#arma3_model

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jovial osprey
#

bruh

stuck oyster
#

no bruh

jovial osprey
#

yes bruh

stuck oyster
#

you need to be sure

jovial osprey
#

Ok

stuck oyster
#

people here dont want to waste their time on that crap

charred bolt
#

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.

jovial osprey
#

Ok

woeful viper
#

no it wasnt possible before (without script hacks)... unless you count a floating tank that can't move in the water amphibious...

real crow
#

can't get it working yet

charred bolt
real crow
charred bolt
#

Also just post the relevant class here so we don't have to guess which bit in that entire file please

real crow
#

you are right indeed, one second

real crow
#

my hammers are already in the cocked position

#

by default in the p3d

charred bolt
real crow
#

just 2

charred bolt
#

Does your hammer move in buldozer with the ammo source?

real crow
#

yes

charred bolt
#

have you tried reload as animationsource?

real crow
#

i can try it now, but im unsure about the max/min values

charred bolt
real crow
#

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)

charred bolt
#

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

real crow
#

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)
};

charred bolt
#

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 ^

real crow
#

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)

charred bolt
#

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

real crow
#

okok

real crow
#

wouldn't it trigger them at the same time if they would use the same values?

charred bolt
#

Oh that might be awkward then yes

real crow
#

yeah that's why im confused

charred bolt
#

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

real crow
#

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

charred bolt
#

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)

real crow
#

from 1 to 0.55 yep, so min value here is higher than max value? ๐Ÿ˜ตโ€๐Ÿ’ซ

charred bolt
#

I've written out the logical sequence, now that needs to be written as model.cfg code where minValue is lower than maxValue

real crow
#

okok

charred bolt
#

So there will be 4 classes, 2 for each bolt

real crow
#

indeed

charred bolt
#

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

real crow
#

fantastic okk

charred bolt
#

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

real crow
#

ok, so just like revolving, from 1 to 0

#

got it

bright echo
#

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

sour bough
fallen compass
#

One question, you already have the gun bones but how do I export it? Or alternatively create more lods or something like that?

jolly ermine
#

Idk if I should but it here but is anyone working on a CV90 model by chance?

livid portal
fallen compass
#

Okok

pallid nexus
fallen compass
#

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

pallid nexus
#

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

shrewd ermine
#

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.

pallid island
#

dots look like small squares. Meaning a very big/stretched UV is i'm correct blobdoggoshruggoogly

livid portal
livid portal
gritty vigil
#

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

livid portal
#

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

livid portal
gritty vigil
#

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

real crow
#

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"?

#

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

livid portal
gritty vigil
#

can that be checked in OB?

#

according to blender its good

livid portal
#

No clue, only use Blender for models

marsh canyon
#

Blender > Backface culling

gritty vigil
#

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

stuck oyster
#

ye no that wont work. no cutting corners!!

livid portal
#

If they are just supposed to be one color, you don't really need a texture at all then ๐Ÿ˜…

gritty vigil
#

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

livid portal
#

But yeah fairs if more color is wanted then nevermind on the other

gritty vigil
#

The interesting thing is the normal map and AO map baked correctly, I think

#

lemme check that again lol

livid portal
#

If you don't know, for normals make sure the models is blue everywhere and not red anywhere unless intended

gritty vigil
#

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

fallen compass
#

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

livid portal
#

@fallen compassCan you share your model.cfg?

fallen compass
livid portal
#

Bet, yeah

fallen compass
livid portal
#

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)

fallen compass
#

Is there any tutorial?

livid portal
#

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)

fallen compass
#

oks

shrewd ermine
sour bough
stuck oyster
#

๐Ÿ˜›

sour bough
#

(Jesus christ what is that even)

stuck oyster
#

broken uvsets.

sour bough
#

very broken

stuck oyster
#

@shrewd ermine you cant really skip understanding modeling by buying models

#

that one dont seem to be very game ready

pallid island
sour bough
#

that's uhhhh

Real big

stuck oyster
#

with each part having 4k textures blobcatsweats

#

gawd

sour bough
#

sixteen times the detail

stuck oyster
#

sixteen times less frames

pallid island
#

i mean, high-to-low is a valid workflow... except you still need to model low-poly to get them detailes baked on ๐Ÿคฃ

stuck oyster
#

sure it can be fixed and textures can be baked.

pallid island
#

15 pixels out of every 16 fall out of 0..1 UV range

stuck oyster
#

thats the cant skip understanding 3d part

sour bough
#

oh no

pallid island
#

i mean, if it includes pre-made lower-res LODs it can be useful, ja? :3

stuck oyster
#

vest like that should have max 2 textures/materials I think.

pallid island
#

meh, i'm kinda curious, but not $30 curious

stuck oyster
#

๐Ÿ˜…

sour bough
bold flare
#

Game-Ready 3D model

stuck oyster
#

and we can wonder why games run poorly blobcatsweats

pallid island
#

inb4 "how do i weight-paint it"

sour bough
#

assign it to spine2 and let it clip a little

stuck oyster
#

no lods btw

sour bough
#

Wait

#

Those gloves are familiar

#

Is this in USP?

pallid island
#

i mean, wireframe looks dense in some places, but mostly sensible?

real crow
gritty vigil
pallid island
gritty vigil
pallid island
#

@shrewd ermine probably

stuck oyster
#

@shrewd ermine looks like your work has already been done

gritty vigil
#

oh whoops, pinged the wrong person

#

my b

livid portal
#

Forgot about that site, good looking models

gritty vigil
#

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

livid portal
#

Depends how they are setup, texture quality etc, you can achieve "realistic" looking textures if done right

gritty vigil
#

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?

gritty vigil
#

Yeah I realized you were just a part of the conversation not the original poster, sorry meowsweats

sour bough
#

hello

stuck oyster
#

actually requirements are listed in one of the pinned messages

gritty vigil
#

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

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oh my lord is it capital H Head?

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nope, that didn't do it either

livid portal
#

Try in Geometry, autocenter 0

gritty vigil
#

ah yes, I had that set already too

charred bolt
gritty vigil
#

in the properties right? or did I put it in the wrong spot

#

OH

#

Each LOD has its own

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I see

livid portal
#

yea

gritty vigil
#

alright, let me try that again lol

charred bolt
#

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)

gritty vigil
#

should I be inherently putting lodnoshadow in all of my resolution LOD's?

charred bolt
#

yes, if you're using a Shadow LOD

gritty vigil
#

Ah, yup that makes sense. I'll add that

charred bolt
#

also use prefershadowvolume 1 in Geo LOD when using Shadow LOD

gritty vigil
#

damn this tutorial did not talk about any such things kek bless you guys for the knowledge

charred bolt
gritty vigil
#

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

charred bolt
gritty vigil
#

is this what you mean?

charred bolt
#

Yes, but show the origin in the same shot (zoom out)

gritty vigil
#

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

charred bolt
#

Looks about right

gritty vigil
#

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?

charred bolt
#

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.

livid portal
#

Currently what i got in my glasses

stuck oyster
#

are geometry lod named properties in place?

gritty vigil
#

yup same folder, \fuelcell

charred bolt
#

post model.cfg please

livid portal
#

And also this is the model.cfg can't remember why it's structure like this but it is Shruge

gritty vigil
#

oh lawd let me pastebin that

charred bolt
#

maybe pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

gritty vigil
#

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?

livid portal
#

You currently got pivotsModel="Samples_F\TemplateRTM\ManSkeleton_Pivots.p3d";

gritty vigil
#

OH

#

That probably isnt a game file lol

charred bolt
#

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.

gritty vigil
#

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

charred bolt
#

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?

gritty vigil
#

I wonder if there's anything wrong in my process

Blender -> A3toolbox export -> objectbuilder -> addon builder to pack?

gritty vigil
charred bolt
#

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.

gritty vigil
#

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

charred bolt
#

When someone runs into problems, installing and using pboProject usually highlights the issue fairly immediately.

gritty vigil
#

I'll pack it with that and see if it shouts at me

charred bolt
#

There's an all-in-one installer (free) and it will also unpack the game files to p:\a3 for you

livid portal
#

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.

gritty vigil
#

arma3p?

#

oh, nvm AIO installer

#

I see it lol

charred bolt
gritty vigil
#

did.... did pboProject just sing me a song?

charred bolt
gritty vigil
#

I see that pboProject is not happy with me

#

moved my stuff over to the p drive and tried to pack it

livid portal
#

How many errors you got? ๐Ÿ˜„

gritty vigil
#

a couple

#

OH Right

#

ahhhh

livid portal
#

Ah well when you move them, you gotta redirect ๐Ÿ˜„

gritty vigil
#

e\ kek I should have known better than to throw something random in to break the pathing to the textures

livid portal
#

remember in OB as well on model

gritty vigil
#

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

livid portal
#

Go to here if you don't wanna fall off your chair

gritty vigil
#

Thank you lol

#

well, PboProject built it happily but its still between my legs

charred bolt
#

That's a step forward in trouble shooting, although it might not seem like it

gritty vigil
#

Nah I feel it, every error is an error

#

and more issues ruled out with bad setup

charred bolt
#

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

gritty vigil
#

I have indeed, mikeros built in into @fuelcell/addons/addons, fixed that and verified that the textures are now unbroken

charred bolt
#

Ohh, ShadowVolume LOD should be numbered 0.000 not sure that's "it", but it's something

gritty vigil
#

anything evil in this that might not be a critical error but still breaking?

charred bolt
#

Looks like the rvmat(s) might be bad, but don't think that would change it's position

gritty vigil
#

fixed the rvmat error about not a paa or #arg

#

still between the legs though kek

#

man this one stubborn pair of glasses

charred bolt
#

Did the SV change?

livid portal
#

Just for the sake of info, did you apply transforms before exporting the p3d?

gritty vigil
#

in blender? yeah

livid portal
#

aight

gritty vigil
#

yup, all zeros for transformations (1 for scale)

gritty vigil
livid portal
#

wait

#

In your Geometry, did you do autocenter 0?

gritty vigil
#

yup

livid portal
#

ah

gritty vigil
#

That was looking at LOD 1

#

this is Geometry LOD

charred bolt
gritty vigil
#

yup, I've got the A3 folder in p:\ with all the unpacked game files

livid portal
gritty vigil
#

vertex group?

livid portal
gritty vigil
#

oh wait

livid portal
#

ah cool

gritty vigil
#

what the heck magic did you do

charred bolt
#

Don't think you need any Geometry mesh in the Geo LOD at all for glasses

livid portal
#

Yeah don't got a visual mesh either, got generated a component, not sure if required tho

charred bolt
#

Suspected your model.cfg was a bit messed up

gritty vigil
#

thats almost dope I just gotta.... finish the lowpoly and bake it properly so the textures actually exist lmao

charred bolt
#

Congrats!

livid portal
#

Noice! Good one

stuck oyster
#

๐Ÿ‘“
praise_the_sun

gritty vigil
#

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

charred bolt
#

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.

livid portal
#

Noticed yours didn't have this part though dunno if that is the case either ๐Ÿ˜„

gritty vigil
#

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

charred bolt
#

The samples are notoriously, um, sub-optimal

gritty vigil
real crow
charred bolt
real crow
real crow
#

for physx config values about water

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so i understand (or at least i try to) what they are for

charred bolt
#

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;```
real crow
jaunty rune
#

@visual thicket can you make the sign say cyka blyat?

#

would make it 12/10

real crow
icy dirge
#

Lol

azure pier
#

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 = "";
    };
};
stuck oyster
#

as in a new magazine?

azure pier
azure pier
#

I've got the new magazine defined, too

stuck oyster
#

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

azure pier
stuck oyster
#

you have a model.cfg with a skeleton defined from the looks of it

#

the skeleton alone does nothing

azure pier
#
{
    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)
stuck oyster
#

does the animations work in object builders buldozer preview?

azure pier
stuck oyster
#

you also should modTAG prefix your files and classnames

#

25rnd_belt is not very unique name

azure pier
stuck oyster
#

what model you opened? ๐Ÿค”

azure pier
#

Not in object builder, in-game

stuck oyster
#

ah

#

the M60 is not designed with magazine proxy

#

the belt pouch is built in

azure pier
#

As I feared, then

#

Shit

#

Well, at least my mod won't have an extra model in it

stuck oyster
#

๐Ÿ™

#

sorry to be bad news bear in this one

#

most of the weapons we have in sog are made with magazine proxy

azure pier
#

Yep, that's why I figured the M60 would, too

stuck oyster
#

Im guessing it was deemed unlikely anyone would make new magazine for it.

azure pier
#

Guess so

gritty vigil
#

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?

stuck oyster
gritty vigil
#

Neat ty, I assumed so but figured Iโ€™d ask in case someone knew a solution to do it without violating ToS

fallen compass
#

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

stuck oyster
#

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

fallen compass
stuck oyster
#

yes

gritty vigil
#

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

livid portal
#

roasting lol

#

Maybe make the glass a bit transparant?

stuck oyster
#

dark shades can be like that though.

livid portal
#

Non transparant?

stuck oyster
#

hmm well maybe its more about being dark and also reflective

#

so could use some more specularity on the lenses

gritty vigil
#

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

gritty vigil
livid portal
#

Try also press F5 in Object Builder to recalculate normals, sometimes fixes the textures put on (won't necessarily be noticeable)

livid portal
gritty vigil
#

I dont actually have a specular map for this, the whole thing is probably consistent. I'll bake one out and update the rvmat

livid portal
#

It's the SMDI if you didn't know

gritty vigil
#

I did not know, thanks!

livid portal
#

This is how we setup SMDI at Cytech

fallen compass
#

Does rvmat come from the addon builder or how can I get it?

charred bolt
flat lily
#

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?

pallid island
#

i remember having strange normals on export when i haven't pointed the Toolbox to the O2Script.exe. Check addon settings in Blender, please

flat lily
#

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.

stuck oyster
flat lily
#

I make these by myself.

flat lily
lone robin
#

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 doesnโ€™t perform well with that property?

stuck oyster
#

I feel like there was some issue with that ๐Ÿค”

#

but cant recall details

#

worth a try if you got a tree model in the works

#

@lone robin

lone robin
stuck oyster
#

Shadow movement in the wind sway motion might be a thing to check

runic plover
#

No more issues.. only this

stuck oyster
#

๐Ÿ‘ I had a feeling theree was something

#

๐Ÿง 

#

@lone robin new info

thorny shadow
#

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

stuck oyster
#

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

lone robin
thorny shadow
stuck oyster
#

yes

#

the suffix connects the converter to correct conversion rules

thorny shadow
#

btw are suffix case sensitive?

#

because i saw in a3 stuff that they all lower case

thorny shadow
stuck oyster
#

but also you want to remove the alpha channel in the source anyway

#

transparency required parts should be unwrapped on separate texture

thorny shadow
#

Thanks alot man, you saving lifes here (or at least sanity)

stuck oyster
#

๐Ÿ‘จโ€๐Ÿฆฒ ๐Ÿ™…โ€โ™‚๏ธ

gritty vigil
#

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

livid portal
#

ehh

#

@gritty vigil Like this

#

Metallic

gritty vigil
#

Ahh ok, so very much binary if its metallic or not, and then the roughness is much more nuanced

livid portal
#

I guess? ๐Ÿ˜„ Idk not thought of it in that way

gritty vigil
#

That did give me the direction I needed to get these textures sorted out though, so thank you very much (again)

livid portal
#

No problem

bitter ermine
#

am i foolish? i'm trying to view a model in bulldozer to make sure i ordered faces correctly

livid portal
#

In Object Builder go File, Options and then the External Viewer

#

@bitter ermine

thorny shadow
#

This paths are in buldozer configurator and just options on top

ember needle
livid portal
#

Interesting, i got a right click option to convert from tga to paa 15 a time

trail mica
#

can anyone point me in the right direction for rigging a vest, cant wrap my head around it

stuck oyster
trail mica
stuck oyster
trail mica
#

roger

#

lastly, im guessing blender is best for this?

stuck oyster
#

well id suppose thats what Id recommend

livid portal
stuck oyster
#

goggelo blender weight transfer

livid portal
#

Oh, bet

#

Welp, that was an easy way, 2-3 clicks lol

stuck oyster
#

but typically needs some tweaking

livid portal
#

True

trail mica
#

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!

jovial quarry
#

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 ?

stuck oyster
#

but probably also depends on size and complexity of the thing

jovial quarry
#

It should be basic houses in the style of Vietnamese huts and some wooden trenches in the style of that time.

stuck oyster
#

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

jovial quarry
#

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..

stuck oyster
#

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

jovial quarry
#

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.

stuck oyster
#

right

#

well Id guess if you need separate wall parts for some use, then you just make them

prisma mulch
#

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

stuck oyster
#

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

ember needle
# jovial quarry Hi, what is the difference for render an object on a map one larger object e.g. ...

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.

south badge
#

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.

charred bolt
south badge
#

And then it obviously collide because I have to fill in that empty space with the box geo lod

stuck oyster
south badge
# charred bolt

This is the problem for me really. There is "nothing" visible there, but my geo lod has to fill in that space

stuck oyster
#

what does the geometry look like for it?

charred bolt
stuck oyster
#

maybe something like this?

south badge
south badge
#

I honestly dont know. Its like the geometry of the legs glitched into the ground and threw the gun up in the air

stuck oyster
#

!purgeban 1180536634823933977 0 scammer spammer

high scarabBOT
south badge
charred bolt
#

Almost an exact example for you to follow

south badge
# charred bolt

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

stuck oyster
#

you can check out tutorials from el Tyranos, Sokolonko, Battlestad and MrClock

near summit
#

thx

runic plover
bitter ermine
#

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

marsh canyon
#

That means it has model.cfg

runic plover
#

Depends if selections are defined for retexturing like hiddenselections, has to fit with model.cfg aswell

stuck oyster
chrome sequoia
#

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....)

stuck oyster
chrome sequoia
#

when tank is destroyed the wreck is falling to ground until it reach bottom of turret

desert notch
#

I'm guessing that's the issue

desert notch
stuck oyster
leaden quartz
#

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?

stuck oyster
#

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

leaden quartz
kind lion
#

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

chrome sequoia
#

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)

stuck oyster
#

if you proxy in just one piece or vanilla wreck does that work normally?

chrome sequoia
#

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

stuck oyster
#

im guessing the wreck p3ds have something wrong in them

#

have you changed file names?

chrome sequoia
#

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

stuck oyster
#

what lods do the wreck p3ds have?

chrome sequoia
#

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?

stuck oyster
chrome sequoia
stuck oyster
#

what named properties do you have in geometry lod?

#

and does it have mass?

chrome sequoia
#

of course ๐Ÿ™‚

stuck oyster
#

Since you got problem, Im gonna assume any mistake is possible

chrome sequoia
stuck oyster
#

how about the named properties

chrome sequoia
#

only autocenter

stuck oyster
#

remove that

chrome sequoia
#

ok but this I made too ๐Ÿ™‚

stuck oyster
#

for reference SOGPF wreck p3d geometry properties

chrome sequoia
#

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

stuck oyster
#

remove the property completely

#

dont set it to 1 or 0

chrome sequoia
#

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 ๐Ÿ™‚

#

ok few minutes I will rebuild model for test

stuck oyster
#

also whats your config class inheritance for the wreck class?

chrome sequoia
#

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"
    };
};
stuck oyster
#

just needed the class structure for the wreck

#

๐Ÿ˜…

#

from config,cpp

chrome sequoia
#

aaaa ok ๐Ÿ™‚

stuck oyster
#

ye this is wrong

#

compare with vanilla tank wrecks

#

you should use same structure

chrome sequoia
#

but i use the same on A5 version and wrecks for A5 from this list works

stuck oyster
#

blobdoggoshruggoogly Im just telling to do stuff I've seen work.

#

if you dont want to thats fine

#

thats all I got anyway

chrome sequoia
#

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.

stuck oyster
#

hmm

#

EC Hawk

#

why does that sound familiar

#

have you been here before?

charred bolt
#

Too much to read, did he remove autocenter property yet?

stuck oyster
#

oh man youve been banned from here before havent you?

#

and this is warthunder model isnt it

chrome sequoia
#

I see that things are going to wrong direction

#

you remeber for what?

stuck oyster
#

ban is permanent

#

and ban evasion with new account is forbidden

#

and we dont offer help to work with ripped assets anyway

chrome sequoia
#

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

stuck oyster
#

from the rules here

#

and you know this stuff

#

you just dont seem to care

chrome sequoia
#

yep i see problem was solved by this simple method - bye

stuck oyster
#

dude has no shame

south badge
lyric field
#

can geo lod be modified via config.cpp animation?

stuck oyster
pallid island
#

doors do open in buildings :3

stuck oyster
#

but the geometry can not extend beyond the models original bounds

lyric field
stuck oyster
#

(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

lyric field
stuck oyster
#

character like this would have far simpler geometry blob

#

refer to man geometry lod

#

hit geometry can be more complex though

lyric field
stuck oyster
#

sample character in the samples

lyric field
#

thanks you're the goat

stuck oyster
#

as comparison you can also look at the sample animal

white jay
#

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

bleak tangle
kind lion
#

i think so, thanks!

#

yes this definitely should do the trick, thanks again! @bleak tangle

round mantle
#

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?

stuck oyster
#

lods are not assigned

round mantle
#

okay where do i look to assign them?

north sundial
#

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 >.<

foggy pivot
#

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?

marsh canyon
#

Arma 3 Samples has some uniform, vest or more sample models

foggy pivot
#

I just need a body to make uniforms and armor off of lol

#

Male.p3d oughta do that lol

marsh canyon
#

No, you have naked model

carmine gull
celest arch
#

Hello folks, I cant find any animation sources for wind speed/direction , are there any?

bleak tangle
#

What type of object is it?

celest arch
#

nothing fancy just a wind turbine

prisma mulch
bleak tangle
#

Similar to the default wind turbines or are you wanting yours to move based on speed and direction?

celest arch
#

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

foggy pivot
#

where

thin wigeon
#

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 ๐Ÿ˜ฆ

#

No errors compiling or in the rpt either. Using latest Mikeros tools.

runic plover
foggy pivot
#

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

stuck oyster
#

there in the "naked" as in man in underwear model that people typically use for reference

stuck oyster
#

that wont really change

foggy pivot
#

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

livid portal
thin wigeon
# livid portal 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.

stuck oyster
#

as in

#

class land_p3dname

livid portal
thin wigeon
#
    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

stuck oyster
#

dont need the genralMacro btw. thats just BI thingy

thin wigeon
#

just tried block commenting out SimpleObject but it's not that

livid portal
#

Just in a game, will have a look in a bit

stuck oyster
#

how is the terrain packed?

thin wigeon
# stuck oyster 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 ๐Ÿ™‚

stuck oyster
#

๐Ÿ˜„

#

classic ๐Ÿ˜…

thorny shadow
#

@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

foggy pivot
#

Gotcha

prisma mulch
#

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

lone robin
#

Check your config to make sure any required paths to the model are there and correct, I had something like this before and thatโ€™s because I missed a file path in the config somehow.

stuck oyster
#

maybe you managed to get ngons in there

prisma mulch
prisma mulch
#

Resorted to adding one LOD to the export at a time.
Seems it was the shadow LOD causing issues

stuck oyster
azure pier
#

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

stuck oyster
#

๐Ÿ‘

umbral shuttle
#

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;
};
umbral shuttle
#

omg I forgot about useSource = 1

#

disregard myquestion I just had to use useSource ๐Ÿ™‚

dusty lichen
#

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 ?

stuck oyster
dusty lichen
#

Ah I see ok I will give that a go thank you

thorny shadow
#

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:

  1. How do you actually animate it? (i've only done uniforms few days earlier)
  2. How to compile custom gun and custom ammo together? (just put them together in one root folder with subfolders for ammo and gun?)
  3. 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.
#
  1. 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

muted lintel
stuck oyster
#

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.

south badge
#

I guess I should record a video the next time I am making a static from scratch clueless

thorny shadow
smoky lava
#

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?

stuck oyster
#

The sound is tied to the roadway lod surface type

smoky lava
#

thanks

analog garden
#

does anyone have an idea or a p3d example as to how to set up a nvg overlay texture

stuck oyster
analog garden
#

i couldve sworn

stuck oyster
#

Ace thing I believe

woeful viper
#

@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...

frozen lava
#

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?

charred bolt
frozen lava
#

im copying RHS_M119 and its not defined there

celest arch
#

yeah no I think vanilla ones have just a dull simple fixed anim

stuck oyster
#

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

frozen lava
#

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

celest arch
#

and yeah, I think it's the only way to do it correctly

stuck oyster
#

you need to define the physX wheels

frozen lava
stuck oyster
#

right that

celest arch
#

I'm wondering what the flags are using ..... let me check

dusty lichen
stuck oyster
vague topaz
#

Can anyone make a gps like this instead of the gps coming on the screen because this kinda feels more immersive and better

woeful viper
#

it may be something hardcoded...

dusty lichen
celest arch
#

got distracted by my animsources lol

#

lets find that flag now

white jay
#

the woodbox on the greenbox would fall off if you accelerate?!

celest arch
#

yeah just temporary now

white jay
#

but looks decent

#

2017 = arma3origins?

celest arch
#

2017 = 2017 ๐Ÿ˜ƒ

white jay
#

yeah but it already reminded me of origin

#

:D

celest arch
#

looks like it's hardcoded

white jay
#

its okay to copy stuff, if you do it better

celest arch
#

copy? mm?

white jay
#

nvm

celest arch
#

the only copied stuff there it's the base hilux, straight from the a2 mlods

#

rest is completely original, unless I didnt understand you

white jay
#

all good

vague topaz
stuck oyster
#

In any case, this isn't really a request channel.

bold flare
bright echo
#

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

stuck oyster
bold flare
#

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

stuck oyster
#

Do we have any example how that would be configured and set up on the model?

bold flare
#

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

marsh canyon
vague topaz
stuck oyster
vague topaz
#

Ah

white jay
#

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

stuck oyster
white jay
stuck oyster
#

For that what you have there should be enough

#

Triangulated one is the most accurate one

white jay
#

well not really

stuck oyster
#

Quad can go either way depending on its angles

white jay
#

i tried to use the cloth simulation and it doesn't work really well the collision of the character

stuck oyster
#

Maybe your setup has something wrong. I kinda doubt it can be triangle related.

white jay
#

so you say it is better to keep the triangulated character for the clothes in marvelous designer?

stuck oyster
#

Imo it should not matter. And the clothes should not stick to the skin anyway.

woeful viper
#

no its not okay to copy stuff

#

unless permission is given...

celest arch
#

There's nothing copied

woeful viper
#

wasnt directed at you

fallen compass
#

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?

white jay
#

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

woeful viper
#

k

livid portal
#

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

frozen lava
fallen compass
fallen compass
#

Can you explain to me then with that method?

livid portal
#

Do you got that plugin?

fallen compass
#

What's it called? I know I have the one from Object Builder and ArmaToolbox.

livid portal
#

This one yeah?

#

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

fallen compass
#

?

livid portal
#

What plugin is that?

#

Maybe works, check your material if a tab is dedicated for Arma

prisma mulch
#

Steps should be pretty similar though

fallen compass
livid portal
livid portal
fallen compass
#

It should be the same or almost the same.

livid portal
#

Alright, then yeah find the arma tab in materials

fallen compass
#

The first one is for texture and the second one is for rvmat

livid portal
#

Cool, all you need then

fallen compass
#

ok

#

How would I do in that case?

livid portal
#

Which?

fallen compass
#

to export it with the texture? Because I have the texture image but I don't have the rvmat

fallen compass
livid portal
#

Oh, thought it did, worked fine on Blender 4.3

prisma mulch
fallen compass
livid portal
#

bottom right

fallen compass
#

oh

#

install it with the zip or folder

livid portal
#

zip

fallen compass
#

I give it to you but it doesn't install

#

or do I insert it directly into the blender root?

livid portal
#

Go to Blender Preferences, Add-ons then "Install..."

#

Select the .zip folder

fallen compass
#

then I get an error and it doesn't load.

livid portal
#

What error

fallen compass
#

he doesn't recognize me

livid portal
#

Doesn't tell me much, but the other plugin you had sounds like it does the same anyways

fallen compass
#

I updated to Blender 4.4.0 and I won't have any more lol

#

bruh

celest arch
#

yeah I see what you mean but 2017 is very different from origins

prisma mulch
livid portal
#

Doesn't take much to use it though? ๐Ÿ˜„

prisma mulch
#

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.

livid portal
#

Maybe there are some random guides here and there around

stuck oyster
#

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

fallen compass
#

It tells me to install it but it doesn't work for me.

prisma mulch
fallen compass
fallen compass
#

@livid portal Ready

livid portal
fallen compass
#

yeah

#

Now I have to create an rvmat

livid portal
fallen compass
#

okok

#

I'll try without the rvmat

#

oh

#

error

#

why does this happen?

#

in the blender it is fine

stuck oyster
#

blender model has many uvsets

#

must have only 1

fallen compass
#

has a

stuck oyster
#

must be second one somewhere else there

#

or its not uvmapped at all

fallen compass
#

what?

#

In the second what?

stuck oyster
#

Maybe in another part of the lod?

#

all I can say is that your uvmap does not match your texture there

dusty lichen
#

Hi any idea why when I press C with my weapon when in prone, i sink into the ground?

fallen compass
fallen compass
stuck oyster
stuck oyster
fallen compass
stuck oyster
#

mayve wrong texture in use

dusty lichen
stuck oyster
#

memory lod

#

config also defines what its name is

#

you probably inherit some default one

fallen compass
#

Yes, I don't have config.cpp or model cfg, would that affect anything?

fallen compass
#

ok

stuck oyster
fallen compass
#

what could it be

#

that's it

stuck oyster
#

you probably did not make it as you dont seem to know what texture it uses blobcatsweats

#

youll have to look at the files and figure it out

dusty lichen
fallen compass
#

but it is not taken from the game or a mod

stuck oyster
#

if its same texture it should fit

#

thats is all there is to it

fallen compass
#

It's already in the image

#

that's why i have no idea

dusty lichen
#

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

stuck oyster
#

the vertex groups can be assigned anyway you need

obtuse rain
#

2017 predates Origins by.. a lot.

vivid bane
#

I was highly considering living under a rock till 2017 is ready ๐Ÿ˜›

livid portal
dusty lichen
livid portal
#

Just copy and paste the vertex yeah or merge the two, you can only have one memory lod tho

#

@dusty lichen

dusty lichen
#

Ok will give that a go thank you

stuck oyster
#

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

bleak tangle
#

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

fallen compass
#

I did it with the mrclock plugin, but I already have the armatoolbox plugin.

livid portal
fallen compass
livid portal
#

That is the issue then

fallen compass
#

is that the original comes in parts

livid portal
#

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

fallen compass
#

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

livid portal
#

Nothing to do than re-importing the originals if you want the textures to match up

fallen compass
livid portal
#

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

fallen compass
#

For example, in the original I joined the entire mesh into a single material and it works.

livid portal
#

Alright, did you export this one as p3d and with the textures you used here too?

fallen compass
#

yes

livid portal
#

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

fallen compass
#

Oh

#

Yes

fallen compass
#

to see it on the bulldozer

#

?

#

you can only see the white texture

livid portal
#

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)

fallen compass
prisma mulch
#

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

fallen compass
livid portal
#

Will make a lil vid showing it.

fallen compass
#

Do I need rvmat to see it in the object builder?

#

buldozer

livid portal
#

no, only for other details added

fallen compass
prisma mulch
#
  • setup model lods
  • add material to visual lod
  • add colour texture filepath to material ( .paa format)
  • optional (add rvmat filepath to material)
  • export p3d
fallen compass
#

The PAA goes in the data folder, right?

livid portal
fallen compass
#

oh

livid portal
#

Consider it done at 5:25, the rest is blocked by another window ๐Ÿ˜ฌ

#

Hope it's to figure out even in silence ๐Ÿ˜„

fallen compass
#

Thank you, very good contribution

fallen compass
livid portal
#

Make sure it's .paa texture as shown i the video

#

and not .jpeg(.jpg)

fallen compass
#

I'm going to do the test without the rvmat

livid portal
#

You are directing to a .jpeg, so look at your model which textures it has

fallen compass
livid portal
#

Also, make sure your folders are in your P: drive when making the model setup, not sure if it works outside

livid portal
fallen compass
#

ok

livid portal
#

I got a right click mouse button which you see me doing so my bad

fallen compass
#

Does this have to be a jpg?