#arma3_model

1 messages Β· Page 48 of 1

livid portal
#

no, arma uses .paa

fallen compass
#

No, but in the blender

livid portal
#

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

fallen compass
#

I got this error because it seems that JPEG is a bad idea.

prisma mulch
#

that box is the texture for arma to use

Blender doesn't care what you put there

hallow steeple
#

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

stuck oyster
#

Im guessing thats not your mod though so you are loading in something thats not made right

hallow steeple
#

ah ok- so my file looks fine?

#

skeleton doesn't need to be named something different or whatever?

stuck oyster
#

preferably you always use unique names

fallen compass
#

@livid portal

#

Although the bottom part is black, the tone is very black

hallow steeple
stuck oyster
hallow steeple
#

actually, lets do RCHT_PI_Skeleton so I can have additional skeletons if needed for other mods

livid portal
fallen compass
#

as?

livid portal
#

as?

fallen compass
#

wait

#

like so xd

#

How would it be?

#

Recalculate normals?

fallen compass
#

The texture looks very pixelated.

livid portal
#

What is the texture resolution? The smaller like 512x512 compared to 2048x2048 (higher is better)

fallen compass
#

4k πŸ’€

livid portal
#

Well how does the texture look like then?

fallen compass
#

very bad

#

in game

#

Would you lower the texture to 2048?

prisma mulch
#

what graphics quality are you using

fallen compass
#

standar

stuck oyster
#

need ultra for 4k to work

fallen compass
#

I already lowered the resolution

#

I already set it to 2040x2048

runic plover
hallow steeple
runic plover
livid portal
#

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

hallow steeple
#

I think it only really matters for animation, from what I'm gathering-

honest galleon
charred bolt
# hallow steeple I think it only really matters for animation, from what I'm gathering-

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.

jaunty rune
#

anyone know if there is a way to lock a object to a rendering setting in max?

sturdy finch
#

Why is my vest model appearing like this and how do I fix it?

stuck oyster
# sturdy finch

basically same requirements as with headgear which are posted in teh pinned messages

analog garden
#

you can’t pay for the usage of any arma tools

#

u can commission a model and put it in game urself

sick junco
#

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).

real crow
#

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 ?

stuck oyster
#

cant say I've seen that happen before

sick junco
obtuse rain
#

@celest arch Flags don't have a wind animation source.

livid portal
#

Maybe you got too many reloads going on in model.cfg? πŸ€”

stuck oyster
#

conflicting animations?

livid portal
#

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)

pastel heath
#

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.

livid portal
#

@pastel heath try this

#

And/or what suchii showed (below my comment)

stuck oyster
stuck oyster
#

so you have done something odd there

pastel heath
livid portal
pastel heath
#

So i have this in options:

And this is my buldozer config:
Still throws same error

livid portal
#

So must be something to do with the active seat being in and not the primary seat, idk

stuck oyster
#

dont mix arma tools install and arma3p methods

pastel heath
stuck oyster
#

arma3p sets it to use tha arma3 exe

#

like I said

pastel heath
#

How would i remove this.

stuck oyster
pastel heath
stuck oyster
#

πŸ˜…

#

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

pastel heath
stuck oyster
pastel heath
stuck oyster
#

looks like the buldozer launch parameters didnt install

pastel heath
stuck oyster
#

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

pastel heath
#

And after that same error External viewer

stuck oyster
#

blobdoggoshruggoogly maybe something residual left from trying the armatools stuff

pastel heath
stuck oyster
#

might also need to restart to make sure no armaToolsLauncher things happen automatically

pastel heath
stuck oyster
#

sorry no.

#

there is a simple P drive and tools setup guide there that should work

pastel heath
# stuck oyster sorry no.

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
?

stuck oyster
#

no

#

normally you dont need to mess with registry with this

livid portal
#

-world=cam_lao_nam ? Modded map or?

stuck oyster
livid portal
#

Ah right

north sundial
#

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

north sundial
#

Or will it only apply the final stage when the whole model is destroyed?

north sundial
#

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

north sundial
#

Thanks for the clarification πŸ™‚

pastel heath
# stuck oyster correct

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.

stuck oyster
#

unfortunately the launcher method seems to break very often

north sundial
#

Perfecto πŸ™‚

chilly iris
#

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

stuck oyster
dusty lichen
#

Hi I created a shadow volume for my gun but I dont know what is causing this

stuck oyster
#

you can make it from simple shapes like boxes

south badge
stuck oyster
#

Im guessing you made copy of the gun as shadow lod

#

Id recommend making far more siplified version

dusty lichen
#

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

stuck oyster
dusty lichen
#

still giving this error even when exporting it only

prisma mulch
dusty lichen
#

this one right? no havent try

prisma mulch
#

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

dusty lichen
#

ah ok i see it now

#

ok i didnt triangulate

#

ok got it working now thank you guys

umbral shuttle
#

does the number for shadow lod matter? is 1 and 2 treated the same as if it was named 0 and 10

charred bolt
umbral shuttle
charred bolt
umbral shuttle
charred bolt
#

This conversation will have taken longer than opening half a dozen p3d's and changing the SV numbers to the correct ones. πŸ˜‰

umbral shuttle
gritty vigil
#

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

stuck oyster
gritty vigil
#

oh yo, that does it

#

thanks for the tip

livid canyon
umbral shuttle
umbral shuttle
#

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

round mantle
#

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.

marsh canyon
#

"All LODs failed validation" it says

round mantle
#

says the mesh has n-gons i triangulated the faces and im lost now

marsh canyon
#

Then you may have some Ngons in some LOD

#

Validate ALL of them

round mantle
#

okay so all but my main bit of my helm passed

#

OMG i could die rn

#

Thank you i feel dumb

thorny shadow
#

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.

marsh canyon
#

Screenshot?

thorny shadow
#

It's an active problem, kinda moving, not static

marsh canyon
#

Then video?

south badge
marsh canyon
#

Probably. You can see this in almost everywhere, one obvious example is MX's bolt

#

Try revolving instead

thorny shadow
#

Nvm problem was a misplaced animation source

stuck oyster
thorny shadow
#

So how to create your own animation source for reloading? Because i guess it's not just axial animations, right?

south badge
#

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 harold, 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

thorny shadow
#

Nice, thanks)

south badge
dusty lichen
#

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

thorny shadow
#

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

south badge
#

I do not use a proxy for my magazine

thorny shadow
#

Well as i said, not an expert)

south badge
#

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;

            };```
dusty lichen
#

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;
};

thorny shadow
#

Have you tried to setting this value to 1.0? unHideValue = -1.0;

#

Again, don't listen to me

dusty lichen
#

tried it no change unfortunately

runic plover
stuck oyster
#

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

thorny shadow
#

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

dusty lichen
#

I remove the magazine proxy now but when I reload, the 545 magazine does not do the hide animation

stuck oyster
#

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

dusty lichen
#

this is what my magazine area looks like atm, i am using the magazineslot from weapon_slots. Is this correct?

dusty lichen
#

do i need to do anything in model.cfg?

stuck oyster
dusty lichen
#

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?

livid portal
#

In config.cpp yes, model.cfg is only for animations (moving parts) proxies goes in the p3d

dusty lichen
#

This is what it looks lke atm

#

I am using magazineWell AK_545x39 for the rifle in config.cpp

livid portal
#

Make sure to add a magazine proxy and then you need something like this in model.cfg

dusty lichen
#

when you mean magazine proxy, you are referring to creating a magazine in the vertex groups and then I assign the magazine to it?

livid portal
#

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

dusty lichen
#

like this ?

livid portal
#

just magazine

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and no go back to the original

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Select the proxy

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then right click and do "new"

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write in magazine then press enter

foggy finch
#

any flags I can put in my model to let ground clutter through the model?

livid portal
#

After that, click on the magazine selection you just made and click on this

#

It should now have 2 selections on it

dusty lichen
#

currently like this and both have the selection

livid portal
#

So if you click on either of them, the same proxy on the left is selected yes?

dusty lichen
#

yes

#

ok just tested it works in 3rd person

#

i repeat this with view pilot?

livid portal
#

yes

#

You can remove the one you got in view pilot and then just copy paste from the one you did

dusty lichen
#

how do i do that?

livid portal
#

Exactly what i said πŸ˜„

#

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)

dusty lichen
#

amazing working fpv as well

#

thank you so much

livid portal
#

You're welcome

dusty lichen
#

i broke my muzzle now, what can be causing this? the muzzle flash is permanetly there fixed

livid portal
#

Nice one

gritty vigil
#

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

marsh canyon
#

Yes, Samples are meant to tell what are the mandatory

umbral shuttle
#

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

thorny shadow
#

And also somone said that _CO actually have 1bit alpha, so idk, but _CO should work all the time

umbral shuttle
stuck oyster
thorny shadow
#

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", - muzzle is 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

north sundial
#

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?

thorny shadow
#

Do you have shadow volume lod?

north sundial
#

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

thorny shadow
#

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

north sundial
#

Yeah they do move, let me make a quick shadow lod

thorny shadow
#

Yeah it's shadow volume

stuck oyster
#

you must not mix solid and transparency requiring parts

south badge
north sundial
stuck oyster
thorny shadow
#

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

oak pollen
#

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?

marsh canyon
#

What is your exact issue?

oak pollen
#

Downloaded a model and am currently in the process of implanting, model came with textures already made for it. I’m trying to convert them to what arma can read with no luck

marsh canyon
#

Do you have model.cfg? selections are related with it

oak pollen
#

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

marsh canyon
#

So the point here is you cannot retexture using hiddenSelectionsTextures config?

oak pollen
#

im confused on how to move it from blender to hidden selections, did some diggin on youtube (bi forums are down) with no luck

marsh canyon
#

Expected a yes or no though. Basically

  • In Blender
    -- Vertex Group, weight 1
  • In model.cfg
    -- section[]
  • config.cpp
    -- hiddenSelection[]
    They are the key
oak pollen
#

gotcha

#

ty PU_PepeBros

sick kraken
#

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?!

stuck oyster
sick kraken
stuck oyster
#

not split in separate convex shapes

#

or not named properly in individual components

sick kraken
#

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

livid portal
#

did you but geometry on the window hole?

sick kraken
#

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:

livid portal
#

Did you separate each cube from one and another and close them?

sick kraken
#

all tessilated, and convex

#

with a max of 8 vertices and assigned an concrete RVMAT

stuck oyster
#

are the named individual componentXX

sick kraken
#

yes

stuck oyster
#

in vertexGroups

#

check that they are not all in same group

livid portal
#

That thing should have more than 8 vertices

sick kraken
livid portal
#

Ah, lol

#

But all sides are closed yeah? Like faces on, can still be 8 vertices without it being closed

sick kraken
#

100%

livid portal
#

Hmm

#

Can you try this in object builder

#

Just to be sure

sick kraken
#

didnt know that existed

#

any more goodies i should know?

livid portal
#

That works too

#

All depending on the situation i guess

#

But the closed is proly more in your case

sick kraken
#

didnt select anything in both cases

livid portal
#

Mass? (gives me issues if i don't do mass)

sick kraken
#

even when i selected the entire model, when i ran the command it deselected everything

sick kraken
#

(its concrete)

livid portal
#

Interesting situation

sick kraken
#

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

livid portal
#

Oh it's the bunker i guess, thought it was like a window to loop it in πŸ˜…

livid portal
wide viper
#

You can shoot through it perfectly well

#

But grenades no

livid portal
#

If you want, you can send me the p3d in DMs, can have a look on it then

south badge
wispy orchid
#

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)

woeful viper
#

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

gritty vigil
#

Are proxies usually set up in OB or would that be something done in the modelling software (blender for me)?

white oak
#

Both works

thorny shadow
#

I have this weird issue on my model when looking trough glass, it has a proper shadow volume, what could've caused it?

stuck oyster
thorny shadow
#

second

sour bough
#

Maybe alpha sorting?

#

...

Also is that a fucking boot on the barrel?

thorny shadow
#

Yeah that's a fucking boot

#

Also wtf is alpha sorting?

verbal jewel
#

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?

marsh canyon
#

Arma 3 Samples have an aircraft sample, both model and config example

stuck oyster
#

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)

verbal jewel
#

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

stuck oyster
#

planes are pretty complex

verbal jewel
#

glad to hear

stuck oyster
#

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

thorny shadow
wispy orchid
#

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

woeful viper
#

plane or planeX?

wispy orchid
#

plane

#

and on the Nimitz it still sits on the rear 😦

woeful viper
#

where is the center off mass in relation to the wheels?

#

ist the blue dot in geo lod when you select everything

wispy orchid
#

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

woeful viper
#

is geo lod validated?

wispy orchid
#

no idea, how to do that?

woeful viper
wispy orchid
#

ok, thanks

stuck oyster
fallen compass
#

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

stuck oyster
#

they are separate textures used by the rvmat material

fallen compass
#

ok

wispy orchid
#

can't find any fault in the geo lod, trying some more things with land contact now

round mantle
#

anyone know why my model would not show in game? code seems right but model is either not showing or is invisable.

woeful viper
#

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

wispy orchid
#

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

charred bolt
woeful viper
#

aircraft carriers are overrated anyway...

wispy orchid
#

yeah, totally, especially when they are so buggy as mine πŸ˜‰

woeful viper
#

none of the carriers work properly with planex as far as i know...

wispy orchid
#

yeah, if Tanoa would contain a carrier of some sort that might get fixed

thorny shadow
round mantle
thorny shadow
#

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?

round mantle
#

pbomanager

thorny shadow
#

Also what public class class you used in the config, the line is - scope = 2;

round mantle
#

1 sec ill check

thorny shadow
#

2 is public meaning visible

#

0 is invis

round mantle
#

its set at 2

thorny shadow
#

Strange

round mantle
#

idk if its not pulling the model or what.

thorny shadow
#

Second i'll check my config

round mantle
#

ahh thank you

#

would my model not haveing a vertex group "camo" cause anything like this?

thorny shadow
#

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

round mantle
#

thank you will do

thorny shadow
#

Well, i need to go, good luck!

stuck oyster
woeful viper
#

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.

north sundial
#

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

#

just getting a vid without feature type

#

Haha forgot i had audio recording on, enjoy some kurzgesagt soundtrack

#

Weird its not happening anymore

vale pebble
#

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

north sundial
#

Custom as in texture? or new model into game

vale pebble
#

No take helmet already in game ad modify this. With writer and image on it

north sundial
#

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

vale pebble
#

Ok Kenny...

#

Thz a lot

north sundial
#

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)"];

vale pebble
#

I try It and i write you

north sundial
#

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

charred bolt
north sundial
#

^^ Happy days

vale pebble
#

Ah ok Apollo...thz Boys...you are top πŸ‘πŸ’ͺ

marsh canyon
vale pebble
#

@charred bolt Sorry i not see can link me PLS this section

north sundial
#

I like in structure and prop land haha

vale pebble
#

Guys, do you by any chance have any ready-made sets of helmets that can be modified?

reef gate
#

What are the rules for creating vehicles that are based on other games? I’m modelling my own eagle 1 from helldivers because I wanna be able to fly it in arma. As long as I don’t call it that and make it a bit different is it okay?

reef gate
#

im sure Peagle 2 is fine

stuck oyster
#

It's a solid maybe. πŸ˜…

#

But like we can't really say much about how much it needs to be different.

reef gate
#

i mean i've been modelling it from reference images

#

I'm just gonna spice it up a bit

verbal jewel
#

What is the recommended poly count for a modded in aircraft? My model currently has 34,000

wispy orchid
#

the tracks definitely look pretty good

stuck oyster
lapis basin
#

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.

north sundial
#

You just need to name the components like you named them in the res lods

lapis basin
#

Yeah that's the first thing i thought off. But it didn't work. I'm gonna retry to be sure.

lapis basin
north sundial
#

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 it’s currently called it won’t 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

lapis basin
#

Ok i'm looking into it.

lapis basin
stuck oyster
#

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

north sundial
wraith tendon
#

@woeful viper Are those 3D-Tracks or just flat? If flat: Nice Oo

dusty lichen
#

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

lapis basin
#

Hi ! I have a question. I have this weird texture bug Does anyone had that before ? I don't have any error thrown

lapis basin
#

All of my texture can be seen in game so it should work correctly when I set them on a Texture2D

lapis basin
#

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

warped stump
#

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?

lapis basin
south badge
#

well the texture is not loading

sour bough
#

Reference the sample

warped stump
#

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 😁 lbwSad

#

Yeah I'm pretty sure that's what got me into this

#

The model.cfg in the sample weapon is kind of a mess

sour bough
#

it's decent

#

but also read the config and look at the p3d

lapis basin
# south badge well the texture is not loading

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

south badge
#

you misspelt addon breaker

#

but it should not matter for textures

lapis basin
#

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.

lapis basin
#

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 ?

livid portal
#

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

round mantle
#

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.

stuck oyster
#

that should be all it needs

rotund snow
#

Does anyone know how to get your vehicle model to display a squad xml?

stable marsh
#

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

rotund snow
#

ah that was the missing link, ty

woeful viper
#

@wraith tendon they are alpha textures, but layered for 3d effect

wraith tendon
#

Looks nice.

median basin
#

Anyone looking to do USMC stuff?

#

Actually, anyone working on USMC stuff? I should say.

torpid silo
#

someon knows why my plain when i imports it into a terrain and build it its not show IG then

fallen compass
#

Does anyone know how to fix this?

north sundial
sour bough
#

Usti and konec hlavne

sour bough
north sundial
fallen compass
sour bough
#

What lods do you have?

fallen compass
sour bough
#

Oh that

fallen compass
sour bough
#

You need a modelcfg

fallen compass
#

I'm trying, I don't have all the lods yet

sour bough
#

Reference the sample

fallen compass
sour bough
fallen compass
#

The problem is not the CFG model

north sundial
#

sometimes it can be broken and not complain

sour bough
#

muzzleFlash or zasleh, depending on your config

#

Needs to be a section and needs to be assigned to the flash proxy

sour bough
#

What is recoil

fallen compass
sour bough
#

Why

#

Okay what is your bug

#

Like, precisely

#

Does the muzzle flash not flash?

fallen compass
#

stays static

north sundial
#

have you setup named properties in the geometry LOD of the model? and whats the classname of your model

north sundial
torpid silo
north sundial
#

Show us what you are trying to get ingame πŸ™‚

torpid silo
north sundial
#

I think roads are meant to be done as a spline or something

lapis basin
#

Hi ! Does anyone know the LOD that blocks the Rain phasing through the objects ?

rapid tree
rapid tree
sour bough
rapid tree
#

i cant remember i only imported one pistol so far

#

no the whole gun, because you want the whole gun to recoiling

sour bough
#

all that'll do is make it move in the hand if you model cfg it

rapid tree
runic plover
sour bough
#

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

stuck oyster
#

I dont think older planes had any on the fly convergence either

sour bough
#

... 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.

prisma mulch
#

For a WW2 style plane you could emulate pilots having ground crew adjust their convergence by locking the it once they are flying.

sour bough
#

... 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.

bright echo
#

for spearhead i just moved the muzzleend a tiny bit

#

and got it to converge where I wanted it

sour bough
#

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

lapis basin
sour bough
north sundial
#

I somewhat remember that it’s to do with geo and roadway though

#

Depends what your making I guess

lapis basin
north sundial
#

Has the geometry got mass?

lapis basin
#

yes

north sundial
#

And the componentxx

lapis basin
#

Yes too. It has only one componentxx though

I validated my geometry LOD with a blender addon, everything passed.

livid portal
#

Try using object builder to find out if closed or not

#

Also roadway is just to walk on πŸ€”

woeful viper
#

usmc is boring πŸ˜›

dapper cave
#

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?

dapper cave
#

nevermind, fixed it

visual thicket
#

Up 1 ^

#

xD

storm wave
#

cant see textures of models in object builder and pahts are correct

livid portal
#

Can you send some pics of your config?

honest herald
#

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?

livid portal
# storm wave

Do you got the textures and rvmats on the models themselves? Config seems to be fine

storm wave
#

i assiend textures in where you press E

#

rvmats i dont know how to do they make the game crash

livid portal
storm wave
#

yes it paa

stuck oyster
livid portal
stuck oyster
#

when you say path is correct, how do you know?

#

and is your ObjectBuilder set up right?

livid portal
storm wave
#

thanks for the help

stuck oyster
#

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

storm wave
#

you said not to add p:\

livid portal
#

Mods in p drive

#

Can also cause issues if you try launch a p3d outside that drive, what i have experienced

storm wave
#

thanks now it works

stuck oyster
#

NOT on the path

storm wave
#

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

honest herald
honest herald
honest herald
charred bolt
storm wave
#

thanks

honest herald
#

No changes :/

eager folio
#

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?

woeful viper
#

pick one and start watching youtube tutorials

umbral shuttle
#

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

stuck oyster
#

The drop down menu

umbral shuttle
#

lemme check

stuck oyster
#

By accident

umbral shuttle
#

now I need to relearn how I got the startis viewer in buldozer that u had posted a long time ago sunglasscry

stuck oyster
umbral shuttle
umbral shuttle
#

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

stuck oyster
eager folio
#

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).

umbral shuttle
#

Okay cool I got it all wokring again

#

now buldozer runs faster thats cool

#

ty

wraith tendon
#

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.

eager folio
#

Free i only know Blender and Sketchup

wraith tendon
#

Then try them

stuck oyster
#

πŸ‘ πŸ‘

edgy pulsar
#

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.

storm wave
#

how to fix thes lines normal objects have them but on then they are less noticeable

lone robin
foggy pivot
#

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

lone robin
#

That can work but depending on how bad the initial mesh was modeled it can make things worse, it’s safer to just use quads and completely avoid it. Booleans are great but not on large faces

foggy pivot
#

Yeah fair

storm wave
#

WHAT IS modeling in quads

storm wave
foggy pivot
#

In Quads is essentially "everything is a square, no triangles or ngons"

#

Faces, atleaat

storm wave
#

ah ok

#

so thet

foggy pivot
#

Quads - Tris - Ngons

woeful viper
#

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

white jay
#

damn that ffd modifier is cool

obtuse rain
#

If you're paying for something look at Modo, too.

jaunty rune
#

only issue i have ever had with max is the star fish affect

wraith tendon
#

You are on your back and cant move?

jaunty rune
#

no where you connect a vertacy and your model turn sinto a star fish

wraith tendon
#

oO

jaunty rune
#

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

bleak tangle
#

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

smoky lava
#

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°. I’m not very familiar with Blender))

stuck oyster
#

you might have used something that splits them on export

smoky lava
stuck oyster
#

blobdoggoshruggoogly dont really know

#

select the pipe and do merge neearest with some low enough value

#

or try recalcualate normals on the model

smoky lava
# stuck oyster 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

stuck oyster
gritty vigil
#

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)

stuck oyster
#

and may introduce unwanted features

sour bough
#

it also has a tendency for you to be less able to debug it

gritty vigil
#

Aye fair enough, I shall stay the course

graceful stratus
#

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)

jaunty rune
#

ok, thanks for the clarification

#

Sections, not familiar

stuck oyster
#

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

bleak tangle
jaunty rune
#

ok makes sence

#

learned to model for importing to unity when i was yonger only ever used one texture file :p

graceful stratus
eager folio
#

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.

storm wave
#

how do i fix the shadows

pallid nexus
#

I'd guess normals or your shadow LODs
Haven't done much with models, so not entirely certain

lone robin
storm wave
#

AS texture?

#

named selections?

storm wave
#

can you tell me why do i need thet

#

does thet look like english to you

#

haha

lone robin
storm wave
#

ah thet could make the object look better right?

#

how do i add it then

#

but still need to fix the shadows

lone robin
storm wave
#

no

#

could it fix thet sh*t

lone robin
# storm wave no

Multimaterial is best used for buildings, what shader are you using ?

storm wave
#

shader?

lone robin
# storm wave shader?

If you open your rvmat for your models material in the first couple of lines it’ll either say β€œSuper” or β€œmulti”

storm wave
#

i dont have an rvmat for my model

#

i didn't find a tutorial that explain in human language about it

bright echo
#

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

bright echo
#

as in, the animation goes from 0-1 as expected but the physical model isnt moving

torpid silo
#

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 ?

marsh canyon
#

Your config is anyhow wrong then

torpid silo
marsh canyon
#

Without reading your code and error no

torpid silo
marsh canyon
#

And error?

torpid silo
#

none

#

in normal mission it works

marsh canyon
#

?

#

What is normal mission, what is not

torpid silo
#

yh like a normal mission.sqm but when import on a map not

marsh canyon
#

Do you mean place the RL_cop_hq in Eden it works?

torpid silo
#

yh like u can use every door

#

when been import in terrain and u try it doesent even show the function of the door

marsh canyon
#

Then check the model path you imported to TB

torpid silo
#

its correct

marsh canyon
#

Double check

torpid silo
#

It is I mean it places and shown etc

marsh canyon
#

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

stuck oyster
bright echo
#

reload, revolving, and trigger was the ones I tried

stuck oyster
bright echo
#

even one that was playing at 0 reload wasnt shown either

stuck oyster
#

hmm, cant say I recall anyone animating binoculars before so can only guess.

#

it does have some of weapons characteristics

bright echo
#

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"

stuck oyster
#

this might be something that Dedmen might be able to see from the engine side

bright echo
#

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

stuck oyster
#

that slot/sim might have some more restrictions yeah

south badge
#

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...

stuck oyster
#

it is likely the weapons are not made right and the proxies for scopes are not properly centered

south badge
#

it is what it is then

livid portal
#

Put the proxy center of the scope? And make sure the scope is centered too i guess

stuck oyster
#

thats the problem if the guns from vanilla or mods dont have the scope proxy centered

pallid nexus
round bloom
#

@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")

pseudo elbow
#

Q: Can you just include another model inside your model as say a proxy?

stuck oyster
pseudo elbow
stuck oyster
#

Static compositions are usually ok

storm wave
#

how do i fix this

#

shadows

lone robin
# storm wave how do i fix this

You don’t have a properly made/ set up model, I already gave you some pointers where to look. You say the articles on BI β€œaren’t English” but that’s what we’ve all used, as well as use the search function in here

storm wave
#

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

lone robin
# storm wave i read all of it and i dont even know how it has anything to do with thet proble...
  1. Bake an AO map in either blender or substance painter then open that image up and fill the red and blue channels with white, that’s now your _AS texture

  2. Create a proper rvmat, assuming your building isn’t set up for a multimaterial you’ll need to set up a super shader and put all relevant texture paths into that rvmat.

That’s assuming that your actual mesh isn’t messed up in someway. As of right now all you have is a colored image layer over a mesh so it’s just getting arma in game light and nothing else, no actual material (rvmat) is going to make the object look bad

storm wave
#

thanks very much i accutly appriciet your expirience i will try finding out how to do what you said here

astral cairn
#

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

astral cairn
#

(I think I got to mach 1 )

stuck oyster
#

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

astral cairn
#

I believe not, I'll check

#

No, just doubled check I don't

charred bolt
#

It's normal for Arma vehicles to accelerate in turns unfortunately. But by adjusting config you will be able to reduce it.

astral cairn
#

Okie doki, I may just adjust the rollbar so it flips over 40kph or smth

#

Thank you for the help once again

charred bolt
#

Try increasing latStiffX

astral cairn
#

Yup, that worked thanks

stuck oyster
#

all clean again

foggy pivot
#

Is that a common thing that happens?

stuck oyster
#

sometimes "no" is too hard to handle

#

I would not say common, but every now and then

foggy pivot
#

I see

stuck oyster
#

he clearly knew though. he said he been modeling for few years and used the "magic word" for personal use

north sundial
#

modelling for years and has no concept of intellectual property

#

Okay buddy

#

haha

foggy pivot
#

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

stuck oyster
#

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

foggy pivot
#

I have a rather loose understanding of proper model weighting. Are there any recent tutorials out there?

stuck oyster
#

as with most things

foggy pivot
#

Nah nah I meant the implementation for A3 πŸ˜…

stuck oyster
#

weighting for skeletal/armature animation is very universal thing

foggy pivot
#

I know how bone weights work I am just not the best at it

stuck oyster
#

it can help to use the sample character as weight transfer source

#

so you get approximately right setup to tweak

foggy pivot
#

Alright, sweet

stuck oyster
#

also important to have the joints modeled in similar fashion as the sample character so they bend same way

foggy pivot
#

I tend to use the body as the base mesh for most uniforms anyhow

#

I have a very weird modeling workflow

stuck oyster
foggy pivot
#

Thats exactly how I see it lol

stuck oyster
#

as to implementing, the sample character config really has what you need

#

and the character encoding guide on the wiki

foggy pivot
#

Oh sweet, again!

stuck oyster
#

those two should get you through or at least pretty close

foggy pivot
#

I am used to modding for Unity games (H3VR, Blade & Sorcery) so this is definitely a step in a new direction

stuck oyster
#

its a bit different yeah

foggy pivot
#

slightly lol

stuck oyster
#

🀏

foggy pivot
#

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

stuck oyster
#

it gets easier after few years

#

maybe

foggy pivot
#

Few years 😭

#

I dont wanna spend that long on one project lol

stuck oyster
#

it can also be series of projects

foggy pivot
#

I tend to mash all of my mods into one

unkempt token
#

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

jaunty rune
#

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

unkempt token
#

Nvm, with further testing this issue is model-specific as other exports still work

reef gate
#

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

north sundial
#

the hitpoints also need the vertex group name the moving part has

#

Say it’s the canopy and you have canopy_translate and canopy_glass_hit you need to apply the former to the same selection as the hit

stuck oyster
#

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

reef gate
#

what is body_vapour?

#

there are a bunch of memory points for it on the template

stuck oyster
#

as geometry dont work beyond the bounds

stuck oyster
#

you can look up the config and what parameter such selection connects with

reef gate
#

my issue is this

#

this is the rudder

#

but also has fuel (and a baby engine)

stuck oyster
#

ok, well whats the problem?

reef gate
#

would the hitpoints stay with it?

#

also would the exhaust memory point stay with it?

livid canyon
#

Everything in the vertex group stays with the vertex group

tacit karma
sour bough
reef gate
storm wave
#

why sometimes a model of a vest goes down

pallid nexus
#

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)

storm wave
#

yeah

#

how do i fix thet

#

thanks

storm wave
#

hello

pallid nexus
#

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

reef gate
#

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

#

I’m 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)

dusty lichen
#

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

polar fiber
#

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

dusty lichen
#

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?

dusty lichen
#

ok i figured out the autocenter, will play around with the numbers. thank you

scenic knot
#

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?

stuck oyster
#

it only needs to exist if you set it to 0

scenic knot
#

ill try it!

stuck oyster
#

you also need properly shaped geometry and boyancy geometry lods

#

and geometry mass needs to be balanced right

scenic knot
#

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

stuck oyster
#

I dont think that should be necessary. πŸ€”

#

and you might actually collide with those

charred bolt
#

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.

eager folio
#

@round bloom no i am not a Student, i was hear that Autodesk offer such a Program, but thanks for the Info

livid canyon
#

Never understood that before

dusty lichen
#

Hi which of the vertex in memory is for aiming down the grenade launcher?

pallid island
#

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"};

dusty lichen
#

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

carmine gull
#

@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)

round bloom
#

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

stuck oyster
#

@regal wren this is the channel you are looking for

regal wren
#

oh it is?

stuck oyster
#

for 3d model stuff

regal wren
#

oh ok

#

thanks

stuck oyster
#

πŸ‘

regal wren
#

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 )

stuck oyster
#

like even making small things like bolts and nuts

#

or wooden crates

#

just to get familiar on how the tools work

regal wren
#

oh ok i have used solid works but im assuming i should throw out what i learned on that

stuck oyster
#

some basics of shape and measurements are same

regal wren
#

oh ok

stuck oyster
#

but method of model creation are quite different

#

you could technically make it in CAD program and turn that into mesh model too

regal wren
#

oh ok unfortunatly i dont have any CAD program rn

stuck oyster
#

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

regal wren
#

ok so youtube it is

stuck oyster
#

theres tons of tutorials for blender

#

and theres tons of techniques πŸ˜…

regal wren
#

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

stuck oyster
#

just as reference

#

and Blender can be turned to show metric units too

#

Personally I prefer to model that way

regal wren
#

ok so what should i do for guns

#

for the size

stuck oyster
#

realistic measurements

regal wren
#

oh ok

stuck oyster
#

of course theres no direct measurement for mashup gun

regal wren
#

do i do low poly for arma 3 ?

stuck oyster
#

but you can for example take barrel inner diameter as first reference

stuck oyster
regal wren
#

ok so a radius of like 3?

stuck oyster
#

but you can do highpoly model first and bake details from that to low poly model

regal wren
#

ok

stuck oyster
#

(if terms are unfamiliar those can be easily found with bit of googling)

regal wren
#

so if i was going to port this to arma reforger how could i do that when i finally get it

stuck oyster
regal wren
#

ok well im gonna do arma 3 things before i do reforger ( i still have to buy it on steam)

stuck oyster
#

πŸ‘

#

dont worry too much about the game specifics yet

regal wren
#

alright

stuck oyster
#

concentrate on the modeling side first

#

the game specific things can be focused on after you have model and textures all done

regal wren
#

ok so do i worry about measurements first?

stuck oyster
#

yeah

regal wren
#

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 πŸ˜‚

regal wren
#

ok so i plan on using 5.56 x45mm NATO how would i do that ?

stuck oyster
#

you can model the bullet and then build everything around that

pallid island
#

i'd argue finding/recreating a proxy for some existing in-game STANAG mag would help notlikemeow

regal wren
#

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

stuck oyster
#

dont worry about that yet

regal wren
#

ok

stuck oyster
#

just model the parts you envision will move

#

youll have plenty of time to worry about such things later

regal wren
#

ok so the reciver and the trigger

stuck oyster
#

bolt, magazine etc

#

also @pallid island where oogabooga go?

#

πŸ˜…

regal wren
#

alr thanks

pallid island
stuck oyster
#

its alright to comment on peoples work

#

πŸ˜„

#

I though it was nice reaction

#

im proud of the titan

regal wren
#

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

stuck oyster
#

you can apply creative design on your work

pallid island
#

the profit of proxying pre-existing stuff is being able to, well, visually load them into the gun blobdoggoshruggoogly

regal wren
#

yea true but i dont think you could load a stanmag into an ak magwell