#arma3_model
1 messages ยท Page 47 of 1
no bruh
yes bruh
you need to be sure
Ok
people here dont want to waste their time on that crap
From reading the convo, I'm going to suggest that the time and effort it will take to make the cool vehicle will be longer and tougher than you would find acceptable. Arma modding can be difficult (but very rewarding because of that).
So I'd suggest that your best way forward would be to search the workshop for an existing mod that you and your friends can download and enjoy in games straight away.
Ok
no it wasnt possible before (without script hacks)... unless you count a floating tank that can't move in the water amphibious...
can't get it working yet
Post your latest anim code
Also just post the relevant class here so we don't have to guess which bit in that entire file please
you are right indeed, one second
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
my hammers are already in the cocked position
by default in the p3d
How many bullets in the magazine?
just 2
Does your hammer move in buldozer with the ammo source?
yes
have you tried reload as animationsource?
i can try it now, but im unsure about the max/min values
The movement when reloading. Source is 1 as soon as shot is fired and returns to 0 within in reload time.
https://community.bistudio.com/wiki/Model_Config
because the hammer rotation is inscribed in 2 parts, the forward rotatio and the one that brings it back into cocked position
so its confusing applying the 0.0 to 0.5 and 0.5 to 1 values to a total of four animations (i hope i explained it clear)
1.0 to 0.5 ... hammer falls
0.5 to 0.0 ... hammer returns to cocked back
perhaps?
or shorten times, so hammer falls quickly
example as of now class bolt_back2
{
type="rotation";
source="ammo";
selection="bolt2";
axis="bolt_axis";//probably
// sourceAddress = clamp;// (default)
minValue = 0.5;//rad 20.626482
maxValue = 0.75;//rad 44.11775
angle0 = 0.0;//rad 0.0;
angle1 = 0.7853982;//rad -45.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class bolt_forth2
{
type="rotation";
source="ammo";
selection="bolt2";
axis="bolt_axis";//probably
// sourceAddress = clamp;// (default)
minValue = 0.75;//rad 54.43099
maxValue = 1.0;//rad 57.29578
angle0 = 0.0;//rad 0.0;
angle1 = -0.7853982;//rad 45.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
You can use ammo but then it depends on how many bullets are left in the mag, so can be more complicated.
ie. ammo runs from 1 to 0, 1 being mag full and 0 when empty
maybe something like this (untested)
{
source = "reload";
type = "rotation";
selection = "hammer";
axis = "hammer_axis";
minValue = 0.9;
maxValue = 1.0;
angle0 = "rad -45";
angle1 = "rad 0";
};
class hammer_fire2: hammer_fire1
{
minValue = 0.0;
maxValue = 0.4;
angle0 = "rad 45";
angle1 = "rad 0";
};```
edited ^
alright, i will test it and i will try also a round of tests for the ammo source with inverted min/max values (starting from 1 and inishing to 0)
no don't invert them, minValue needs to be lower than maxValue, but just imagine them running backwards in your head in relation to the rotations
note I'm still suggesting you try reload initially
okok
mm the hammers are two since it is a double barrel shotgun, so should i use the same values as this example for both hammers?
wouldn't it trigger them at the same time if they would use the same values?
Oh that might be awkward then yes
yeah that's why im confused
in that case, you will have to use ammo
ammo will be 1 when mag full, 0.5 when 1 bullet left, 0 when empty
with using ammo in bulldozer it works, by dividing from 0 to 1 in 4 parts, but then in game the hammers close only when all mag is empty
Ammo source, 2 bullets in mag
bolt1
1.00... rad 0 (not fired)
0.95... rad 45 (1st bullet fired, bolt1 moves)
0.70...rad 0 (start moving bolt1 back)
0.55... rad -45 (bolt1 returned)
bolt2
0.50... rad 0 (2nd bullet not fired)
0.45... rad 45 (2nd bullet fired, bolt2 moves)
0.20...rad 0 (start moving bolt2 back)
0.05... rad -45 (bolt2 returned)
from 1 to 0.55 yep, so min value here is higher than max value? ๐ตโ๐ซ
I've written out the logical sequence, now that needs to be written as model.cfg code where minValue is lower than maxValue
okok
So there will be 4 classes, 2 for each bolt
indeed
first will be bolt1
minValue = 0.55;
maxValue = 0.70;
angle0 = "rad -45";
angle1 = "rad 0";
2nd for bolt 1 will be
minValue = 0.95;
maxValue = 1.00;
angle0 = "rad 45";
angle1 = "rad 0";
repeat for bolt2 but using min/maxValues from ammo based on sequence in range 0 to 0.5
fantastic okk
This kind of stuff does mess with your head a bit, so needs checking in buldozer as you write it - can't promise I've got it exactly right, but it should give you enough to work with, especially understanding that ammo runs from 1 to 0 over the magazine and how to split to work in game
if its just a double barrel with two shots per 'mag' i'd go with just revolving yeah
if its some weird shit like a double barrel magazine fed shotgun then things get complicated
Revolving was the solution yes
Amazing idea. I will take this cursed object into my soul and model it someday.
One question, you already have the gun bones but how do I export it? Or alternatively create more lods or something like that?
Idk if I should but it here but is anyone working on a CV90 model by chance?
You don't need or use the bones, you make vertex groups and then you control it within model.cfg
You need to export as .p3d, you need this addon https://github.com/AlwarrenSidh/ArmAToolbox
Okok
Although I have 4.3.2
Try arma 3 object builder if arma toolbox doesn't work for you.
Arma toolbox will probably work though.
https://extensions.blender.org/add-ons/arma3objectbuilder/
Thanks
A question, I have the model cfg ready and everything but I don't want to load the animations in the bulldozer
I have the memory points and everything
You can always just try packing it and test ingame with a minimal config
I can't help with model.cfg, haven't gotten to doing myself yet
Does anyone know how to fix this issue when I export from blender I get this in object builder. The sections with the big white and purple squares textures fine when both using hidden selections in the config file and assigning directly in object builder but the sections with the small purple and white dotted spaces either is a black or a solid color close to that of the texture. Ive tried to remake the p3d but that doesnt seem to help it.
dots look like small squares. Meaning a very big/stretched UV is i'm correct 
Bulldozer is mainly just to see if the model works as it should without having to pack the model every few seconds. Also it looks like it's invisible, i don't know if you just selected the whole thing before launching bulldozer or if you have inverted normals. But to get it ingame like Raven mentions you need a config.cpp
They are however the UV is made for them regardless color or texture, you may need to make your own or update your UVs in Blender.
What's the model from..
Should I be able to see my textures in some capacity in object builder? I checked it out in the preview and I'm not seeing the textures applied. Seemed to have just worked for the tutorial I was following
Baked out a NOHQ, AS, and CO from blender, converted to paa and plugged them into the rvmat, plugged the rvmat and the CO into the material in arma 3 toolbox for blender before exporting as p3d.
Not sure where I've went wrong
I end up with the glasses just in plain white
I think the only thing I did differently from the tutorial was that I used a CO and not a CA for the base color map, idk if that would break it. I also used an rvmat created in jdtools.dev instead of starting off one in the game files, idk if that could be my issue
CA is only used for transparent parts, you would still be able to see the texture as CO
Make sure you applied the CO/CA texture onto the model
Highlight the model in Object Builder, press E and choose texture and rvmat
You don't do it to the material itself, scroll down on that list, should be a place where you put it
should be this right?
or wait, is it looking in the a3 folder by default? Do I need to specify full paths?
oh yup that was exactly the issue
Oh... wow. I thought I could get away with the quick and dirty texture bake, looked ok in blender, but I see arma is not happy with me now
Thanks for the help with getting the testures sorted, back to the 3d dungeon I go
hey peeps, about amphibious vehicles (tracked one), the geo buoancy other than being a sigle component, is there any particular proprety to add? Also, the propeller source animation should be "inWater" or "Propeller"?
#arma3_config message I ask because i just read this
i also have a rudder, but i guess there is no way to animate the rudder according to the steering directions on a tracked vehicle
the vehicle is a soviet t-38 tank
Check if you got inverted normals
No clue, only use Blender for models
Blender > Backface culling
I think its just a case of my bake gave me an absolutely atrocious texture map, probably because I'm not doing it right I just wanted to see if I could get it in game so I threw smart UV project at it and didnt bake a low poly or anything. Its still in its subdiv hipoly state
I think its just a consequence of me cutting corners because I was excited lol
ye no that wont work. no cutting corners!!
If they are just supposed to be one color, you don't really need a texture at all then ๐
There should be more going on there, well. I guess they are gonna just be black, but there are normals and specular to be had
Unless you mean just code the color and generate maps for the material
If one is a bit lazy like myself lol this site is useful https://cpetry.github.io/NormalMap-Online/ as well as https://boundingboxsoftware.com/materialize/, all you need is the main texture, the rest can be made using these
Online NormalMap Generator FREE! Create a Normalmap directly inside your browser! No Uploads required, completely client-based
But yeah fairs if more color is wanted then nevermind on the other
The interesting thing is the normal map and AO map baked correctly, I think
lemme check that again lol
If you don't know, for normals make sure the models is blue everywhere and not red anywhere unless intended
Yup. Yeah it looks like the normals baked "ok" (I still gotta lowpoly and unwrap it properly)
the base color is the only one that looked messed up
How can I make the flash move?
I already have it defined in the model cfg but I don't know why it doesn't move randomly

@fallen compassCan you share your model.cfg?
I already solved it, I had to place the zasleh vertex group on the muzzle proxy
Bet, yeah
Now that I've made the weapon, any ideas on how I could make the texture?
UV it, Export UV and then use a texturing software, most uses substance painter or photoshop but both paid, but if you got either i guess that (GIMP can be used too which is free)
Is there any tutorial?
Plenty, depends which software you wish to use
Any texturing process has the general same method, so any video can be used when it comes to textures (you don't need any specific topic)
oks
3DMA marketplace
I'm a fan of the Damascus Steel patterns in the UV
๐
(Jesus christ what is that even)
broken uvsets.
very broken
@shrewd ermine you cant really skip understanding modeling by buying models
that one dont seem to be very game ready
that's uhhhh
Real big
sixteen times the detail
sixteen times less frames
i mean, high-to-low is a valid workflow... except you still need to model low-poly to get them detailes baked on ๐คฃ
sure it can be fixed and textures can be baked.
15 pixels out of every 16 fall out of 0..1 UV range
oh no
i mean, if it includes pre-made lower-res LODs it can be useful, ja? :3
possibly. would still need at least uvmapping and texture baking
vest like that should have max 2 textures/materials I think.
meh, i'm kinda curious, but not $30 curious
๐
Could probably get away with just one with good UV packing too
Game-Ready 3D model
inb4 "how do i weight-paint it"
assign it to spine2 and let it clip a little
no lods btw
ah, it's a screenshot from marketplace. I got scared for a bit here 
i mean, wireframe looks dense in some places, but mostly sensible?
sorry to interrupt the current topic, propeller source worked fine. I just have a peculiar issue: my vehicle won't float on water, and it is barely possible to steer it when in the water (submerged or at surface level water crossig). I guess it has to do with physx config stuff, right? Any particular values in this case i should check?
most 3dma assets are in 3dma western dusk on the workshop, I think a lot were made speicifcally for it
The ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.
https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines#LODs_(included_in_Arma_3_boat_p3ds)
kinda sounds like a real volume calculation... or am i crazy? Lemme check by changing a vanilla boat mass or something
@sour bough the exact model you have is already in this mod https://steamcommunity.com/workshop/filedetails/?id=3030830594
@shrewd ermine probably
what named properties you got for it?
@shrewd ermine looks like your work has already been done
Forgot about that site, good looking models
I dont know why but I'm really not a fan of how they look in game. Might just be weird normals or something but the creases and shadows and stuff are really strong
Depends how they are setup, texture quality etc, you can achieve "realistic" looking textures if done right
Damn, i got the glasses in game woohoo. Its between my legs but it's in game.
I have my vertex group named "head" which containes all the vertexes in the model, and the class inherits from "ArmaMan" in model.cfg which seems to be the common problems that cause it to show up there, did I miss anything obvious thats causing this?
I don't have that model
Yeah I realized you were just a part of the conversation not the original poster, sorry 
hello
Modelcfg classname not same as p3d name P3D
actually requirements are listed in one of the pinned messages
it should be identical, I think I have that already. I have fuelcell.p3d and my modelcfg is class fuelcell: ArmaMan{};
based on your message about headgear and cfgmodels in the pins
oh my lord is it capital H Head?
nope, that didn't do it either
Try in Geometry, autocenter 0
ah yes, I had that set already too
- buoyancy 1 in the Geometry LOD
- single object (closed, convex, Component01) in the Geometry Buoyancy LOD, roughly same size as tank hull
canFloat = 1;- various other config parameters for physx, most starting with
water - animations that should be enabled when in water, use `source = "inWater" in model.cfg
- rudder animation, use
source = "drivingWheel";
in the properties right? or did I put it in the wrong spot
OH
Each LOD has its own
I see
yea
alright, let me try that again lol
Only put LOD properties in the Geometry LOD.
The only thing to ever go anywhere else is lodnoshadow in resolution LOD's
(slightly simplified rule, but almost always true)
should I be inherently putting lodnoshadow in all of my resolution LOD's?
yes, if you're using a Shadow LOD
Ah, yup that makes sense. I'll add that
also use prefershadowvolume 1 in Geo LOD when using Shadow LOD
damn this tutorial did not talk about any such things
bless you guys for the knowledge
Some things change in the game engine - you'll often see old samples with sbsource = shadowvolume in the Geo LOD properties, but this is now incorrect and throws errors on build, as an example of obsolete info.
hmmm.. even with autocenter 0 and prefershadowvolume 1 in geometry LOD and the shadows turned off on all other LOD's, I'm still getting the thing between my legs
Can you show a screenshot of the first res LOD in side view from Object Builder?
is this what you mean?
Yes, but show the origin in the same shot (zoom out)
damn those origin lines show up a lot better in the screenshot than they do in the application. I didn't even notice they were a different color
Looks about right
I used the model.cfg from Test_Character_01 from the samples and just replaced their class definitions with my own, that should be correct right?
You've got the model.cfg and p3d in the same folder? Think I saw you confirm model.cfg class name matched the p3d name.
Currently what i got in my glasses
are geometry lod named properties in place?
yup same folder, \fuelcell
post model.cfg please
And also this is the model.cfg can't remember why it's structure like this but it is 
oh lawd let me pastebin that
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
maybe pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
I know I probably dont need the references to every single bone in the dudes body but I wasn't sure so I didn't want to go deleting things. Only thing I changed was the class definition at the bottom, class fuelcell
Try it without pivotsModel?
You currently got pivotsModel="Samples_F\TemplateRTM\ManSkeleton_Pivots.p3d";
no, change to the one I posted
by the way, all that htMin, htMax stuff about thermals shouldn't be in the model.cfg, BI put it there in error and everyone copies it. They're config values.
changed to the a3 skeletonpivots, still between my legs. I'll clean up the config stuff thats laying about as well ty for pointing that out
What are you building with? Using a p drive?
After building, are you placing a new instance of the asset in Eden Editor, or using a saved mission file?
I wonder if there's anything wrong in my process
Blender -> A3toolbox export -> objectbuilder -> addon builder to pack?
Using the virtual arsenal to look at it
Addon builder is "ok", but it won't tell you about any errors and will pack rubbish.
So must keen modders use mikero's pboProject or HEMTT.
And most use a p drive to develop on.
My files are not in the P drive, I've got a folder in documents that holds my arma projects, I only just mounted my P drive or really touched mikeros today
When someone runs into problems, installing and using pboProject usually highlights the issue fairly immediately.
I'll pack it with that and see if it shouts at me
There's an all-in-one installer (free) and it will also unpack the game files to p:\a3 for you
Also, i don't know how many has had it happen but i've experienced most of the bugs happen due overwritting same p3d name over and over, so in some cases, changing p3d name could fix something.
That can sometimes happen as the p3d is stored in a temp cache, and on occasion the cached p3d will get used, rather than the newly edited one. If you spot issues like that, just delete the p:\temp folder
did.... did pboProject just sing me a song?
Ahh that easy eh, thanks!
lol, probably yes... it can be turned off in the settings somewhere
I see that pboProject is not happy with me
moved my stuff over to the p drive and tried to pack it
How many errors you got? ๐
Ah well when you move them, you gotta redirect ๐
e\
I should have known better than to throw something random in to break the pathing to the textures
remember in OB as well on model
Thats where I broke it, I threw e\ into the thing so it wouldn't find the textures becasue I havent rebaked them yet
Oh my god Mikero, I just about lept out of my chair when it started playing hallelujah
Go to here if you don't wanna fall off your chair
That's a step forward in trouble shooting, although it might not seem like it
Have you verified that the pbo you are building is actually getting into game - we've all at some time built pbo's and not seen them change in game, only to find we were sending the output to the wrong mod folder
I have indeed, mikeros built in into @fuelcell/addons/addons, fixed that and verified that the textures are now unbroken
Ohh, ShadowVolume LOD should be numbered 0.000 not sure that's "it", but it's something
anything evil in this that might not be a critical error but still breaking?
Looks like the rvmat(s) might be bad, but don't think that would change it's position
fixed the rvmat error about not a paa or #arg
still between the legs though 
man this one stubborn pair of glasses
Did the SV change?
Just for the sake of info, did you apply transforms before exporting the p3d?
in blender? yeah
aight
yup, all zeros for transformations (1 for scale)
the SV?
yup
Try this model.cfg instead and confirm you have unpacked the a3 files to p:\
yup, I've got the A3 folder in p:\ with all the unpacked game files
May want a component01 in there, at least i've got one and know mine works (unsure if you need it though, but incase it is)
vertex group?
oh wait
this did it
ah cool
what the heck magic did you do
Don't think you need any Geometry mesh in the Geo LOD at all for glasses
Yeah don't got a visual mesh either, got generated a component, not sure if required tho
Suspected your model.cfg was a bit messed up
thats almost dope I just gotta.... finish the lowpoly and bake it properly so the textures actually exist lmao
Congrats!
Noice! Good one
๐

ty! Thank you guys a whole bunch for the help. Do you know what part of the model.cfg was busted or how it was busted? Or how you fixed it? I know I'll be doing more of this so nonzero chance I run into the same issue again
I sent you one that we used many times for DLC work. So I guess you can do a comparison to find out where your's differs and that's probably the fault.
Noticed yours didn't have this part though dunno if that is the case either ๐
lol one of the big differences is this one is OFP2_ManSkeleton and mine was just ManSkeleton, but I'd imagine ManSkeleton isnt a broken config because if it was really busted it would probably have been fixed by now
unless the samples are no longer being maintained... 13 year old game and all
The samples are notoriously, um, sub-optimal

only bouyancy 1 in geo lod and autocenter 0 in geo lod
get rid of the autocenter property
Ok, i got all of them but the 4th point is where im in trouble
ok
should i check this page, even if for ships?https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines
for physx config values about water
so i understand (or at least i try to) what they are for
These are the ones to play with:
engineShiftY = 1;
maxFordingDepth = 3;
waterAngularDampingCoef = 10;
waterDamageEngine = 0.2;
waterLeakiness = 1.5;
waterLinearDampingCoefX = 1.5;
waterLinearDampingCoefY = 1.5;
waterPPInVehicle = 0;
waterResistance = 1;
waterResistanceCoef = 0.5;```
Nice, gonna start playing with them ๐
No matter what i do, the fella won't float. It will go straight to the bottom, and sometime (can't understand for what reason) it won't even move in the watah
Lol
Anyone know how to set up a custom belt for the M60 in prairie fire?
I have the model made, but I can't seem to get the model to show on the side of the M60
Right now it just shows as the standard box
class vnj_m60_25_mag : vn_m60_100_mag
{
descriptionShort = "25Rnd. M60 Belt. <br />Caliber: 7.62x51mm. <br />Used in M60/ Shorty Machine Guns";
displayName = " 25 Rnd. M60 Belt";
author = "nonJoker";
count = 25;
model = "grenade_OH-6_turrets\Models\25Rnd_Belt.p3d";
modelSpecial = "grenade_OH-6_turrets\Models\25Rnd_Belt.p3d";
modelSpecialIsProxy = 1;
mass = 9.25;
};
class CfgSkeletons {
class 762_belt_armature {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"bullet1",
"",
"bullet2",
"",
"bullet3",
"",
"bullet4",
"",
"bullet5",
"",
"bullet6",
"",
"bullet7",
"",
"bullet8",
"",
"bullet9",
"",
"bullet10",
"",
"bullet11",
"",
"bullet12",
"",
"bullet13",
"",
"bullet14",
"",
"bullet15",
"",
"bullet16",
"",
"bullet17",
"",
"bullet18",
"",
"bullet19",
"",
"bullet20",
"",
"bullet21",
"",
"bullet22",
"",
"bullet23",
"",
"bullet24",
"",
"bullet25",
""
};
pivotsModel = "";
};
};
the hand held m60?
as in a new magazine?
Yes, that is what I'm looking for
Id guess starting point would be the model.cfg wiki page that explains the basics of how model.cfg works
and then creating the animation classes in model.cfg you want to see
That's the weird part, I do have that
you have a model.cfg with a skeleton defined from the looks of it
the skeleton alone does nothing
{
class Default
{
skeletonName = "";
sectionsInherit = "";
sections[] = {};
};
class 25Rnd_Belt : Default
{
skeletonName="762_belt_armature";
// Magazine proxies supports hidden selections
sections[] =
{
};
class Animations
{
BULLET_HIDE(1,25,25)
BULLET_HIDE(2,25,25)
BULLET_HIDE(3,25,25)
BULLET_HIDE(4,25,25)
BULLET_HIDE(5,25,25)
BULLET_HIDE(6,25,25)
BULLET_HIDE(7,25,25)
BULLET_HIDE(8,25,25)
BULLET_HIDE(9,25,25)
BULLET_HIDE(10,25,25)
BULLET_HIDE(11,25,25)
BULLET_HIDE(12,25,25)
BULLET_HIDE(13,25,25)
BULLET_HIDE(14,25,25)
BULLET_HIDE(15,25,25)
BULLET_HIDE(16,25,25)
BULLET_HIDE(17,25,25)
BULLET_HIDE(18,25,25)
BULLET_HIDE(19,25,25)
BULLET_HIDE(20,25,25)
BULLET_HIDE(21,25,25)
BULLET_HIDE(22,25,25)
BULLET_HIDE(23,25,25)
BULLET_HIDE(24,25,25)
BULLET_HIDE(25,25,25)
};
};
};```
Unless I'm missing something else? (I have the macro too)
does the animations work in object builders buldozer preview?
Not sure how to do that, but I'll check
you also should modTAG prefix your files and classnames
25rnd_belt is not very unique name
The model for the 100 round box shows up instead of the desired belt
what model you opened? ๐ค
Not in object builder, in-game
๐
sorry to be bad news bear in this one
most of the weapons we have in sog are made with magazine proxy
Yep, that's why I figured the M60 would, too
Im guessing it was deemed unlikely anyone would make new magazine for it.
Guess so
I have returned to this wonderful place once again
Simple question kinda about ip rights but more technical than I wanted to put in the relevant channel.
If I were to go make a new jacket model or something, from my understanding I cannot modify the existing models in the game, is there any way I can proxy it over top or something of the sort? Or if I make a jacket will I also need new pants and shoes to go with it?
not possible to use the exsisting models.
Neat ty, I assumed so but figured Iโd ask in case someone knew a solution to do it without violating ToS
A question, I already have the texture placed on a gun that I made, to see it in the object builder how would I do it? Because I exported it and it is not visible in the bulldozer
assuming you export with arma toolbox directly to p3d you would need to assign the arma texture/material paths to the blender material so they get written to the p3d
the paths need to correspond to your mod folder structure on P drive.
for example
P:\yourmodTAG\TAG_Yourgun\data\TAG_yourTexture.paa -> becomes **yourmodTAG\TAG_Yourgun\data\TAG_yourTexture.paa **
object builder options need also be set up with "path to textures" parameter as P:\ so it can substitute the game path saved in the p3d with the P:\ in windows folders
that?
yes
Well I went and did what I thought was wrap up my 3d work for the glasses but I find myself incredibly unsatisfied with how they actually look, but I cant figure out why. Maybe its the bake job, or the materials or something? I cant put my finger on it, some feedback/roasting would be appreceated
dark shades can be like that though.
Non transparant?
hmm well maybe its more about being dark and also reflective
so could use some more specularity on the lenses
That might be it, too much matte monolith.
Stepping back and looking at it again it also looks like maybe they are crooked and not centered on his head, didn't notice that before
My personal pair definitely appear solid while worn unless the sun sneaks in the top
Try also press F5 in Object Builder to recalculate normals, sometimes fixes the textures put on (won't necessarily be noticeable)
Fair enough, never seen such so no clue ๐
I dont actually have a specular map for this, the whole thing is probably consistent. I'll bake one out and update the rvmat
It's the SMDI if you didn't know
I did not know, thanks!
This is how we setup SMDI at Cytech
Does rvmat come from the addon builder or how can I get it?
Rvmat's are text files which you can create and open in Notepad.
They are linked in the p3d to each face and determine the material characteristics for the texture, including the normal, specular and ambient occlusion maps.
Hey, guys, i need so help. So, im new at modding, actually im making mod for dayz, but i guess it dont matter, cause its object builder problem. So, im making models in blender, and then exporting them with arma toolbox, and i dont khnow why, but all my models have this wierd shading problem. Anybody have a solution?
i remember having strange normals on export when i haven't pointed the Toolbox to the O2Script.exe. Check addon settings in Blender, please
nah, its good.
but thanks for responding.
okay, i just found out that i have to tap F5 by myself, i thought its working by itself.
It should work on its own. Where's the models from though? They probably come with some problems
I make these by myself.
It works just fine
Out of curiosity, has anyone experimented with using visualex for trees or bushes opposed to making shadowVolumes, if so what were the results and is that one of the objects that doesnโt perform well with that property?
I feel like there was some issue with that ๐ค
but cant recall details
worth a try if you got a tree model in the works
@lone robin
Iโve got one in the works, Iโll give it a try and report back
Shadow movement in the wind sway motion might be a thing to check
Doesnt move with the wind is the issue. Thats what i know cause im using visualex for my Tiberium Flora stuff
No more issues.. only this
Guys, there is a problem i'v been struggling with for a day or two... So i created a chest rig for my friend group modding project and it's semi-transparent, but RVMAT is ok, and textures are fine, config in check too
Also it would be a life saver for me if some of you know how to make glasses, like literal glasses. With transparency. I'v tried and failed cause i don't really know if i just should add another RVMAT for glass and another for glasses frame
you likely have alpha channel in the texture and have not used the right naming convention with _CO suffix on the texture before converting it to .paa
theres pinned message about the suffixes at #arma3_texture you can check out
assiging different material depends on what program you use
but its basically done same way as assigning the first material
Good to know, I guess I should get working on shadowLODs. Sad day lol
lol do i must insert suffix BEFORE converting png to paa?
i just have to double take on this. Is this implies that i cannot just rename ca to co afterwards?
yes that doesnt change how its converted
but also you want to remove the alpha channel in the source anyway
transparency required parts should be unwrapped on separate texture
Thanks alot man, you saving lifes here (or at least sanity)
๐จโ๐ฆฒ ๐ โโ๏ธ
To bother you about this once again, when you say black and white for the green channel, are you referring to 0 and 1 (or I guess 0 and 255), and grayscale being any value between 0 and 255?
also man I thought I would despise working in these channels when I initially read about it but this isn't so bad at all
Ahh ok, so very much binary if its metallic or not, and then the roughness is much more nuanced
I guess? ๐ Idk not thought of it in that way
That did give me the direction I needed to get these textures sorted out though, so thank you very much (again)
No problem
am i foolish? i'm trying to view a model in bulldozer to make sure i ordered faces correctly
Maybe this will help
This paths are in buldozer configurator and just options on top
If I may, Iยดve recently started using https://github.com/rv103/rwg_texture_converter this tool. Letยดs you adjust the green and blue channels via sliders, automatically renames all files. Only downside IMO is it outputs .tga but you can run that through img2paa to get .paa.
Interesting, i got a right click option to convert from tga to paa 15 a time
can anyone point me in the right direction for rigging a vest, cant wrap my head around it
take the sample vest and transfer weights from it
this is gonna stupid so i do apolgise but is it as simple as copying them over
you likely need some tweaking
well id suppose thats what Id recommend
You can copy weights? ๐ค
goggelo blender weight transfer
it can work as solid base
but typically needs some tweaking
True
haha maybe im too tired for this but... i've copied the weights on blender but when i export them theyre not a named selection...
dont worry im thick i found out thanks anyway!
Hi, what is the difference for render an object on a map one larger object e.g. the whole house/cabin or the same object divided into individual parts e.g. walls floors roof etc.. ? The fps load is the same or is it worse if the object is divided into "more" parts ?
worse most likely
but probably also depends on size and complexity of the thing
It should be basic houses in the style of Vietnamese huts and some wooden trenches in the style of that time.
singular objects for normal sized houses like that should be better
for trenches it depends a lot how you intend to use them
Id compare to say SOGPF trenches as theres quite a varied set of them there
The goal is more to make something of my own since I'm not very good at scripting.. plus my group most of the them don't own sog..
yes but compare to how the sog stuff was done
as reference
like what parts are made separate, what things are made as a whole
Yes, I understand that but a lot of mods "tacticool" walls for trainings etc is build only with assets like walls and floors .. so I was curious if there is any fundamental difference in optimization.. But thanks for the recommendation.
right
well Id guess if you need separate wall parts for some use, then you just make them
Re-usability is the idea there
Much easier to add all the parts in and arrange in eden then it is to remodel and import and a new layout as an object
one thing to note is that AI may have some trouble with such pieced in structures
but if thats not an issue then no problem
especially in small scale
if you start buidling whole city out of them, that might be more problematic
There is no hard data AFAIK, but you have this https://community.bistudio.com/wiki/Section_Count
Ingame, in the entire scene that your GPU renders and that is displayed on your monitor, every model requires it is own sections, normally. This also applies to proxy models. In some situations the game engine can do instancing, that means it recognizes, that two objects are identical and in close proximity and will combine them into one draw call. Exact details when instancing happens is unknown, but generally objects in close proximity with same lighting condition are likely to be instanced and combined to a draw call.
So if you can fit it all on one texture file, thatยดll be easier on the GPU. Because instancing is not guaranteed, and even if it was the floor, roof and walls will be different texture hence different draw calls.
Reusability and modularity are great for the modeler/builder, but AFAICT not so much for the engine.
Another aspect to consider is occlusion: If you have house sized objects, itยดs easy to determine what they can and canยดt occlude. You donยดt get that from a couple of walls AFAIK.
Also, with house sized objects, you keep all resolution LODs in one place and thus they change at the same time. Thatยดs AFAIK not true if you have several elements that form a house, there each elements switches LODs at itยดs own pace.
All that said, you do not get paid for this. Do as you like, start small and if you run into problems you can always reconsider.
Is it normal that this game is completely incapable of handling static emplacementsยด geometry? Shit keeps constantly either flipping or glitching or whatever, especially when using engine-generated recoil instead of user animated recoil that does not affect physics.
If I make the wheels the only ground contact points the gun will roll away or tilt or whatever after firing, because the recoil moves the weapon in some direction.
If I make the geo lod with a wide cuboid base then the weapon obviously collides at points where there is no visual representation of the model, making players drop it on top of environment objects, breaking it / glitching it.
Thereยดs virtually no solution to this that I can see. I absolutely hate my life and donยดt want to do any statics anymore.
Wide cuboid base for Geometry LOD with artificial weight box giving low centre of gravity.
Geometry Phys LOD with a little bit more detail for physx collisions.
Players won't care about slightly odd collision interactions in edge cases, it's not out of place for Arma 3, so stop stressing and move on.
The problem is there is quite a lot of clearance between the ground and the base of the weapon where there is only empty space, so people will casually drop it on top of empty casings and stuff thinking it will not collide, because there is space
And then it obviously collide because I have to fill in that empty space with the box geo lod

it may be you have reached the limit of how fancy thing you can do with the physX stuff. especially if you have physX casings around
This is the problem for me really. There is "nothing" visible there, but my geo lod has to fill in that space
Yes. Just get over it ๐ It's how we all have to do it and it really doesn't cause much of an issue in reality.
maybe something like this?
I had it like this and it worked fine until it got placed on top of stuff 
I tried and uhh
I honestly dont know. Its like the geometry of the legs glitched into the ground and threw the gun up in the air
wheres your land contact points compared to the geometry
!purgeban 1180536634823933977 0 scammer spammer
*fires them railguns at @zealous gull* ร_ร
I honestly dont know anymore, I nuked it in a fit of rage 
Hmmm, I tried making it the same way as you did with the geometry. But maybe my land contact point was above the ground / geometry lod was below the land contact point
you can check out tutorials from el Tyranos, Sokolonko, Battlestad and MrClock
thx
dont forget to setup the MASS correctly
if i have a prop whose model doesn't have a cfg, what would i need to do for it to be able to be retextured in config? i have a bunch of things that can use the same set of a few models, having been retextured
That means it has model.cfg
Depends if selections are defined for retexturing like hiddenselections, has to fit with model.cfg aswell
Retexture requirements listed in pinned messages
Regarding geometry of models - I have problem with tank model using wreck proxy for killed state, and after kill his geometry disapear from hull part and whole wreck is falling to terrain to turret - I make many tests with replace model where this not happen so config is ok from this side beacouse after replace model file the tank is killing without this problem, but after return to old file this happen again so question - is someone with similar problem solved or who know the reason of this state (btw model of wreck is combination of 3 proxies hull + turret barrel due to dynamic change of wreck look depend on hit of ammo or not in this tank - so hull proxy is switched between 2 models) i will forward eventual questions about this non standard solution -> on 2nd model this whole system works perfectly so now it looks like reason is in model file only - model.cfg is the same structure due to solution duplication to another model but of course names are changed etc:
the models of proxy wrecks are also used as static wreck props as visible on screen so their models have all needed lods like geometry physx, fire etc
only problem is when model using it's wreck lod - what can cause this issue in model file (the same proxies used in other file for wreck view works fine so....)
Sorry what was the problem? ๐
when tank is destroyed the wreck is falling to ground until it reach bottom of turret
model of wreck is combination of 3 proxies hull + turret barrel
Can you even use a proxy in a proxy?
I'm guessing that's the issue
But if it works in other wrecks then maybe not 
is that with the 3 proxy in the wreck lod?
how do i find what the p3d for a uniform model as the in game config viewer only shows the soldier p3d not what hes wearing?
the soldier is the uniform
the uniform item is what the uniform looks like when you drop it on ground
if you check the sample unit config from Arma3 samples on steam, you can see how the uniform cfgVehciles unit and cfgWeapons item connect
or if you look at the character encoding guide in the wiki
right thankyou
when object builder refers to "sections" what exactly does it mean? i have an object with 1500 sections and i need to reduce them but no clue where to start
i remember there was a guide on the wiki about sections but i can't find it anymore
For clarify 3 proxies in wreck lod are composing wreck at final look (just animations sources make visibile correct ones (easy and effect is spectacular, tested on different model and works perfectly)
by this method wreck takes turret and barrel agles of turn in moment of kill and can be with wreck models made as you see
other method i have for destroyable tracks and correctly animated gear dampers for tanks (not just up/down as it is prepared in wheel config for basic use)
if you proxy in just one piece or vanilla wreck does that work normally?
not unfortunatelly ( I change proxy models to one only too and the same)
so why I think that reason is in model file (main model file)
but I compare it many times with similar model of different version of leo what I done erlier and there is not visibile diffs
but when I replace models on previous version this not happen only on this one
I was even think about copy lod by lod to new file - and probably i will do it by this method step after step lod after lod
im guessing the wreck p3ds have something wrong in them
have you changed file names?
I was think like that too but replace wreck to S5 wresck what is working on A5 model not change anything
yes I change file names replace configs - only one thing what take effect after it is p3d file
what lods do the wreck p3ds have?
lokks like somthing in this file cause this (for my perspective it should be something with physx or geomtry lod but nowhere is described what happen with this leods after wreck replacement
You mena proxy models?
yes
of course ๐
Since you got problem, Im gonna assume any mistake is possible
how about the named properties
remove that
ok but this I made too ๐
for reference SOGPF wreck p3d geometry properties
I check with 0 or 1 the same only positions on wreck was changed little
ok I will test those other ones until now only bouancy and autocenter I check
ok from this I will start (from my similar experince with some other model autocenter make big diff in begaviour of model and in game it can eben stop react with animations for example ๐
ok few minutes I will rebuild model for test
also whats your config class inheritance for the wreck class?
moment......
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Vehicle: Default
{
skeletonBones[] = {};
};
#include "skeleton_2A.hpp"
//#include "2A4\skeleton_2A4.hpp"
//#include "2APSV\skeleton_2PSV.hpp"
#include "2A4PL\skeleton_2A4PL.hpp"
#include "2A5\skeleton_2A5.hpp"
#include "2A6\skeleton_2A6.hpp"
//#include "2A7\skeleton_2A7.hpp"
};
class CfgModels
{
class Default{
sectionsInherit="";
sections[]={};
skeleton="";
class Animations{};
};
class Vehicle: Default {};
#include "model_2A.hpp"
//#include "2A4\model_2A4.hpp"
//#include "2APSV\model_2PSV.hpp"
#include "2A4PL\model_2A4PL.hpp"
#include "2A5\model_2A5.hpp"
#include "2A6\model_2A6.hpp"
//#include "2A7\model_2A7.hpp"
};
due to identical structure in whole family of those models main base class of skeletons and animations are common
so main skeleton is in 2A and then every type like 2A4 or 2A4PL takes from it
want ot see main skelton /model clasess?
class HWK_LEO2A4PL_Skeleton: HWK_LEO2_Skeleton
{
isDiscrete = 1;
skeletonInherit="HWK_LEO2_Skeleton";
skeletonBones[]=
{
"PL_sign","",
"driver_seat","",
"driver_Hatch","",
"wiper1_driver","driver_Hatch",
"wiper2_driver","driver_Hatch",
"comm_wiper_1","commander_turret",
"comm_wiper_3","comm_wiper_1",
"comm_wiper_2","commander_turret",
"barrel1","barrel",
"barrel2","barrel",
"gun_cover_up","Main_gun",
"gun_plate","Main_gun",
"turret_plateL_1","Main_turret",
"turret_plateL_2","Main_turret",
"turret_plateL_3","Main_turret",
"turret_plateL_4","Main_turret",
"turret_plateR_1","Main_turret",
"turret_plateR_2","Main_turret",
"turret_plateR_3","Main_turret",
"stuffboxes","Main_turret",
"stuffbox_L","stuffboxes",
"stuffbox_R","stuffboxes",
"plateL_1","plateL",
"plateL_2","plateL",
"plateL_3","plateL",
"plateL_4","plateL",
"plateL_5","plateL",
"plateL_6","plateL",
"plateL_7","plateL",
"mudflapL","plateL_7",
"plateR_1","plateR",
"plateR_2","plateR",
"plateR_3","plateR",
"plateR_4","plateR",
"plateR_5","plateR",
"plateR_6","plateR",
"plateR_7","plateR",
"mudflapR","plateR_7"
};
};
this is not all
but i use the same on A5 version and wrecks for A5 from this list works
Im just telling to do stuff I've seen work.
if you dont want to thats fine
thats all I got anyway
anyway those definitions are for outside wrecks those obkects are different - only nonai clas is connected to proxies
those wrecks are only for use in editor they are not connected with proxies in model
proxies in model uses conjunction with noaivehicles to share /replace texture selections and those are important to have correctly declared for final model
of course those classes using the same model files but when it is wrongly declared is impossibile to use those files in objects like props and in proxys in model in the same time - this is visibile in editor when no model is loaded in this case for prop object for example.
Too much to read, did he remove autocenter property yet?
oh man youve been banned from here before havent you?
and this is warthunder model isnt it

ripping arma 3 models.
ban is permanent
and ban evasion with new account is forbidden
and we dont offer help to work with ripped assets anyway
yes I see problems are best to avoid not solve last time was not important what model was on picture but problem why it not work so the best method was ban
yep i see problem was solved by this simple method - bye
dude has no shame
The edge wear always gives it away 
can geo lod be modified via config.cpp animation?
geometry parts can be animated yes
doors do open in buildings :3
but the geometry can not extend beyond the models original bounds
i was expecting it to be czech space magic tbh
(why landing gear for example is animated in open position for example)
or a wall gate would have points in the model to extend the size to cover the open door
so basically for geo lod it would have to be at the bottom of the legs on this object and then "rotate" with the legs?
character like this would have far simpler geometry blob
refer to man geometry lod
hit geometry can be more complex though
is there an easy p3d or blend of that to reference to or is it in samples?
sample character in the samples
thanks you're the goat
as comparison you can also look at the sample animal
if you look at it in eliteness after it is binarized you should see the actual selection count.
i don't know how OB couts but it counts diffrently
i had a object with 260 sections in OB when i looked at it in eliteness it it showed only 6 or 7 don't remember exactly
@kind lion is this the guide http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:section_fixing?
i think so, thanks!
yes this definitely should do the trick, thanks again! @bleak tangle
hello guys I'm brand new to both blender and arma 3 creation, but I've managed to get a model made in blender but when i go to export as (.p3d) i get an error saying theres no lods. i got a lods maker addon but it still says theres no lods. what am i missing?
lods are not assigned
okay where do i look to assign them?
Anyone here use the weighting method for characters where you import the model over the a3 character example in max and use the skin wrap modifer to apply the weighting and selections?
Im having exporting issues >.<
Hello modelers! What is the basic requirements for making custom wearables? Is there a base player body I can use, or anything of the sorts?
Arma 3 Samples has some uniform, vest or more sample models
I just need a body to make uniforms and armor off of lol
Male.p3d oughta do that lol
No, you have naked model
Relevant for building/object modelers at the very least: https://community.bistudio.com/wiki/Geometric_Occluders
Hello folks, I cant find any animation sources for wind speed/direction , are there any?
What type of object is it?
nothing fancy just a wind turbine
That will depend on the blender extension you picked. Best thing to do is to read the manual.
Similar to the default wind turbines or are you wanting yours to move based on speed and direction?
exactly, I want them to be affected by actual wind speed/direction but I don't want to use scripts. If there's an anim source for that, ok. Otherwise I'll randomize them
This is going to be a hopefully n00b moment and I should know this but I am pulling my hair out. I have made some simple door animations for a postbox model and it works absolutely fine in the editor or in a mission, but if I bake it into the world the option to open/close door doesn't appear. I'm using CfgVehicles with House_F inherited from House. I added vehicleClass = "Structures"; cos I read somewhere that will make it work, but no joy. I have class=house in the geo LOD. What am I missing ๐ฆ
No errors compiling or in the rpt either. Using latest Mikeros tools.
A3 Samples
I do know about the A3 Samples but "you have the naked model" doesn't tell me what the file is called or where it is located lol
Looking at what is actually required for custom uniforms and whatnot I will postpone this. It looks incredibly complicated and I do not have the patience for it
Maybe Arma 4 will be simpler to mod
arma 3 sample model pack on steam
there in the "naked" as in man in underwear model that people typically use for reference
patience and skill will be needed in Arma4 to
that wont really change

I've done modding for other games, Arma is just older than anything else I've tried to mod for
Thus it just feels(?) harder
Does the "open door" appear when interacting with the door?
Yes, but only when in the editor playing the mission or when playing a mission with the object in it. If I "bake" it into a world then the interaction disappears. I remember some years back seeing someone with similar issues and I'm pretty sure it comes down to a ticklist to basically fault find it, it's almost certainly down to me getting some inheritance wrong or some missing special geoLOD value.
Terrain objects need correct classname convention to connect class to p3d template
as in
class land_p3dname
Mind posting your config.cpp regarding said object?
class House;
class House_F: House {
class DestructionEffects;
};
class Ruins_F;
class House_Small_F: House_F
{
class DestructionEffects;
};
class pwh_models: House_F {
scope=0;
armor=1e+06;
scopeCurator=0;
displayName="";
cost=0;
icon="iconStaticObject";
placement="vertical";
editorCategory="pwh_Category";
editorSubcategory="pwh_ModelsCategory";
vehicleClass = "Structures";
};
class pwh_models_d: pwh_models {
armor = 1e+03;
destrType="DestructTree";
};
class Land_pwh_models_postbox_type_a_er2_F: pwh_models_d {
editorPreview = "pwh\pwh_core\pwh_models\editorpreviews\Land_pwh_models_postbox_type_a_er2_F.jpg";
icon = "iconObject_1x1";
_generalMacro = "Land_pwh_models_postbox_type_a_er2_F";
mapSize = 0.75;
armor = 2000;
class SimpleObject {
eden = 0;
animate[] = {{"Door_1_axis", 0}};
hide[] = {};
verticalOffset = 0.0;
verticalOffsetWorld = 0;
init = "''";
};
scope=2;
scopeCurator=2;
displayName = "Postbox, Type A, ER2 (Red)";
model = "pwh\pwh_core\pwh_models\pwh_models_postbox_type_a_er2_F";
class AnimationSources {
DOOR_ANISOURCE(1);
};
class UserActions {
DOOR_ACTION_NOHANDLE(1,"Open Postbox Door","Close Postbox Door");
};
actionBegin1 = OpenDoor_1;
actionEnd1 = OpenDoor_1;
numberOfDoors = 1;
};
};
All this works perfectly when I include the object in a mission or in the eden editor play mode
dont need the genralMacro btw. thats just BI thingy
think I might have made the nohandle one but meh, can't remember
just tried block commenting out SimpleObject but it's not that
Just in a game, will have a look in a bit
when you say its used as terrain object
how is the terrain packed?
I use pboProject if that's what you mean? I've made houses in the past for the same world (with working doors, glass shatter etc) with no issues when they're baked in, but I've tried doing spot the difference and out of desperation here I am - I am sure this is going to be such a n00b fail when I find it
OK, I am the biggest n00b, nothing to see here. You know that moment when you have pboProject without stretching it horizontally so you can't see the target and everything begins with "C:\games\steam\steamapps\common\Arma 3@pwh_" and you've been writing the objects into the world area and haven't updated the proper objects for a while? That's me. Damn. I think in hindsight the addition of the vehicleClass = "Structures"; probably DID fix all my problems, it's just... I compiled it in the wrong shagging place. Apologies.
I think I need to sleep now. Goodnight, always helpful and ever patient A3 gods. I salute you all ๐
@foggy pivot there is the model, you can put it in blender by using arma toolbox, then transfer weights on the model itself and do your thing
Gotcha
Anyone know what might cause a model to instantly crash arma with no error message?
Made some changes to a damaged version and I'm looking back at it now to try and figure out what I broke
Check your config to make sure any required paths to the model are there and correct, I had something like this before and thatโs because I missed a file path in the config somehow.
maybe you managed to get ngons in there
I've dropped a triangulate modifier on everything so should be fine on that end
I'll check that thanks
Resorted to adding one LOD to the export at a time.
Seems it was the shadow LOD causing issues
that is always solid way to debug it
Anyone have any ideas on how to move the grenade forward?
I've tried moving it in blender to no avail
It even shows as moved in the Object Builder
I'll try autocenter = 0
Standby
Yep, that was it
๐
I have a 2 part model cfg question. I have a gun turret with a shield which also has iron sights on the shield it self (and backup irons on the gun). When the shield is hidden I want the shield to obv hide and the gunnerview to translate down to the iron sights on the gun it self. So question 1 is, if in my config I have:
class AnimationSources
{
class Hide_Shield
{
displayName = "Hide shield";
source = "user";
animPeriod = 0.01;
initPhase = 0;
};
};
Does my model cfg animation need to have a class that has the exact same name as Hide_Shield? or is only source? and then so the 2nd question based of this is if that is the case, how do I have it where if Hide_Shield = 1 then the shield hides and gunnerview translates? this is what i have for my model cfg animations right now:
class Hide_Shield
{
type="hide";
source="Hide_Shield";
selection="shield";
minValue = 0.0;
maxValue = 1.0;
hideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class Move_Sight
{
type="translation";
source="Hide_Shield";
selection="gunnerview";
begin = "gunner_axis_start";
end = "gunner_axis_end";
minValue = 0.0;
maxValue = 1.0;
offset0 = 0;
offset1 = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
omg I forgot about useSource = 1
disregard myquestion I just had to use useSource ๐
Hi I have imported a rifle into the game and its functioning with muzzle flash effect. The gun comes with its own suppressor which is already attached to the model. I want to make the gun to only fire with suppressed muzzle effect, so as if it has a suppressor attached. Any way to do that in config ?
Ypu would assign the model with appropriate muzzle flash in the P3d. Config does not change it.
Ah I see ok I will give that a go thank you
Yeap that's me again.
I came here to tell you about your car's extended warranty.
So i'm trying to put together an artillery piece.
My main hurtles are:
- How do you actually animate it? (i've only done uniforms few days earlier)
- How to compile custom gun and custom ammo together? (just put them together in one root folder with subfolders for ammo and gun?)
- Is there a video, i don't care how long, that shows process of creating artillery gun for arma 3? If so please give me link.
- how to use proxies also
P.s. i'm not asking for explanation, just sources with the precise info i need. Preferably in video format with guy actually showing what are these things for.
P.p.s. If you gonna just say "Well there is bohemia wiki there" Yeah, duh, there is. Guess why people are coming here for advice, they are explaining what classes are and what they are for, but for fuck sake i'm not a scripter i don't fucking do that shit very well
I came here to tell you about your car's extended warranty.
How extended are we talking here? My car is 20 years old.
Is it still under warranty?
Is it honda civic?
Don't think there is any specific tutorial on how to make artillery.
You can study the tank sample to figure out how turret is configured and animated with model.cfg
The config side gets easier after few years.
And it can be a lot to learn but there isn't really any other way around it.
I guess I should record a video the next time I am making a static from scratch 
I mean nobody gonna babysit me and only way my stupid ass can truly understand things is by actually looking at how it's made with explanations, so yeah, i will like and sub or smthn XD
Hey, everybody). I want to use a trench with a deformer. Originally there was a floor in the roadway lod where the interior sound was used. Now there is no floor can I somehow use the interior sound without a floor?
No
The sound is tied to the roadway lod surface type
thanks
does anyone have an idea or a p3d example as to how to set up a nvg overlay texture
Nvgs don't have overlay by default do they 
๐ is that fr an ace feature i feel stupid lmao
i couldve sworn
Ace thing I believe
@celest arch do the vanilla ones react to the wind? never really checked that... i don't think there are any sources
though i mean, in terms of scripting - that something you can set on a timer of 5-10min to check strength and direction
randomized would look weird if you can see 2 at the same time on the map...
hey guys! im strugling here.
what define the ground contact?
also one question
its reasonable to have the name ona section in more than one LOD?
LandContact LOD vertex points define how the object sits in the Eden Editor.
If it's a physx vehicle, then the physx config code combined with the wheel memory points (Memory LOD) is used, ignoring the LandContact points.
i have this points defined in LandContact.
ill do it toweable (rhs) , but this assets dont have the wheels class defined
im copying RHS_M119 and its not defined there
yeah no I think vanilla ones have just a dull simple fixed anim
if its car type youll need to define wheels for it
even if they are tiny
otherwise it likely defaults them to 0 0 0
yea, when i define the wheels in objecet builder, its like it lose colition.
ive tryed doing this and then hide it when the other class ( helicopter) is loaded
and yeah, I think it's the only way to do it correctly
you need to define the physX wheels
helicopter 
https://www.rhsmods.org/w/towing
its sounds funny but its how it works
right that
I'm wondering what the flags are using ..... let me check
Want to follow up on the muzzle flash, I currently selected the 'muzzle_flash_suppressor' for the rifle but there is still a muzzle flash appearing when firing. Which one should I be using?
if you dont want any then have no muzzleflash at all
Can anyone make a gps like this instead of the gps coming on the screen because this kinda feels more immersive and better
it may be something hardcoded...
thank you working now
the woodbox on the greenbox would fall off if you accelerate?!
yeah just temporary now
2017 = 2017 ๐
looks like it's hardcoded
its okay to copy stuff, if you do it better
copy? mm?
No not really possible.
nvm
the only copied stuff there it's the base hilux, straight from the a2 mlods
rest is completely original, unless I didnt understand you
all good
well i did find one called as cTab
Still not the same. What you show in the picture is not possible
In any case, this isn't really a request channel.
Why not?
GPS is just a UI, putting UI on a model that you're holding in your hand is very much possible
main issue would be the object, to stop the hand rendering over it it would need to be an inventory item like binoculars or a weapon
at least that was always the issue I remember seeing crop up when attachToing an object to a units hand and trying to have it be visible in first person
Like kerc points out I don't see a way to target such an object that can actually be held in hand.
If I'm mistaken I'd be happy to be corrected.
As long as only one such object exists, and only player can see it. There will only be one instance of the UI
Like you can put it ontop of a binocular.
Problem is, every player sees the same texture.
But if you only see it from pilot/firstperson lod (not sure if that exists for weapons, I think it does?)
Then only one player can see it, the one holding the weapon
That's also how like indicators on your sleeve are done
Do we have any example how that would be configured and set up on the model?
You just put a ui texture on the model.
Every instance of the model would see the same ui texture (which would be bad).
But if you only have one (its only visible in pilot LOD for the local player), you never see other players UI
#dev_rc_branch message
Not much is complicated. A texture and a script
Oh I see
Wasn't able to find that
We don't have one. Modders typically are engaged in whatever they work on and don't need/want requests
Ah
Is there any base model of the weapon 3 character that is not triangulated?
i tried to use the tool "tris to quads" but it doesn't work really well
No. Why told you need one though?
cuz i want to use it as sample for marvelous designer and then making clothes with right fit
For that what you have there should be enough
Triangulated one is the most accurate one
well not really
Quad can go either way depending on its angles
i tried to use the cloth simulation and it doesn't work really well the collision of the character
Maybe your setup has something wrong. I kinda doubt it can be triangle related.
so you say it is better to keep the triangulated character for the clothes in marvelous designer?
Imo it should not matter. And the clothes should not stick to the skin anyway.
There's nothing copied
wasnt directed at you
Hello, I have a question regarding exporting textures to the object builder.
How can I capture this in the object builder with the textures, rvmat and everything necessary?
no i mean it in a diffrent sense
there are a shitton of "ripoffs" out there
and if you would make a copy of the origin mod
that is similar but better than the original
its okay in my opinon
but not like copy it 1:1
just the essence of it
k
To do it through Blender you will need the arma 3 blender plugin
But you can also just do it through Object builder, make a material for all parts if you have multiple textures, select each part in object builder, highlight a part a time, press E and navigate to a texture and rvmat
Its doable with the new UI textures
If it's from Blender, how do I do it? I think I need the add-ons.
indeed
Do you got that plugin?
What's it called? I know I have the one from Object Builder and ArmaToolbox.
This one yeah?
I am using this one https://github.com/AlwarrenSidh/ArmAToolbox
Works on newer blender versions too
Make sure all your LODs got this enabled (0-??)
After that, go to the material tab, find Arma Toolbox Material Settings, from there you choose the texture and rvmat as shown.
Done, export
this one doesn't work
?
What plugin is that?
Maybe works, check your material if a tab is dedicated for Arma
Looks like this one https://mrcmodding.gitbook.io/arma-3-object-builder
Steps should be pretty similar though
The MrClock object builder
Got no experience that, but there is tutorials https://www.youtube.com/@mrcmodding
Depends if the tools got similar features
It should be the same or almost the same.
Alright, then yeah find the arma tab in materials
Cool, all you need then
Which?
to export it with the texture? Because I have the texture image but I don't have the rvmat
and by the way it doesn't work for me because I use 4.3.2
Oh, thought it did, worked fine on Blender 4.3
You would need to make the rvmat
This page has an example https://community.bistudio.com/wiki/Super_shader
yes?
zip
I give it to you but it doesn't install
or do I insert it directly into the blender root?
then I get an error and it doesn't load.
What error
he doesn't recognize me
Doesn't tell me much, but the other plugin you had sounds like it does the same anyways
yeah I see what you mean but 2017 is very different from origins
Side question from me, any idea if there is a wiki/instructions for alwarrens toolbox?
Part of the reason I picked the other one was because I couldn't see much more than the FAQ and recent release.
unfortunately no
Doesn't take much to use it though? ๐
I might be fine using it now tbf, but getting started having the step by step export instructions and where to find the different menus for lods and materials was really helpful.
Maybe there are some random guides here and there around
there are few tutorials around that use the older version
UI is bit different but principles are same
mrClocks version has more of a manual
there are some differences with the tools though
Some things in that latest release wiki page like batch exporting seemed like they could be very useful.
And not available in mrClocks version currently.
You have to search for it in the Blender search engine.
@livid portal Ready
Nice one, then re-look these #arma3_model message
you don't need one but it would look better with it yeah. They got the link for how to
okok
I'll try without the rvmat
oh
error
why does this happen?
in the blender it is fine
Maybe in another part of the lod?
all I can say is that your uvmap does not match your texture there
Hi any idea why when I press C with my weapon when in prone, i sink into the ground?
That's why I don't know what it could be.
It's the only one
deploy position defined probably
look into object builder uv editor
where would this be?
memory lod
config also defines what its name is
you probably inherit some default one
so?
Yes, I don't have config.cpp or model cfg, would that affect anything?
Not at this stage
ok
you cant assign texture on a model that does not fit the uvmap
you probably did not make it as you dont seem to know what texture it uses 
youll have to look at the files and figure it out
i used the test weapon from A3 samples, does it come with a bipod related memory lod?
I dont remember
use that same
but it is not taken from the game or a mod
just curious is it possible to transfer the things from 1 vertex group to another? I want to try set the bipod memory but its tied to the bipod one and not the weapon memory
Im not quite sure what you mean
the vertex groups can be assigned anyway you need
2017 predates Origins by.. a lot.
I was highly considering living under a rock till 2017 is ready ๐
Screenshot the material list
So like, Memory is currently for the rifle, Memory 003 is from the Bipod. I want to move the vertex groups within Memory 003 (so the bipod) to the rifle's memory (Memory). Is that possible?
Just copy and paste the vertex yeah or merge the two, you can only have one memory lod tho
@dusty lichen
Ok will give that a go thank you
right, yeah you dont have to use parts from imported memory lods
you can just make new vertex assign it to new group of your wanting
I know you mentioned not wanting to use a script for it, but you could just have a loop check every 10 minutes or however long for wind changes and have animations available in sets of 45 degree angles
I did it with the mrclock plugin, but I already have the armatoolbox plugin.
Did the weapon come with more than one material?
yes xd
That is the issue then
is that the original comes in parts
Each material has their own uv setup, removing one will mess it up unless you bake multiple to one
Look at each of the parts material
Those with the same material names can be merged without issues
When I merged them I had like 7 materials left.
What can I do?
now

although I'm looking at all of them and I think they have the same configuration
Nothing to do than re-importing the originals if you want the textures to match up
but I made the textures to match the model I made
If you have 7 different materials, then deleting some or more will mess it up, either you merge the ones with the same textures only or you bake multiple textures to one so you only have 2-3 materials
I removed the texture and arranged it and it was put on without any backing, just that one.
For example, in the original I joined the entire mesh into a single material and it works.
Alright, did you export this one as p3d and with the textures you used here too?
yes
Try re export it, it doesn't save from the original to this if you changed textures
Also, if you have made a Rvmat, make sure it's setup correctly
was this
to see it on the bulldozer
?
you can only see the white texture
Either you use an rvmat or don't, but if you do, you have to make sure it's setup for the textures you need (AS, SMDI and/or NOHQ)
Well, the original texture of the weapon I'm referencing has other textures as you say.
in blender you use the shader node inputs to select other textures to use in a material, in arma you put the normal map and others inside the rvmat to tell the game where to look
Will make a lil vid showing it.
oks
Do I need rvmat to see it in the object builder?
buldozer
no, only for other details added
- setup model lods
- add material to visual lod
- add colour texture filepath to material ( .paa format)
- optional (add rvmat filepath to material)
- export p3d
Lil longer than a lil bit but yeah, this is how you do it.
oh
Consider it done at 5:25, the rest is blocked by another window ๐ฌ
Hope it's to figure out even in silence ๐
Thank you, very good contribution
it gives me this error
You are directing to a .jpeg, so look at your model which textures it has
The textures it has are jpeg
Also, make sure your folders are in your P: drive when making the model setup, not sure if it works outside
I got a right click mouse button which you see me doing so my bad
Does this have to be a jpg?

