#arma3_model
1 messages Β· Page 48 of 1
No, but in the blender
Believe only the icon for the picture can be .jpg
Blender uses whatever, but if you are trying to use the arma 3 toolbox thing, then they must be .paa
refer to what happens in my video
I got this error because it seems that JPEG is a bad idea.
that box is the texture for arma to use
Blender doesn't care what you put there
uh- I've never gotten this before- could this be due to some mod conflicts, by chance?
I am guessing "dpsword" might be the thing conflicting, but idk x3
Wait- I have the model.cfg set wrong I bet-
class CfgSkeletons
{
class Skeleton
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]={};
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[]={};
skeletonName="Skeleton";
};
class loudspeaker_proxied: Default
{
sections[]=
{
"hideMe"
};
};
class floodlight_proxied: Default {};
class floodlight_proxied_orange: Default {};
class RCHT_Sidewalk_01_center_4m_F: Default {};
class RCHT_Sidewalk_02_center_4m_F: Default {};
class RCHT_AI_Position_F: Default {};
};
I do, don't I? x3
yes dpsword is what seems to be broken
Im guessing thats not your mod though so you are loading in something thats not made right
ah ok- so my file looks fine?
skeleton doesn't need to be named something different or whatever?
well
preferably you always use unique names
So, skeleton should be like- RCHT_Skeleton?
that works sure
actually, lets do RCHT_PI_Skeleton so I can have additional skeletons if needed for other mods
highlight the whole weapon in object builder and then press F5, then re-import
as?
as?
What is the texture resolution? The smaller like 512x512 compared to 2048x2048 (higher is better)
Well how does the texture look like then?
what graphics quality are you using
standar
need ultra for 4k to work
needs to be isDiscrete=1;
what does discrete even do, btw? π
i dont know.. being discrete i think 
isDiscrete = 1; // 1 stands for discrete skinning values (0 or 100 % for each vertex of every selection) no clue what it means either though lol
I think it only really matters for animation, from what I'm gathering-
Saw this above: https://community.bistudio.com/wiki/Geometric_Occluders
Waits for no one to implement them in their models...
Use isDiscrete = 0 when you need to have weighting applied to the animation of vertices in a mesh.
An example is when you want to bend something, such as an antenna or a spring suspension. One end of the object might be fixed (0% weight) and then get progressively heavier weighting until the end is moving 100% with the animation source.
The downside of isDiscrete = 0 is that it prevents bullet strike marks from showing.
anyone know if there is a way to lock a object to a rendering setting in max?
basically same requirements as with headgear which are posted in teh pinned messages
you canβt pay for the usage of any arma tools
u can commission a model and put it in game urself
Hi everyone, I need a hand, I'm looking for a modder for Arma 3 to create a model of a rifle (obviously for a fee and we will agree on the price together).
https://imgur.com/cs11unK Hey people, i got this weird bug on my custom flak. After each shot from the gunner seat, the reloading time gets weirdly suspended for a moment, it looks like a time gap issue. This doesnt happen if i take the shot from the commander seat in manual fire mod, where things are smooth. I don't know what this could be, literally my first time seeing this bug. What could it be ?
cant say I've seen that happen before
thanks
@celest arch Flags don't have a wind animation source.
Maybe you got too many reloads going on in model.cfg? π€
conflicting animations?
Could be, haven't touched anything other than guns but perhaps there is an animation for each seat (dunno why that would be if so)
Hi guys i am trying to setup buldozer for a hour to no avail.
So this is the error i have when i try to launch buldozer from object builder.
I have installed P drive with ArmAP Mikero tools and i have put buldozer files there as well.
Picture:
And in Object builder Options in External viewer i have this line:
P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
What am i doing wrong any help would be nice thanks.
not per seat, just per muzzle
mikero tools would remove buldozer exe and point it to use the actual arma3 exes from arma 3 install folder
so you have done something odd there
Yea i have installed the buldozer with arma 3 tools and i have got that in documents.
I have copied files from there to P Drive.
But the flak only got one muzzle no? π€ 2 seats, and one seat is working over the other
So i have this in options:
And this is my buldozer config:
Still throws same error
So must be something to do with the active seat being in and not the primary seat, idk
This usually dont work
dont mix arma tools install and arma3p methods
How would i install Buldozer then ?
you dont need separate buldozer
arma3p sets it to use tha arma3 exe
like I said
Yea i know now when i removed that and try to add just arma 3 i have this error now when i try to configure buldozer:
How would i remove this.
you dont use buldozer configurator
So what do i use then ?
for what??
π
all you need to do is mount P drive (preferably with the bat file that mikero tools comes with)
then run arma3p
and you should have object builder buldozer path set up for you
to the arma364bit exe in steam\arma3\ folder
So do i setup arma 3 P with this or with arma3p cmd ?
you can use that too
Ok so i have reinstalled the tools and removed and readd P drive i launched the object builder
in Options i have this:
And i have the same error:
looks like the buldozer launch parameters didnt install
Ok how would i install that ?
D:\Games\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=cam_lao_nam -worldcfg=cam_lao_nam -cfg=buldozer.cfg
needs to be something like this
click on the property and add the missing stuff at the bottom
at the value
dont add the cam_lao_nam parameters tho
I have this line:
D:\Steam\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -cfg=buldozer.cfg
This is the new error i got:
and my Object builder crashed.
And after that same error External viewer
maybe something residual left from trying the armatools stuff
How would i go about fixing this ?
did you run arma3p already?
might also need to restart to make sure no armaToolsLauncher things happen automatically
Do you have a few min just to view my screen so i can explain and show what i have done so far ?
sorry no.
you can find link to pcm wiki in the #arma3_terrain pinned messages
there is a simple P drive and tools setup guide there that should work
Can you do me a favour what is a value you have for Computer\HKEY_CURRENT_USER\Software\Bohemia Interactive\Object Builder\ExternalViewer in your Registry ? is it default or this ?
D:\Games\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=cam_lao_nam -worldcfg=cam_lao_nam -cfg=buldozer.cfg
?
no
normally you dont need to mess with registry with this
-world=cam_lao_nam ? Modded map or?
SOGPF
Ah right
Anyone managed to get the 3 materials to change in class damage?
it starts as the first, moves to the second but doesn't apply the third full destruct
class Damage /// damage changes material in specific places (visual in hitPoint)
{
tex[]={};
mat[]=
{
"A3\structures_f\data\windows\window_set.rvmat", /// material mapped in model
"A3\structures_f\data\windows\destruct_half_window_set.rvmat", /// changes to this one once damage of the part reaches 0.5
"A3\structures_f\data\windows\destruct_full_window_set.rvmat" /// changes to this one once damage of the part reaches 1
};
};
class HitPoints
{
class tech_glass_01_hitpoint
{
armor = 0.2;
material = -1;
name = "tech_glass_01_hit";
visual = "tech_glass_01_vis";
passThrough = 0;
radius = 0.25;
convexComponent = "tech_glass_01_hide";
class DestructionEffects
or have I mucked it up somewhere
Or will it only apply the final stage when the whole model is destroyed?
correct
ah i see which is why you use the hide anim for the geometry for the res as well
ive got that part working but I was hoping to cut out one of the section counts haha
Thanks for the clarification π
I manage to make it work.
Basically what i did is :
1.Deleted the registry and all of the remains that were left when uninstalling Arma 3 tools.
2.Reinstalled Arma 3 Tools.
3. Run a Addon Builder 1 time so it gets registers in registry.
4.Made a P Drive.
5.Run Arma3P.
6.Open Object builder in options put this path in external view:
Closed and reopened Object builder and it worked.
This took way to much effort then it needed.
excellent.
unfortunately the launcher method seems to break very often
Hey
In regards to LODS for models IE helmets
How does arma work out what lod is applied at what distance ?
If the distance is fixed what calculates at what stages the lods come into affect ?
IE if i have 4 stages of lods which half each time what distance will lod 2 kick in the lod 3 ect ect?
i am finding that no matter the amount of faces i have in the lods it always seems to kick in at like 15-20m and goes from full res to almost the last lod straight away
theres no specific ranges. it varies on whats on screen
Hi I created a shadow volume for my gun but I dont know what is causing this
its not closed
you can make it from simple shapes like boxes
Blender - Mesh check - Non-manifold
Im guessing you made copy of the gun as shadow lod
Id recommend making far more siplified version
i just did a new one now, but i cant export it as p3d it keeps saying there is no LOD. attached a screenshot of the LOD property, I am just following the Test weapon from samples and then copying the proxy from my model
try export only selected (while that lod object is selected)
still giving this error even when exporting it only
have you validated the LOD?
this one right? no havent try
Not that one, the one in the sidebar of the 3d view
Error message is saying it has failed validation, and this one should give you a better idea why
does the number for shadow lod matter? is 1 and 2 treated the same as if it was named 0 and 10
Use 0.000 and 10.000 for res LOD SV's. There can also be SV's for other LOD's such as Cargo.
So it has to be those numbers? The way wiki is worded it says "suggests" when I think it should be "has to be" right?
Maybe, possibly, probably. Someone might know. But don't waste your time, just use 0 and 10.
There's just a lot of old stuff to go fix then π
This conversation will have taken longer than opening half a dozen p3d's and changing the SV numbers to the correct ones. π
but this conversation is more engaging then looking at object builder in light mode 
is there any way to mess with the UI scale of object builder?
in 4k some of the properties and lods UI is a little bit... small
you can double click on the elements to undock them and drag them around to dock them back
You can change the background colour
that only effects the viewers and not the rest of the areas?
what influences bipod_legs_length? I never really notice if the length of a bipod changes depending on the surface
I guess I kinda answered my self
if some of yall could give me a hand and tell me why this is coming up im about too pull my hair out lol.
"All LODs failed validation" it says
says the mesh has n-gons i triangulated the faces and im lost now
okay so all but my main bit of my helm passed
OMG i could die rn
Thank you i feel dumb
Hello good people of arma3 modding community.
I stumble upon yet another problem in my journey of making custom cannon (static).
It won't rotate according to mouse movement. It kinda does tbh, but only gun part, turret stays in place.
Now to the problem.
I specified two parts, one is mortar's body, other is mortar's gun.
Selection for mortar body called - "frame", for gun -** "turret"**.
Frame part and all other animations are loading up and working in Buldozer, in game - not so much.
When i rotate mouse side to side it elevates and lowers gun (turret). Movements up and down do nothing and body (frame) stays fixed.
Here is model.cfg for anyone intrested in resolving this issue.
Screenshot?
It's an active problem, kinda moving, not static
Then video?
Is it a feature that the "reload" source does not work for the last round in the magazine?
Probably. You can see this in almost everywhere, one obvious example is MX's bolt
Try revolving instead
Nvm problem was a misplaced animation source
There Is nothing to reload on last shot.
So how to create your own animation source for reloading? Because i guess it's not just axial animations, right?
In your cfgVehicles you will need to create a custom animationSource with:
class autocannon_recoil_source
{
weapon = "weapon_name";
source = "reload";
};
In the model.cfg you will need to create an animation class:
class animate_recoil_barrel {
type = "translation";
source = "autocannon_recoil_source";
selection = "barrel";
axis = "axis_barrel";
minValue = 0.0;
maxValue = 1;
offset0 = "0.0";
offset1 = "-0.05";
animPeriod = 10;
};
selection is the visual lod selection that is supposed to be moving
axis is, obviously, the axis
offset1 is how "far" the barrel recoils along the axis in this case
When a round is "loaded" into the magazine (after firing a bullet basically), the source value goes from 0 to 1, or 1 to 0, I dont remember, one of these
, triggering the animation
but apparently revolving is a better source instead of reload to combat the issue from the video I linked above
Alternatively, you can also use functions for this
I donΒ΄t know how to use functions
Nice, thanks)
BI Tanks got same "bug"
Damn, this must mean I am making BI level assets! 
How can I make magazinewell magazine act as a normal magazine? Currently, it doesnt remove when I reload the rifle. The drum mag is the original magazine with the gun and the 5.45 mag is from A3AKU. The drum mag acts normal, it just the 545 mag staying onto the rifle at all times
Did you done this to the magazine proxy?
class hide_shell
{
type = "hide";
source = "ammo"; // Hide proxy when out of ammo
selection = "shell"; // This is just name of mag proxy
minValue = 0; // Hide when ammo = 0
maxValue = 1; // Show when ammo > 0
};
in model.cfg?
I'm by far not an expert, but any help is good help i guess XD
I do not use a proxy for my magazine
Well as i said, not an expert)
But yeah, you ought to hide / animate the magazine when reloading it
I have some two stage translation animation for it
{
type="translation";
source="s60_reload_magazine_source";
selection="magazine_body";
axis="axis_magazine_hide";
minValue=0.0;
maxValue=0.1;
offset0 = "-0.5";
offset1 = "-1";
animPeriod = 1;
memory = 1;
};
class animate_magazine_load_two
{
type="translation";
source="s60_reload_magazine_source";
selection="magazine_body";
axis="axis_magazine_hide";
minValue=0.7;
maxValue=1;
offset0 = "0.0";
offset1 = "-0.5";
animPeriod = 1;
memory = 1;
};```
This is what I have atm which does hide the drum mag when reloading. i am not sure how I can do it for other mag because i want to be able to use A3 base game 5.45 mags as well
class no_magazine {
type = "hide";
source = "hasmagazine";
sourceAddress = "clamp";
selection = "magazine";
memory = 1;
minValue = 0.0;
maxValue = 1.0;
hideValue = 0.5;
unHideValue = -1.0;
};
class magazine_hide {
type = "hide";
source = "reloadmagazine";
sourceAddress = "mirror";
selection = "magazine";
memory = 1;
minValue = 0.0;
maxValue = 0.4;
hideValue = 0.5;
unHideValue = -1.0;
};
Have you tried to setting this value to 1.0? unHideValue = -1.0;
Again, don't listen to me
tried it no change unfortunately
You can also use FiredEH and let execute your recoil animation
what weapon is it?
if weapon is set up for magazine proxy then it must not contain the magazine mesh anymore
just the proxy for the magazine
the loaded magazine gets attached to the proxy position
so 2 magazines should never show up
Guys, wtf, is this geometry problem?
Static gun rotates around just fine, but there is quirk to it, on specific place it's just "jumps" up and stays in the air unti i move it again lol
The 5.45 magazine is from the AKS74U from Apex and the one I am importing is a RPK16
I remove the magazine proxy now but when I reload, the 545 magazine does not do the hide animation
you are doing something wrong there
you dont need to hide anything
the magazine proxy system handles all that if you do it right
but I suspect you have the 545 magazine in the actual model
magazine proxy is just a proxy triangle, it has no shape
it just marks the position the magazines are attached to when the weapon is loaded with a magazine
this is what my magazine area looks like atm, i am using the magazineslot from weapon_slots. Is this correct?
looks right
do i need to do anything in model.cfg?
only if you want to animate magazine reload sequence stuff
so if I want to be able to use the A3 545 mags, and want it to be animated (as in reloading), then I need to animate things on model.cfg, correct?
In config.cpp yes, model.cfg is only for animations (moving parts) proxies goes in the p3d
This is what it looks lke atm
I am using magazineWell AK_545x39 for the rifle in config.cpp
Make sure to add a magazine proxy and then you need something like this in model.cfg
when you mean magazine proxy, you are referring to creating a magazine in the vertex groups and then I assign the magazine to it?
No, in your \A3\Data_f\proxies\weapon_slots\MAGAZINESLOT you added
On the very same if you select it, name it magazine as well
like this ?
just magazine
and no go back to the original
Select the proxy
then right click and do "new"
write in magazine then press enter
any flags I can put in my model to let ground clutter through the model?
After that, click on the magazine selection you just made and click on this
It should now have 2 selections on it
currently like this and both have the selection
So if you click on either of them, the same proxy on the left is selected yes?
yes
You can remove the one you got in view pilot and then just copy paste from the one you did
how do i do that?
Exactly what i said π
In your view pilot (don't mind mine having magazine)
Then remove the proxy in the left window after
Go back to the lod you just had done, select it
CTRL+C, back to view pilot and do CTRL+V done.
(exact same for shadowvolume if you got that)
You're welcome
i broke my muzzle now, what can be causing this? the muzzle flash is permanetly there fixed
Nice one
opened up the A3 samples Test_Car_01.p3d in object builder and noticed that it only has one quality LOD (1.000) with... pentagonal wheels. Is it using something else for quality 0? Or does the sample just have lower fidelity than what the game equivalent would be
Yes, Samples are meant to tell what are the mandatory
For a car the glass areas have to be CA texture, can the body also be CA texture? in the past I have had problems where the body is still slightly opaque so I just have glass off in a differnet material
i recently had a problem like that. Yes, main texture should be _CO, and do not have alpha channel preferably (from PH i export images as PNG 24 BIT)
And also somone said that _CO actually have 1bit alpha, so idk, but _CO should work all the time
oh okay cool just looking for confirmation
Correct. CO texture can still mess up if it has unnecessary transparency.
It took me too long to get here, but my mortar/AT-gun is almost ready
I have one question left. Can i make it direct fire? I already done
isDiscrete = 0;in model.cfg
It is inheriting from DefaultSkeleton.
I made gunner_view and gunner_view_dir locked onto main gun.
"muzzle", "turret", -muzzleis memeory point,turret- is main gun
"gunner_view", "turret", -gunner_view and _dir- are memory points.
"gunner_view_dir", "turret"
So this this changes were not enough, and my crosshair still static
Also i changed default RangedArtillery to turretInfoType = "RscWeaponZeroing";
and made animation animation for gunner
class ViewGunner
{
type = "translation";
source = "turret";
selection = "gunner_view";
axis = "";
offset0 = 0;
offset1 = 1;
};
In the config my base cannon inherits from StaticCannon, maybe that will help
I REALLY wanna finish the gun, so any help and suggestions are welcomed
So i'm pretty sure this issue is caused by the texture being _CA, it has some transparency to allow for the "vented" part and another part to be transparent. I have a CA and CO version of this texture so I can apply the CA part to just the faces that need it I think in order to mitigate the issue, but I wanted to ask as to avoid another section draw call, is there another way around this issue?
Do you have shadow volume lod?
Not yet its early WIP ive been messing with animations and hitpoints for the building atm
I remember having the same issue years ago and I think it was due to having the texture being partially transparent
for ref this is the alpha channel
so its only a small section of the texture
Does those lines on the wall flicker and change depending on the angle from what you are viewing it from? If so i'm 90% sure it's because you don't have shadow volume. I mean you said it yourself
Yeah they do move, let me make a quick shadow lod
Yeah it's shadow volume
this needs to be separated to its own texture
you must not mix solid and transparency requiring parts
Afaik the only thing that matters is that both the optic origin vertex and its direction vertex are in the appropriate vertex group, that is, a bone that moves together with the barrel π€
Yeah I thought as much
is turret a valid animation source?
Turret is my name for the main gun of the mortar
it's animated etc
All of the animations work like charm, but crosshair seems like it's stuck directly to characters point of view, because in 1st person character moving his head slightly and i can see that crosshair moves with his head
Having troubles figuring out how to put a premade texture that came with the model into arma as a hidden selections for said model, any tips?
What is your exact issue?
Downloaded a model and am currently in the process of implanting, model came with textures already made for it. Iβm trying to convert them to what arma can read with no luck
Do you have model.cfg? selections are related with it
yes, I guess I shoulda been more specific. Trying to convert the textures applied in blender into arma 3 hidden selections without having the re uv it from the pre downloaded textures for the model
So the point here is you cannot retexture using hiddenSelectionsTextures config?
im confused on how to move it from blender to hidden selections, did some diggin on youtube (bi forums are down) with no luck
Expected a yes or no though. Basically
- In Blender
-- Vertex Group, weight 1 - In model.cfg
-- section[] - config.cpp
-- hiddenSelection[]
They are the key
Me and my friend have hit a problem and we don't know any fixes, We are trying to model a bunker into Arma 3, a (relatively) simple dome bunker, everything works as intended except during testing we couldn't throw any grenade through the windows even though there is plenty of room and nothing in any LOD blocking them, they just bounce back like there is glass in the way!
During testing I found some unassuming parts of my model also stopped all grenade momentum or even bounced it off the model entirely, often with lethal consequences...
Any Help?!
Your geometry lods are not done properly
what could be the issue? they look pretty textbook to me?
the model is made up of around 20 small squares, all tessilated and with 8 vertices, i was reading up about it carefully and i dont understand why its not working
bullets, missiles and any of the deriving classes act perfectly, hitting where i want and missing where there is nothing, but grenades bounce off of mid air or come to a stop on the window before entering/exiting the bunker
did you but geometry on the window hole?
i did a test if this helps, i made a simple ring comprised of nothing but convex, 8 vertex cubes, when i tried to throw the grenade just above it, it came to a complete stop or randomly jumped off somewhere random
here is an image:
Did you separate each cube from one and another and close them?
yes
all tessilated, and convex
with a max of 8 vertices and assigned an concrete RVMAT
are the named individual componentXX
yes
That thing should have more than 8 vertices
each component is a cube of 8, i wasnt talking about the entire model lmao
Ah, lol
But all sides are closed yeah? Like faces on, can still be 8 vertices without it being closed
100%
That works too
All depending on the situation i guess
But the closed is proly more in your case
didnt select anything in both cases
Mass? (gives me issues if i don't do mass)
even when i selected the entire model, when i ran the command it deselected everything
every geometry comp has at least 1kg of mass
(its concrete)
Interesting situation
yep
i have done more testing, but when i have a cylender or a ring of cubes, similar to my previous photo the grenade acts mostly normaly, but when i make a thin slit slightly smaller than the size of a crouching player, it acts weird
Is that supposed to be so big? lol
Oh it's the bunker i guess, thought it was like a window to loop it in π
Actual one looks like this
And it's through those windows it doesn't work?
Yeah doesn't work
You can shoot through it perfectly well
But grenades no
If you want, you can send me the p3d in DMs, can have a look on it then
Bullets collide with FireGeometry, thrown grenades with Geometry, which would point to an issue with the geometry lod I guess
I have two planes in Unsung that rest on their tail rather than on the front gear. Any ideas how to fix that? I changed the weights in the geo lod, but it just makes the planes wiggle and jump (increasing the weight of the nose)
Does somebody happen to know if i can change the speed that the tracks of a tank rotate with? My custom tracks spin too fast, and if i use "tracksSpeed" token with float values the texture just starts skipping. A value of 1 is already to fast, so i can't go lower
Are proxies usually set up in OB or would that be something done in the modelling software (blender for me)?
Both works
I have this weird issue on my model when looking trough glass, it has a proper shadow volume, what could've caused it?
any chance for a larger image? π
Hey Im trying to learn how to mod a aircraft into arma, if I have a rigged model in blender, where can I go from there, and will the rigged model work?
Arma 3 Samples have an aircraft sample, both model and config example
theres a lot of game specifc things so a random model off the internet wont be good starting point if you dont know how to refine it further
it would be easier to start learning how to put things in game with something way more simpler
like a box
then add animated lid to that box
and so on
(also if that plane model is from some other game thats a no-go situation)
yea its not from another game, ive been making models in blender, so i just want to figure out how to import into arma, make it fly, and give capabilities for bombs and lasers exc
planes are pretty complex
glad to hear
so starting simpler is usually easier as you dont have to learn so much at the same time
and in the end it is faster
Sooo, no one knows what is the issue?
found kind of a fix: pushed back the land_contact point for the rear wheel by 1.5 meter or so. But looks funny when taking off now
plane or planeX?
where is the center off mass in relation to the wheels?
ist the blue dot in geo lod when you select everything
center of mass is between front and rear wheels
pretty high up the middle of the aircraft
most weight is on the nose and the wings
from the size of the squares
is geo lod validated?
no idea, how to do that?
everything you need to know should be here https://community.bistudio.com/wiki/LOD#Geometry
ok, thanks
Did you check the mentioned alpha sorting?
Also check if you have extra mesh in the barrel in the first person lod.
One question, if I want to apply the knots so that they are in one, how could I do it?
because when I export it blender only takes the BSDF and does not grab the texture quality nodes but only the texture itself
they cant be one
they are separate textures used by the rvmat material
ok
can't find any fault in the geo lod, trying some more things with land contact now
anyone know why my model would not show in game? code seems right but model is either not showing or is invisable.
then i can only suggest trying it with planeX, because as far as i know every thingX vehicles rely on wheel data for balance calculation, not landcontact
planeX doesn't work on the Nimitz at all, the plane wiggles with the waves then
I now added a second rear wheel contact point, way beyond the wheels and that seems to stabilize the model on the front wheel. But it's an ugly hack
With no more detail than that to go on, all one can say is that you've done something wrong somewhere.
aircraft carriers are overrated anyway...
yeah, totally, especially when they are so buggy as mine π
none of the carriers work properly with planex as far as i know...
yeah, if Tanoa would contain a carrier of some sort that might get fixed
Is it not showing even in units/props as an object? Meaning you cant even find it in the list, or you can see it in the Virtual arsenal, but when placed on the map/weapon is invisible?
i can select the helmet in the arsenal and equip it but the helm is invisible. im unsure as im new to all this.
You playing first person only or 3rd person? That might be pilot view LOD
Also what you used to compile final PBO file? pboProject from Mikero or default arma tools one?
pbomanager
Also what public class class you used in the config, the line is - scope = 2;
1 sec ill check
its set at 2
Strange
idk if its not pulling the model or what.
Second i'll check my config
ahh thank you
would my model not haveing a vertex group "camo" cause anything like this?
I mean, my does have it, but it's likely that it's only used for different textures
Also i hope you given all the helmet selection "head"
And attach in to character rig in model.cfg
Here you may take a look at my personal configs and figure stuff out by comparing
Also you may check selections in the p3d file, it is same helmet
thank you will do
Well, i need to go, good luck!
This is not right tool for that.
entire day just for some track textures ... fuck me.
http://abload.de/img/2016-01-10_00003bskd4.jpg
http://abload.de/img/2016-01-10_00004jmjlt.jpg
http://abload.de/img/2016-01-10_000051qjrz.jpg
not as 3dimensionally cool as this, http://abload.de/img/2015-09-13_000022qkxr.jpg but at least it's something
not sure if the whole fuckery with the stacked alpha's for the faked 3d effect was worth it though ... the effect is not as great as i hoped.
i suppose the design doesnt lend it very well to this sort of trickery as well.
What causes a large object to be culled from view when looking outwards from the centre? i've resolved it with featureType = 1; but just wanted to know what may cause it? It seems to happen when my cursor looks away from the centre of the object through a window. All the geometry works, the windows also have geometry, the object is within the roadway bounds so is well within the geometry bounds
https://gyazo.com/03c29fad6a10254c943c07498ef63ca8
roadway bounds and behaviour with feature type set to 1
just getting a vid without feature type
Haha forgot i had audio recording on, enjoy some kurzgesagt soundtrack
Weird its not happening anymore
ah had to set feature type to 0 instead of commenting it out
https://gyazo.com/32292017be70645bf5de110aabba584b
Hi all ...i have qeustion for you. I play Arma 3 Prairie of fire and i Will create a custom helmet for me and my Friends . Is possibile? If Is possibile how can do It? Thx a lot
Custom as in texture? or new model into game
No take helmet already in game ad modify this. With writer and image on it
Depends entirely if the base model has hidden selections to apply the new textures to. I think PF PBO is encrypted as its CDLC but I could be wrong so checking will be a case of trying to set the texture ingame to make sure
place it down in the editor give it a name like test and try using setobjecttexture
https://community.bistudio.com/wiki/setObjectTexture
Basically if it has them you will be able to change it to say red
test setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
I try It and i write you
if that works then you can probs make a new texture but if the pbo is encrypted you'd need to reach out in #sog_prairie_fire probably for a template
I don't own it so ive got no clue haha
In the pinned messages of the Modding channel in the SOG: PF discord is a link to a google drive with all of the texture templates.
^^ Happy days
Ah ok Apollo...thz Boys...you are top ππͺ
This is not how a helmet retexture is done
@charred bolt Sorry i not see can link me PLS this section
Yeah on second thoughts I don't think helmets usually have the ability to set the textrure on the ground, Was just giving an example of how to test hiddenselections not doing the actual retexture implementation.
I like in structure and prop land haha
Guys, do you by any chance have any ready-made sets of helmets that can be modified?
What are the rules for creating vehicles that are based on other games? Iβm modelling my own eagle 1 from helldivers because I wanna be able to fly it in arma. As long as I donβt call it that and make it a bit different is it okay?
Consult IP lawyer.
im sure Peagle 2 is fine
It's a solid maybe. π
But like we can't really say much about how much it needs to be different.
What is the recommended poly count for a modded in aircraft? My model currently has 34,000
the tracks definitely look pretty good
Is the 34k enough?
You can push more if you want more details like interiors that need to show in all lods.
Hi ! I have a quick Question, How do I move a geometry LODs with my animation ?
I have an animation that moves the resolution LODs but I want to move a geometry LODs with it so that the player can't phase throught it.
I've looked at the Test_House_01 but don't see anything that can lead me to what I look for.
You just need to name the components like you named them in the res lods
Yeah that's the first thing i thought off. But it didn't work. I'm gonna retry to be sure.
Yeah I just retried, same thing, it's like the components are not there. There is no collision. when I rename them componentXX the collision are here (But they do not move obviously)
You still need them to be componentxx but you need to assign a new vertex group to the same selection with the same name
If you rename what itβs currently called it wonβt work
If you look at the test house it will have something like door_1 and the same selection will also have componentxx assigned to it
Ok i'm looking into it.
It works ! Thank you very much for your help !
also geometry part can not animate beyond the models combined bounds
thats why gate model is a large square
it has few vertex to increase the dimension
No problem π
@woeful viper Are those 3D-Tracks or just flat? If flat: Nice Oo
Hi which of the vertex in memory is for grenade launcher when you aim down to it? Currently when I switch to the GL and aim down sight, its like slightly under the eye
Hi ! I have a question. I have this weird texture bug Does anyone had that before ? I don't have any error thrown
All of my texture can be seen in game so it should work correctly when I set them on a Texture2D
Ok small update. I have a friend that builds the same mods than me. And it works perfectly. I've tried to repair my Arma 3 Tools and even a reboot not a thing changed
check the rpt
What is causing persistent muzzleflash and my shadow to behave like this?
I have a sneaking suspicion the muzzle flash is because I'm also supposed to have a muzzleFlashHide anim in my model.cfg?
All I have related to my mod is this :
Warnings in vi_objects\data\models\large_door_frame_f.p3d:shadow(1000)
well the texture is not loading
What nonsense are you up to
Reference the sample
Ohhh, you know. Just trying to figure out how to mod Arma and feeling like I'm drowning every time I have to figure out something new π 
Yeah I'm pretty sure that's what got me into this
The model.cfg in the sample weapon is kind of a mess
What's super weird is with my friend we've check our Addon Builder config and all, he does not have the error and all of the model works when I have this error and the texture won't load
Well yeah it shouldn't but it seems it does. Earlier today everything worked fine. But since i've started organizing everything into a better structure the mess happened
It seems i fixed it by deleting everything and just doing a pull from my repo.
Hi ! Me again ! This time I don't have any error but an interrogation. I've made some assets with a friend. The assets purpose are to be used together in a composition. So with my friend we are trying to find what is better.
Making everything into arma in composition to gain time, so we don't have to remake all of the LODs (Not really optimized we imagine)
or
Making the composition in blender so that it's only one model, but we have to remake LODs for every kind of composition.
So what is the "best" approach ?
Make them each asset, easier to make something out of if you want other compositions from it
Else you will have to go back and forth on something that could save you time
quick question ive gotten my model into arma and it doesn't seem to be throwing any errors (that i can see). its currently in the floor at my feet and untextured. its a helmet for the space marine skeleton. i feel there's either a line of code I'm missing in my config or a vertex group within the model i need to add. if anyone has tips i would be grateful.
Headgear (and any other wearable) requirements are listed in one of the pinned messages
that should be all it needs
thank you
Does anyone know how to get your vehicle model to display a squad xml?
add a quad with name clan
Should work I think
It is the same as uniform
And set its texture path to bis_klan.paa It is located in data_f.pbo
ah that was the missing link, ty
@wraith tendon they are alpha textures, but layered for 3d effect
Looks nice.
Anyone looking to do USMC stuff?
Actually, anyone working on USMC stuff? I should say.
someon knows why my plain when i imports it into a terrain and build it its not show IG then
Does anyone know how to fix this?
I think I can decipher what you're asking, you have a model that you are importing to terrain builder and when you pack it, it doesn't appear ingame?
Usti and konec hlavne
.
What needs fixing? are the shots being shot off to the side?
What lods do you have?
No, the flash is static
Oh that
LOD0
You need a modelcfg
I'm trying, I don't have all the lods yet
Reference the sample
That's ready
It is not correct, then
The problem is not the CFG model
sometimes it can be broken and not complain
muzzleFlash or zasleh, depending on your config
Needs to be a section and needs to be assigned to the flash proxy
What is recoil
Yes
have you setup named properties in the geometry LOD of the model? and whats the classname of your model
paste the model cfg so we can help you
I thought plain with roadway only doesnβt need geometry ?
Show us what you are trying to get ingame π
This road
I think roads are meant to be done as a spline or something
best ask in the #arma3_terrain channel
Hi ! Does anyone know the LOD that blocks the Rain phasing through the objects ?
no selectionFireAnim, wrong selectionFireAnim Name
for pistols you have a recoil selection and axis
Do you call it that for the slide
i cant remember i only imported one pistol so far
no the whole gun, because you want the whole gun to recoiling
all that'll do is make it move in the hand if you model cfg it
works fine for me so
Proper Geometry & GeometryPhys
How do people usually deal with plane guns that are offset to the sides? Is there a config value that allows some level of auto-convergence (for ground strike)?
I suppose I could just do the math and do a convergence distance myself, but that isn't really possible to be dynamic
it could be set for X distance yes but aligning them in the model. Though it may cause the hud reticles to cross screen midline as they are drawn to infinity
I dont think older planes had any on the fly convergence either
... I could totally script it, actually.
Sync the muzzle ends on each side with an axis, give em a bone, use a keybind and animateSource and some math
Hm.
Fun project.
For a WW2 style plane you could emulate pilots having ground crew adjust their convergence by locking the it once they are flying.
... Alright, gonna script it. Animation source to contract the muzzle ends, auto mode uses line intersect to range the ground fire shots and pfh the animation, manual mode just has an Ace interact to swap between presets
Needs some math but this is definitely possible to generalize.
for spearhead i just moved the muzzleend a tiny bit
and got it to converge where I wanted it
I'm going to align an axis with the muzzle start, stick the muzzle end on a bone, and use an animation to adjust the angle. Easy math, just arctan (convergence distance/distance from center)
and Uhh, linear conversion 0 to 90 into 0-1
Which means I can do arcadey auto convergence, or make it an interact, or make it need to be near a service vehicle
Just uh, need to cache the distance from center
Thanks for you answer I'll look into the geometryPhys for that.
Hm, upon testing, the gun direction isn't actually animating. Has anyone tried this before?
My structures only have geometry and blocks the rain
I somewhat remember that itβs to do with geo and roadway though
Depends what your making I guess
I did that on a 5x5x0.25m block. Roadway and geo, it didn't seems to work.
I just copied the Visual mesh for the geometry and roadway.
Has the geometry got mass?
yes
And the componentxx
Yes too. It has only one componentxx though
I validated my geometry LOD with a blender addon, everything passed.
Try using object builder to find out if closed or not
Also roadway is just to walk on π€
usmc is boring π
I have in issue with getting models to "attach" to bones. They attach properly but the model wont show up on the forearm for example, is there an easier way to fix this or do I have to manually move them in object builder?
nevermind, fixed it
cant see textures of models in object builder and pahts are correct
Can you send some pics of your config?
Hey there !
Do you know why when I place this object (defined as a vehicle), the lights come on when they're supposed to be in an animation that's hide by default, and when I move the object, they stay in the same place?
Let's see the config code
Do you got the textures and rvmats on the models themselves? Config seems to be fine
i assiend textures in where you press E
rvmats i dont know how to do they make the game crash
Make sure the textures are .paa files and not .png/.jpeg
yes it paa
do they update when you launch the game?
Did you accidentally make new materials to this object and then tried reusing the texture?
when you say path is correct, how do you know?
and is your ObjectBuilder set up right?
May be incorrect, too tired to brain my brain lol but else merging multiple meshes together can also break UV maps if they are called differently
i probably never see textures in object builder even a3 objects and mods objects
thanks for the help
most likely your OB is not set up right
pathToTextures needs to be p:\
so it substitutes the game paths saved into the p3d and rvmats
you said not to add p:\
Mods in p drive
Can also cause issues if you try launch a p3d outside that drive, what i have experienced
thanks now it works
thanks i fixed it
how do i add an normal map to my object
and if its adding an rvmat why do it makes my game crash
Nop, they stay here, but in the model i can turn on, turn off the lights
I will send the config in the afternoon
here is @charred bolt
Do you have the reflector selection names included in the model.cfg sections [] array?
Example
sections [] = {"gyro1", "gyro2", "e_zone".....};
thanks
Uhh, no, i will try by adding it
No changes :/
a small question to our Model Makers, where i should start when i want to do a Model and which Program i should use? 3DS Max or Blender? Are there any Tips for a newbie like me?
pick one and start watching youtube tutorials
Where can I view bulldozer logs? idk wat I did but whenever running bulldozer via object builder none of the animations I have for stuff that ik 100% works show up
Did you disable modelcfg in the viewer settings
The drop down menu
idk how I would have done that
lemme check
By accident
lmao that was it, idk how it even got selected π
now I need to relearn how I got the startis viewer in buldozer that u had posted a long time ago 
There is a pin for that somewhere
ah yes found it
Okay I have not done this in a hot minute, I changed it so my external viewer is D:\SteamLibrary\steamapps\common\Arma 3\arma3.exe which runs way smoother, can that still have the stratis lighting? and if so what do I have to do again? I forget what I gotta do with the lighting sample files
I have it explained somewhere here I think. And on PMCwiki.
I watch Tutorials, but i was hope a little bit, that some one prefere a Program and can talk to me Pros and Cons about using it. The only Pros and Cons i now have are Blender (Free, Easy to get), 3DS (Need to Purchase, hard to get for non-Commercial use).
Every Tool has his Pros and Cons, wich are different for everybody. Some can work with 3ds, some with Blender (both i simply cannot work with), some use C4D, etc. There is no "Real one" in this tools. Fiddle around with all of the free ones, test it, find your piece.
Free i only know Blender and Sketchup
Then try them
π π
Blender has a huge number of tutorials behind it, and it really helps in learning it.
3dsMax/Maya has a huge professional community, and is literally one of the most used tools in the field. If you need information, help, or custom plugins, they're relatively widely available.
They're both amazing tools, but it really comes down to personal preference. I think 3ds Max has a trial you can test out, and blender is open source and free.
I've never used SketchUp past playing around with it when I was a kid, so that's outside my field.
how to fix thes lines normal objects have them but on then they are less noticeable
Typically caused by ngons, can be avoided by modeling in quads kind of like this
Ngons my loathed
I hear you can fix them by triangulating a face and then turning it back to quads
I do not know if that actually works though lol. They tend to show their ugly face when using booleans
That can work but depending on how bad the initial mesh was modeled it can make things worse, itβs safer to just use quads and completely avoid it. Booleans are great but not on large faces
Yeah fair
WHAT IS modeling in quads
pleas elebarate mate cus i dont know thes "quads and completely avoid it. Booleans"
In Quads is essentially "everything is a square, no triangles or ngons"
Faces, atleaat
Quads - Tris - Ngons
blender is also used professionaly. advantage for blender is that there is a uptodate exporter. And 1 or 2 people are also working on more, like animation rig
that's why i would go for blender in your case
damn that ffd modifier is cool
If you're paying for something look at Modo, too.
only issue i have ever had with max is the star fish affect
You are on your back and cant move?
no where you connect a vertacy and your model turn sinto a star fish
oO
anyone have a reccommended poly cound i should stick with for a gun? looking around its about 10k i always stuck toi no higher then 12
I believe the general rule of them for weapons is less than 10k verts and around 4 sections
MX: 9.3k verts, 5 sections
Katiba: 7.7k verts, 4 sections
Rook: 6.8k verts, 3 sections
Those numbers are for their first LODs
The view pilots do have more though
MX: 14.9k verts, 6 sections
Katiba: 12.3k verts, 4 sections
Rook values are the same
Good evening, gentlemen. For some reason, the sharp edges and smooth edges functions don't work in OB. Any ideas what might be causing this? Right before this, I opened a p3d file in Blender and applied normals auto smooth 45Β°. Iβm not very familiar with Blender))
maybe the edge vertices are not merged
you might have used something that splits them on export
It doesn't seem like the edge vertices are not merged(
dont really know
select the pipe and do merge neearest with some low enough value
or try recalcualate normals on the model
Okay, I fixed it manually in Blender via Modelling β Edge Select β Make Sharp/Clear Sharp. It feels like the Auto Smooth setting broke something(normals?), which prevents me from changing the smoothing in OB using its own functions
cant say Ive ever seen it do such. I've always been able to go between both programs no problem
While configuring a vehicle model, I've been going about hand placing all of the vertexes for the memory lod and its quite tedious. Would I run into any issues if I copied the memory lod from the sample car and just tweaked the positions to fit my model instead of rebuilding it from scratch?
(and added/removed stuff as necessary for extra seats and lights and whatnot)
typuically people make more mistakes with the copying existing lod
and may introduce unwanted features
it also has a tendency for you to be less able to debug it
Aye fair enough, I shall stay the course
Does anyone here know if there any example open source repositories where people make UGVs models and all? Been trying to make my own, using Blender w/ Object Builder Extension and hemtt. Sadly there's no sample :( Did a cursory search over github, but all i found were UAVs (which were mostly FPVs; Darters + RPG)
model wise they are same as tank or car
config wise its basically car or tank with couple more parameters to turn it "Unmanned"
practice making your thing a car
and once you understand how to do that the small additions to make it unmanned should be more apparent
ok makes sence
learned to model for importing to unity when i was yonger only ever used one texture file :p
Awesome, thank you so much for the advise! I'll do that :)
Thanks for the Tips, 3ds Max i was want to use, but i need a bunch of money to get it. But i will defintly try Blender. I was test 3ds Max Trial and was made a short tests with Blender. Personally i think that 3ds Max is easyer. But after see the price attached to this Software, i can only use Blender.
how do i fix the shadows
I'd guess normals or your shadow LODs
Haven't done much with models, so not entirely certain
Does the material have an AS texture?
What are your named properties in your resolution LOD and Geometry LOD ?
Named Properties I mean
https://community.bistudio.com/wiki/Arma_3:_Named_Properties
_AS is just an ambient occlusion texture
ah thet could make the object look better right?
how do i add it then
but still need to fix the shadows
Are you using multimaterial for your building ?
Multimaterial is best used for buildings, what shader are you using ?
shader?
If you open your rvmat for your models material in the first couple of lines itβll either say βSuperβ or βmultiβ
i dont have an rvmat for my model
i didn't find a tutorial that explain in human language about it
are model.cfg animations just broken for binoculars?
I can see them playing in buldozer, and AnimSrcUnit diag_enable shows the animation in the list for the model but nothing is happening
as in, the animation goes from 0-1 as expected but the physical model isnt moving
someone know why when i import a building in terrain builder and build it and i try to open the door then the door function is not available ?
Your config is anyhow wrong then
u may know what could it be
Without reading your code and error no
And error?
yh like a normal mission.sqm but when import on a map not
Do you mean place the RL_cop_hq in Eden it works?
yh like u can use every door
when been import in terrain and u try it doesent even show the function of the door
Then check the model path you imported to TB
its correct
Double check
It is I mean it places and shown etc
Then check the className of the terrain house
If it's empty that indicates you have some issue. I've no clue about terrain so better to ask in #arma3_terrain
binocular might be treated as weapon, what kind of animation are you trying to run on it and with what source?
reload, revolving, and trigger was the ones I tried
you need class land_p3dname to connect config to a terrain object
even one that was playing at 0 reload wasnt shown either
hmm, cant say I recall anyone animating binoculars before so can only guess.
it does have some of weapons characteristics
yeah everything usually weapon reload works fine, I could give it a magazine and 'fire' it, reloadTime magazine reload etc all worked
I tried changing the simulation to weapon too and it had no affect
as in, simulation = "weapon" in the binoc config
from "Binocular"
this might be something that Dedmen might be able to see from the engine side
Yeah usually when this sort incompatibility arises its in the animation source but atleast according to AnimSrcUnit the sources were fine and the engine was acknowledging them, just the model wasn't animating
It's like the proxy is set to not animate, I even tried playing around in cfgnonAIVehicles but that did nothing too
that slot/sim might have some more restrictions yeah
How can I center my dovetail mounted scope across various different weapons?
It seem different weapons require a different offset to the side in order to get the scope aligned properly with the center of the barrel, which is obviously impossible to achieve.
As in, if I try to model the scope so it sits in the center of the barrel of the SVD, when I place the same scope on an AKM it is not centered with the barrel anymore...
you cant really do anything about that
it is likely the weapons are not made right and the proxies for scopes are not properly centered
it is what it is then
Put the proxy center of the scope? And make sure the scope is centered too i guess
thats the problem if the guns from vanilla or mods dont have the scope proxy centered
Ome solution is to make multiple variants, one for each different offset you find and care about, and combine with a script that swaps the variants depending on the gun it's mounted on.
@eager folio if you are still a student in education you an get a student edition free for four years (just Google "3ds max student edition")
Q: Can you just include another model inside your model as say a proxy?
With limitations yes
What kind? I want a static vanilla object as base for my p3d
No animations and proxies may have smaller view distance
Static compositions are usually ok
You donβt have a properly made/ set up model, I already gave you some pointers where to look. You say the articles on BI βarenβt Englishβ but thatβs what weβve all used, as well as use the search function in here
i read all of it and i dont even know how it has anything to do with thet problem thets why i come here to here expirieneced peoples opinion
give a direction
-
Bake an AO map in either blender or substance painter then open that image up and fill the red and blue channels with white, thatβs now your _AS texture
-
Create a proper rvmat, assuming your building isnβt set up for a multimaterial youβll need to set up a super shader and put all relevant texture paths into that rvmat.
Thatβs assuming that your actual mesh isnβt messed up in someway. As of right now all you have is a colored image layer over a mesh so itβs just getting arma in game light and nothing else, no actual material (rvmat) is going to make the object look bad
thanks very much i accutly appriciet your expirience i will try finding out how to do what you said here
Watch Arma 3 and millions of other Arma 3 videos captured using Medal.
I'm struggling to prevent my vehicle from accelerating when turning
The gears seem a-ok when driving straight, it just goes whenever I turn
(I think I got to mach 1 )
do you by any chance have extra wheels in config that are not represented by the model?
as in the memorylod points for wheels and wheelbounds that connect with the physX wheel config
It's normal for Arma vehicles to accelerate in turns unfortunately. But by adjusting config you will be able to reduce it.
Okie doki, I may just adjust the rollbar so it flips over 40kph or smth
Thank you for the help once again
Try increasing latStiffX
Yup, that worked thanks
all clean again
Is that a common thing that happens?
usually people tend to accept the no and didnt even know that its wrong
sometimes "no" is too hard to handle
I would not say common, but every now and then
I see
he clearly knew though. he said he been modeling for few years and used the "magic word" for personal use
I actually have been modeling for years and I do understand the concept of IP
I really want to get into modeling wearables for A3 but it seems like SUCH a hurdle, for implementing
well it does not really need much. just right weighting for animations to work
and bit of config
vehicles have a lot more work to do
I have a rather loose understanding of proper model weighting. Are there any recent tutorials out there?
you dont need arma specific tutorial for that
as with most things
Nah nah I meant the implementation for A3 π
weighting for skeletal/armature animation is very universal thing
I know how bone weights work I am just not the best at it
it can help to use the sample character as weight transfer source
so you get approximately right setup to tweak
Alright, sweet
also important to have the joints modeled in similar fashion as the sample character so they bend same way
I tend to use the body as the base mesh for most uniforms anyhow
I have a very weird modeling workflow
thats alright. the end result is what matters π
Thats exactly how I see it lol
as to implementing, the sample character config really has what you need
and the character encoding guide on the wiki
Oh sweet, again!
those two should get you through or at least pretty close
I am used to modding for Unity games (H3VR, Blade & Sorcery) so this is definitely a step in a new direction
its a bit different yeah
slightly lol
π€
I love making wearable gear most of all. Its legit all I did for H3VR was sosig wearables. For B&S it was various armors
I was definitely capable for melee weapons in B&S but I loved modeling. The implementation was the boring soul crushing bit
π
it can also be series of projects
I tend to mash all of my mods into one
Is anyone having crashing issues with exports from Blender with Arma Toolbox 4.x, on Blender 4.3 or later? The only thing that changed is my GPU and I don't think I can export anything. It just hard freezes and then crashes, and the blender console shows only this.
Latest gpu drivers, latest arma toolbox, etc
i got lucky and was able to piggy back off my brother copy for 4 years well he went thro collage, I havn't looked into the student version other wise
Nvm, with further testing this issue is model-specific as other exports still work
what do i do if I need to put a hitpoint on a part of the aircraft that moves? does the hitpoint stick to the mesh
the hitpoints also need the vertex group name the moving part has
Say itβs the canopy and you have canopy_translate and canopy_glass_hit you need to apply the former to the same selection as the hit
everything will need to be modeled in open state though
or extended state
or the model bounds need to be extended with memorypoints or sinlge vertex around that make the bounds larger
as geometry dont work beyond the bounds
effects for high speeds
you can look up the config and what parameter such selection connects with
ok, well whats the problem?
Everything in the vertex group stays with the vertex group
Just wanna share this here too. It's the A2 L159. Planning on upgrading some parts, as well as getting the full L-39C and ZA done too.
http://abload.de/img/render05hpur4.jpg
http://abload.de/img/render06khucs.jpg
http://abload.de/img/render07xjuar.jpg
http://abload.de/img/render08squa1.jpg
Exhaust can't be moved, unfortunately. Neither can wing vortices
Thatβs tragic
why sometimes a model of a vest goes down
If you mean that thing where the vest appears around the units knees, or at the ground,
Then that's caused by skeleton mismatch
I know it happens with the spartan gear from OPTRE, because the full-size spartans use a different skeleton than the regular armaman
@storm wave (missed the reply)
hello
Unfortunately I can't help with that, since I haven't done any work with skeletons and rigging in Arma
My guess would be something with named selections or the bone it's tied to, but I'm not certain
What it could be is that the large unit is just a big uniform placed on top of the standard character rig, so the vest is still on where the character technically is
Iβm not 100% tho, some mods properly rig the skeleton but some just put the model as a uniform (it means that they have funky hit boxes too)
???
Hi I like to ask why the animation on Buldozer is not the same as the one in game? I have been changing the numbers on model.cfg and it shows up how I want on Buldozer but its completely different when using in game
Could be that changes to model.cfg don't trigger re-binarising the model file with the new animation values unless you clear the temp folder or change the .p3d itself.
Otherwise, it might be lack of autocenter 0 property in the geometry LOD, makes the coordinates for the axis move. Vehicles shouldn't have the property, but weapons etc. should
I ticked the 'clear temp folder' on addon builder is that fine?
What does it mean to have autocenter 0? How can I set this up?
ok i figured out the autocenter, will play around with the numbers. thank you
Hey model makers, I'm making a teeny boat that's about 1.5m long but I'm having the issue where the boat is shaking uncontrollably side to side. I do have buoyancy=1 and autocenter=1 on the geo lod but its still going hull over the place. Anybody expericed this before?
remove autocenter prorpery completely
it only needs to exist if you set it to 0
ill try it!
you also need properly shaped geometry and boyancy geometry lods
and geometry mass needs to be balanced right
its a single simplified component, convex, triangulated, so maybe i really just need to keep tweaking the weight and balance
Thanks a bunch!
ill see if i can get it workijng
Solved? For extra small ships (>1.5m bow to stern), moving the side weighted cubes waaay out of the way in the Geo LOD seems to solve the issue of uncontrollable y axis shaking
I dont think that should be necessary. π€
and you might actually collide with those
They will have weight but not be included in the Component list, so won't collide. However, I wouldn't recommend that approach in this incarnation either though.
@round bloom no i am not a Student, i was hear that Autodesk offer such a Program, but thanks for the Info
Never understood that before
Hi which of the vertex in memory is for aiming down the grenade launcher?
the one you link in GL's config?
i'd assume those properties of MX's 3GL muzzle are for cam: hpp cameraDir="OP_look"; discreteDistance[]={50,75,100,150,200,250,300,350,400}; discreteDistanceCameraPoint[]={"OP_eye_50",..."OP_eye_350","OP_eye_400"};
i dont know if it is because from ADS in GL mode, i am looking out further down vertically from the ADS in normal mode
@shrewd jay's Arma Toolbox is one of the biggest advantages to using Blender for your Arma modeling; I'm not aware of any up-to-date equivalent for any other suite (there used to be one for 3DS Max 2010)
The 3ds max 2010 version of ArmA Toolbox still works in the newest version
The installation instructions are out of date but it can work
@regal wren this is the channel you are looking for
oh it is?
for 3d model stuff
π
so im new to blender (i suck idk how to really put in models like squares or anything ) but i am trying to figure out how could i make this and implement it into arma 3
but im trying to make this AK/M4/MP5/AUG(mag) hybrid
i was also going to add a railguard on top of the ak instead of leaving it empty and i hate the russian mounts ( they look horrible )
the main thing is to first just practice modeling
like even making small things like bolts and nuts
or wooden crates
just to get familiar on how the tools work
oh ok i have used solid works but im assuming i should throw out what i learned on that
some basics of shape and measurements are same
oh ok
but method of model creation are quite different
you could technically make it in CAD program and turn that into mesh model too
oh ok unfortunatly i dont have any CAD program rn
There are some free ones out there but dont know how they compare to commercial ones. Learning Blender is not a bad idea though and if you have any idea on how modeling works it can be helpful
ok so youtube it is
yea im gonna be stuck watching videos all day lol
well i figured out the extrude and the scale
and i think im going to have too much fun
1 Blender unit is 1 meter in game
just as reference
and Blender can be turned to show metric units too
Personally I prefer to model that way
realistic measurements
oh ok
of course theres no direct measurement for mashup gun
do i do low poly for arma 3 ?
but you can for example take barrel inner diameter as first reference
yes games do like that
ok so a radius of like 3?
but you can do highpoly model first and bake details from that to low poly model
ok
(if terms are unfamiliar those can be easily found with bit of googling)
so if i was going to port this to arma reforger how could i do that when i finally get it
sounds good
for reforger specific things youll wan the #enfusion_model channel
ok well im gonna do arma 3 things before i do reforger ( i still have to buy it on steam)
alright
concentrate on the modeling side first
the game specific things can be focused on after you have model and textures all done
ok so do i worry about measurements first?
alright
yeah
im gonna see if i can find measure ments of the pistol grips and the rest of the parts
i wonder if any websites have measurements for m4
ive got along way to go π
ok so i plan on using 5.56 x45mm NATO how would i do that ?
you can model the bullet and then build everything around that
i'd argue finding/recreating a proxy for some existing in-game STANAG mag would help 
ok so when the reload animation goes on do i have to do scipting? because when they reload i want the mag to be empty and idk how i could make the bullets move up
dont worry about that yet
ok
just model the parts you envision will move
youll have plenty of time to worry about such things later
ok so the reciver and the trigger
alr thanks
i've decided it's kiiiiinda off-topic here
its alright to comment on peoples work
π
I though it was nice reaction
im proud of the titan
i would use the stanmag but i wanted it to be a little different
the STANMAG does look ok it feels a little plain for me to use on this magic wand from hell
but i do apppreciate any feedback for the weapon
you can apply creative design on your work
the profit of proxying pre-existing stuff is being able to, well, visually load them into the gun 
yea true but i dont think you could load a stanmag into an ak magwell
