozer

#

At least I grab the example weapon, but when I export it again and try it on the bulldozer it doesn't want to load the animations

#

The model cfg is the same example but it doesn't work when I export it myself and analyze it on the bulldozer.

#

any ideas?
@stuck oyster

livid portal
#

@fallen compass Are you animating entirely through model.cfg or are you also using a custom rtm? If so you gotta call it somewhere not through model.cfg

fallen compass
#

I'm using weapon 3 example.

livid portal
#

Solely arma 3 example doesn't work, you'd need a config.cpp to inherit the weapon moves etc also

fallen compass
#

@livid portal So what I'm doing is using the example model and importing the skeleton model cfg

livid portal
#

Wrong person 😅

fallen compass
#

xd

fallen compass
#

The thing is that on the bulldozer with the model imported into the object builder it directly lets me see the animations of the loader, etc.

livid portal
#

But are you using it for yours? Same directory for your model, also in model.cfg you gotta name it exactly how you p3d is

fallen compass
#

but when I export it from blender it stops working

fallen compass
#

Because I'm testing where the animations of the weapon's own slide, magazine, etc. come from.

livid portal
#

Yeah, sorry my brain isn't braining currently lol You gotta name your weapons parts in blender (vertex group and assign parts) how they are in the model.cfg or if you are using an example weapon for references. Your model.cfg most be named after your p3d (will give an example shortly) and also make sure you have the config.cpp with your p3d directory

fallen compass
#

Shouldn't that be ready? I say because since it is an example, imagine that it is good

livid portal
#

You still need to insert your own edits

#

Another note, you gotta have it in your P: drive (at least never works for me if not)

fallen compass
#

okok

livid portal
#

class YourP3DWeaponName: in that one (it inherits from some Test_WeaponBase though, but don't need to worry about that)

fallen compass
#

ahh ok

#

So do I need to create the cfg model along with the config so that it can be seen well on the bulldozer?

#

Does it apply in real time? ha ha

livid portal
#

Yes and no, you gotta relaunch the bulldozer for it to take effect

#

Sometimes even switch LOD (memory and then back to LOD1)

fallen compass
#

ok

livid portal
# fallen compass ok
woeful viper
#

amphibious tanks now possible on DEV #fuckyes

fallen compass
#

Is there a template for a config.cpp for a gun? or do I have to make it from scratch?

stuck oyster
#

but youll need to understand what each part does

fallen compass
#

but a rifle

fallen compass
stuck oyster
#

same way but changing parts you want to change

#

I recommend trying to make as simple config as possible first

#

then add more features

#

if you just copy paste you wont understand how the parts work together

fallen compass
#

How would a simple one be, with proxy and recharge?

real crow
#

Does anyone know if it is possible to animate the zeroing on statics? Would the animation source for it being the same as in rifles?

stuck oyster
#

it does not animate vehicle parts

real crow
#

i will just have them rotated in the model itself

stuck oyster
#

yeah

smoky lava
#

Gentlemen, what could be the cause of this lighting bug? In one case the player is illuminated (1) in the other case is not (2). From funny - in the first case used close topo from ob(3), in the second case (4) geometry accurately I closed myself in the 3d program. How did this happen?))

#

I did the same thing for the other house. The situation was the same

#

suspect there's something wrong with the geometry that's been moved to the left side. Maybe the arma can't handle that?

stuck oyster
smoky lava
stuck oyster
#

have you assigned hiddenselections on the shadow lod mesh?

#

do you use hiddenselection in the building?

#

what named properties you use in geometry lod?

smoky lava
#
  1. no
  2. no, there's only code for breaking glass and ruins
  3. (1) auto close, (2) hand close
stuck oyster
#

it adds stuff you dont really want in there

#

sometimes it can work on simple shapes

#

but for if you have things like open edges that will become messed up

#

geometry lod handles collision though

#

not shadows

smoky lava
#

preferedShadowVolume & sbsource - remove?

stuck oyster
#

yes remove those

smoky lava
stuck oyster
smoky lava
#

Right now I was only testing on one model. Enabling these properties fixed the shadows on the player...

#

or should I use visualEx in future?

fallen parrot
#

Guys. Skeletons for Arma 3 are saved as p3d or it has an another type of files?

stuck oyster
stuck oyster
#

but most likely your shadowlod was just not correcly made

stuck oyster
fallen parrot
#

So in my opinion they have a special skeleton, which has compatibility with some armor (and weapon by the way)

smoky lava
fallen parrot
stuck oyster
#

skeletons are not stored in p3d though

#

the main thing is that due to the different shape such characters have a new animation set made to fit that shape via a new skeleton

#

unfortunately this has been simplified in common chat to just "new skeleton"

#

which is not entirely accurate but then again people who dont know about this stuff cant tell the difference

#

the animation trasnformations are stored in the RTM animation files

stuck oyster
#

which then make the unit move according to the animations

stuck oyster
#

its for physx ragdoll mainly

#

its not really skeleton

#

just points where joints are

#

but also you cant access that

#

since ripping is forbidden

#

and you would get banned for that

fallen parrot
#

Actually I just want to make combatibility among TIOW, Black Carapace and Terminators Mode

#

Because now it is literally broken, if u try to mix it

fallen parrot
#

By example those refer to TIOW

stuck oyster
#

sure but you cant mix the models/animation sets

fallen parrot
stuck oyster
#

each different shaped character has its own animationmoveset that it uses

#

such character shape uniform can not be used on another shaped character

#

is the basic gist of it

#

so if you spawn a normal armaman

#

it can not use terminator armor or space marine armor

#

and so on

fallen parrot
#

Yeah, but in general I don't need it in my project because I want to refer to those 3 mods and make:
A) Compatibility with Black Carapace. So that mod add a HUD for space marine armor, but not for terminator
B) A little bit more weapon for terminator armor

#

I dont want to tell lots of plans, because I dont want promise something, but there are actually a lot of plans to make more compatibilities

stuck oyster
#

as long as you dont mess up the existing class structure

#

which may be delicate

fallen parrot
stuck oyster
#

its quite different from that

#

they are in essence separate things that are both playable characters

smoky lava
# stuck oyster visualEx can be used instead of shadowlod sure

I checked visualex works for non-closed geometry. Then I have the following question

res lods: 6.5k, 3k, 1.5k, 800, 250.
where to set lodnoshadow=1?

I read the discord and it seems that visualex is better in performance... What should I do if I want the best optimization?

stuck oyster
smoky lava
lone robin
smoky lava
#

but they didn't do it themselves... Which begs the question)

stuck oyster
#

dont overthink it

smoky lava
tawdry vale
#

Anybody free for a vc? I need help importing a model I made into the game but idk anything about object builder

stuck oyster
#

there are few tutorials from elTyranos, Sokolonko and Battlestad that can be useful.

alpine matrix
#

anyone have a ref for hiding railcovers/anything when you put a laser/light on?

#

i have the stuff in my model.cfg for it

#

but i suspect the selection being used elsewear may prevent the railcovers from hiding

cursive sleet
#

it was possible before too, on the regular build

orchid fern
#

@cursive sleet Seriously? Since when? Ocean-floor-exploring AAV's were still a thing last time I checked (1-2 months ago?)

cursive sleet
#

dont remember but i tested driving the AAV in the water and BMP a few months ago

orchid fern
#

I think there's a few mods that hacked together something along the lines of the "paddel" mod, but I'm not sure anybody got actual PhsyX tankx-behaving-like-ship behaviour

leaden quartz
#

hi i want to try creating a beret in blender 4.8 but have no clue how to use it and no responses to my creators recruiting post, if anyone has a tutorial video that explains the keys there using to do stuff as well, as most just tell you what there doing but without saying what key binds they used to do it

pallid nexus
# leaden quartz hi i want to try creating a beret in blender 4.8 but have no clue how to use it ...

I'd like to see what new Blender 4.8 has, but it'll be a while

For starting with blender, I think this might be a decent course/tutorial for what you want https://cgcookie.com/courses/blender-basics-an-introduction-to-blender-4-x
I think I did most of an earlier version of this one
The manual is very useful, just choose the version for the blender version you are using https://docs.blender.org/manual/en/latest/
Mostly, practice and learn to model and texture (and learn how to do UV maps, it will make your life much easier)
Arma 3 has some more stuff you need to learn, mostly Arma materials (rvmat) and how to export models to p3d format

As to the videos where they don't show the keybinds, that's probably because most of them have used blender for long enough that the keybinds are second nature, and many are not really for a complete beginner
Most important keybinds, if you haven't already found them, are the mouse binds. Middle mouse to rotate view, left mouse to select or use tool, and right mouse for context menu

marsh canyon
#

Your bone hierarchy is not correct

visual thicket
real crow
#

hey folks, is it possible to have two hammers on my double barrel shotgun being animated for each shot, one at the time, instead of having them rotating both together at the same time?

#

i thought about revolving as anim source, and then maybe using something like the one used for hiding ammo at each shot, like "(2/2)-0.00001" and "(1/2)-0.00001"

real crow
#

because this is a rotation animation and not a hide/unhide one

stuck oyster
#

any source works with any animation type just fine

real crow
#

alright, nothing else to add? just ammo as source?

#

or should i just change min and max value? Like, using respectively 0 and 1 for one hammer and then 1 and 2 for the other?

stuck oyster
#

0.5 would be half the ammo

#

and so on

real crow
#

ok

stone hatch
#

Hey all! I'm getting an error when I try and pack a mod using pboProject. It's showing "missing file A3\characters_f\Heads\bysta.p3d" I checked, and that's the model that is referenced in the head proxy. I've tried redownloading the ARMA samlples and Mikero tools with no luck. I'm going to keep at it, but any help would be appreciated!

marsh canyon
#

Which file is claiming that file is missing?

charred bolt
marsh canyon
#

(Is it really?)

#

Arma 3 Samples has one, so you can place it into the correct folder manually, tho

stuck oyster
#

the bysta.p3d proxy was moved to template_rtm folder in the arma3 files

#

@stone hatch if you open the a3 folder and do file search for bysta.p3d you can find it and repath it in your character p3d

stone hatch
#

Awesome! Thanks all for the help, I'm trying it right now!

#

It worked! You guys are some kind of wizards

jovial osprey
#

Does anyone know why my game freezes when importing the tank, follownig this video https://www.youtube.com/watch?v=vgymTnhZqWs&t=487s

This is the first part of a tutorial series I plan to make importing a tank into arma (or APC or whatever). This is very quick and basic, I dont really explain too much in this video. The goal with this was to show you how to get your tank model ingame very quickly.

It's hard to make tutorials when I have a 3 year old hanging around my nech all...

▶ Play video
south badge
#

Unbinarized?

charred bolt
# jovial osprey Does anyone know why my game freezes when importing the tank, follownig this vid...

Game crashes can be tricky to troubleshoot, but they can occur, particularly with tank development.
Some things that I know of to cause crashes are trying to use more than 9 physx wheels per side, and the use of reflectors in certain configurations on turrets.
To help further you might need to make your files available for us to inspect, or a minimum of screenshots of the p3d (LOD0, Geo LOD, Geo Phys, Mem LOD) and config.cpp, model.cfg.
Also are you using a p drive development environment and what tools to pack the pbo?

jovial osprey
jovial osprey
stuck oyster
#

pbos need to be binarized

jovial osprey
#

whats a pbo

stuck oyster
#

:L

jovial osprey
#

its my first time im telling you

stuck oyster
#

youre trying to do something too complex then. start simpler

jovial osprey
#

im just trying to set up a cool western anti air for me and my friends nothing special

stuck oyster
#

you cant

#

basically you dont yet know enough and thats very complex process

#

its infact very special

#

so youll have to tune back a lot

#

to the very basics

#

of setting up P drive

#

how to do config

jovial osprey
#

i did set up p drive

stuck oyster
#

how to pack a pbo

jovial osprey
#

correctly

stuck oyster
#

also the model can not be from some other game

jovial osprey
#

Its just some 3d model4 i found online

stuck oyster
#

its probably from some other game