#arma3_model
1 messages · Page 49 of 1
like the buttstock , pistol grip ect
wait i forget is it a pistol grip or trigger guard
would attachments look good for this if so which ones?
(ofc im gonna add them later)
just getting ideas of what else to add
ok do i have to put trigger points in for it to work?
yes. but those things you do after the visual model is done
ok
(and even after a model is done it might be changed later on if some problem is found)
so dont worry about that either
To some extent, though mesh modelling is an entirely different process to parametric modelling
Blender will do some parametric stuff, but there can be a lot of time spent in setup, and Blender doesn't really like complicated trees of booleans and arrays (gets laggy if the mesh gets too complicated)
needs lot of RAM for that 😅
And a fast CPU
Mostly it was the single-thread performance in my experience
I haven't ever maxed 32gb of ram, and 16gb of ram I only maxed with multiple 2k textures and Arma at the same time
Ive got 64gb and couple of projects that can top that 😅
is that a vehicle? if so how did you do model.cfg?, to animate it that seems like too much to manually right?
its not ingame yet
oh do you intend to do it manually?
wait you're telling me there is a way to export to model cfg automatically?
or as backup alternative character with RTM
link to tool?
dont have it at hand
but theres 2 versions on github
the newer one has some more advanced features
I've also talked about it somewhere in here
is name just something like model.cfg converter or something maybe? il have a scan
animExport if I recall right
thanks goat
thats the one yeah
now main thing to understand is that this is really meant for complex movements
basic stuff like wheel turning and turret/gun turning on its axis should be done by the normal way
im working on this and am pretty sure it fits the bill
that one you want to be character
with RTM animation
New look and couple of more moving parts added to the animations. Head and eyes now work quite nicely.
would that still allow me to have it setup as a UGV?
like this guy
no
but vehicles work poorly for legged things
i guess best way to make people interface with it would be via script then right?
guessing if i want to put an arm style thing i could also do something like a turret and config that like a camera right?
i could do probably do something similar to the western sahara drone even if i wanted
thanks for the advice
Hey im getting the import error saying that "Extra characters, maybe more vertices on face, than supported" does anyone have any idea how i can cut them down more without breaking my model
triangulate your model
Less of an arma 3 model question and more general
For those of you who make clothes, whats your workflow? I've been mostly trying cloth sim on the sample man with stitching but havent really been getting anything that I am happy with, and especially not succeeding at stitching patterns or anything of that sort.
How do yall do it lol, give a guy a tip. Should I be focusing on sculpting instead of sim?
Why is it showing the correct model on other character models but not the player's?
I've made a few weapons now and I haven't ever seen this before so I'm stumped
hey guys I have a small problem: I am working on a McMillan Tac 50 and it's almost finished (only waiting for textures) but there is one annoying glitch with the animation that seems to happen everytime i shoot someone who carries this gun and he does not die from it (mainly 9mm to the leg or something): http://imgur.com/a/ihjcf
any ideas what is causing this?
it's a custom animation btw
Hey how do i fix the vast going down to the knees when i add anything to it
@stuck oyster do you know any guides on making macro maps?
Ive done mine just in blender
what kind of results are you looking for?
mostly just weathering/breaking the pattern for big buildings
manual painting worked for me.
I see did you paint colour on it or was it more like mask painting
painting color
so I could get the kind of water damage discoloration in places and such
fairs, thanks
pleas some help
i didnt
i know how to do shadowlods its just for this vehicle that this occured
well the glitches there are caused by non valid mesh. thats all there is to it
validators can give false results
also possible your changes did not export or are not packed into the new pbo
I’ve always used substance painter for mine but in terms of blender do you bake lighting into your macro map ? I’ve been pondering trying it out to see what the results are
Have not. Ive use ADSHQ for that
Have you been doing ADSHQ for exteriors ? I’ve only been using that for interior, I tried one on the exterior of one of my buildings it created some weird darkening at distance
yes
the darkening is exactly why
but it has to be managed correctly
it can fake shadows at longer distance
Would that be the blue channel responsible for that ? How do you go about ensuring that map is how you want it ?
Testing and tweaking when needed
Does anyone have a list of what proxies and memory points are required on an optic/scope? Currently i only have "opticView" on the optic model itself. and no memory point on the 2d image for the hud
There is sample sight in the Arma3 samples pack you can check out.
But the required points are whatever you define in the config. (unless you are looking for default names)
I am looking for default names so i can understand what each point does
Do you happen to know where the sight is located?
With the weapon sample
that makes sense
I think ive gotten it to work, however, the hud is... scuffed to say the least
Is that PNG the source?
And 858x976 resolution?
Then your model's UV or mesh is twisted
How big it is?
the actual 2d model?
Yeah
0,124 units by 0,124 units, in object builder
Maybe that is actually just too small
That makes it really hard to render properly... maybe. Wild guess
Inb4 some rvmat typo
Right, okay, so now the scope doesnt get put where its supposed to
I believe thats the job of the proxy \A3\data_f\proxies\weapon_slots\TOP
which i have
in editor, it doesnt work, in virtual arsenal it does
editor on the left, virtual arsenal on the right
You don't have a view pilot or geo lod
👆 this your setup is greatly incomplete
Oh yeah i know its incomplete, i just wanna get the stuff needed for stuff to attach to it, before i go in and add shadowgeos and such
however, viewpilot i havent heard of before, from what i can see in the example file its a copy of 1.000 with the addition of the safety
its what is shown in firstperson view
you need all the lods anyway. dont test anything with incomplete setup
there we go
👍
i have a 32gb ram how do i check my cpu speed? (sorry been sick so im just reading up on old messges)
whats the context?
are you sure you are in right channel?
yea
.
this part
normally you wont have to worry about that
ok
you will need super complex model to have problems
alright
Do you know how much it takes from the front, the tops, the edges and the triangle for Arma to take it into play and its optimal selves and that I can lace the visualization on buldozer without spitting everything out
Not sure if this is a model question or a texture question or an animation question, apols if it's in the wrong place.
I'm wanting to place some net curtains behind windows to make them look more lived in. Ideally I would like them to have some limited movement that reacts to wind (if the glass is broken) or player movement like the flags, is it possible to reuse that logic or does it only work for sideways mounted, I've been trying to make sense of the a3 assets but it's not clicking how I could do that. Has anybody got any pointers or example models please? Or am I asking too much of the engine again 😄
Id say thats a bit too much yeah
flag can be made hanging. but it would need to be separately in mission placed thing
it would likely clip through at wrong wind direction
can you maybe rephrase that. not quite sure what you mean
hello chat, I got a issue that I’ve been trying to troubleshoot for the better half of 6 months-
So, I have a weapon model. I have imported the weapon model (which I have done previously) and it seems to have been imported perfectly fine. However, unlike my other weapons, when you try to press play in Eden editor with it loaded, the model crashes the game- now the weird part is that the model loads fine in Zeus, and through the arsenal, meaning if I add it to the Ace Arsenal list and grab it in game, easy pz I can test everything and the gun works great. All my animations apply, my model cfg applies, it’s all good. So, now I’m sitting here, days down the drain, trying to figure out an error that will not show up on logs- and I even took a glance at the mdmp files but in my experience those aren’t too telling unless the error is obviously and mem related.
Regardless, that’s my problem as it stands. It’s been passed through O2, and through the hands of any other modder I could convince to help out and take a look. I can send the P3D or the blend here, and the model.cfg as well, just let me know if you all want it.
Any sliver of an idea would be extremely helpful, thanks <3
Sorry, I have a bit of trouble expressing myself, but what I wanted to say is that, being a novice in 3D modeling for Arma 3, I would like to have some information on the modeling conditions to obtain high-quality creations that are optimized for servers. I was informed that there is a number of faces to respect if we want our model to be correct, and that a model with too many faces causes Buldozer to crash and makes it too heavy for the Arma 3 engine, resulting in poor model quality. As I have issues with the Arma 3 Tool software on Steam, I would like to know if there are tutorials or documents that explain how the Arma 3 Toolbox plugin works and if this plugin contains all the tools of Arma 3 Tool. And above all, I would like to know how to visualize the model like in Buldozer or its substitute in Blender with this plugin.
The limit is based off of vertex normals not face count
It’s 2^16 vertex normals limit
As for the arma 3 toolbox for blender it doesn’t 100 percent replace things like object builder but it does a pretty good job
You will still need bulldozer to visualise the model in engine and check anims
I would put forward your issues with the arma 3 toolbox in the #arma3_tools channel to get them sorted
We still need to know specifics about your model to tell anything
If you use arma 3 diag exe it may give you more info when the game crashes?
I’ve found it’s good at informing on issues that crash the game
No, it's 2^32.
#arma3_model message
Recommended tri counts are of course less than that.
Ah the wiki needs updating then
Buldozer stops at some 100k
What can be said to be recommended tri count depends widely on what you make. Smaller items have less and larger things like vehicles or buildings have larger recommendations.
General of thumb typically is that the least amount of tris that you can do the thing to look what you want.
And the you also need good set of resolutiob distance lods to lessen the draw load at long distance.
There are no tutorials or documentation for everything though.
So it's 2^32 for the normal vertex limit for a vehicle?
He stopped for 100k of what?
no
lets say 40.000 triangles is maximum for you
keep things simple
Buldozer fails at around 120-130k polys.
2^32 is technical limit but game won't work if you try it.
Do what HorribleGoat says and max at 40k for your project, and make resolution LOD's that go down to 1k.
thanks
Hi ! I have a quick question. Is there a way to see which current Resolutions LOD is drawn ? I know you can see the resolution LOD with the GX cube with which you can see the different LOD with different color, but is there a command that can make us see the current drawn LOD ?
No. Why do you want to know?
Just to see if my resolution LOD was working that’s it.
Because it’s far away I can’t really see if the LOD change or not
Does it matter? But yes it changes if the engine determines it needs to change.
I don't think you need to be concerned about the far distance unless you have some visible glitches
It kind of does I think. If my models are always loaded at their highest resolution it will destroy the FPS of everyone.
But thank for the answer anyway ! I played with the distance to see if it worked and it seems it’s working ^^
Up close they typically are. And if it's very complex model yes it causing issues can be normal.
Model can have bugs/design flaws like section count being abnormally large that will have impact.
Last distance lod should be something below 1000 tris. Below 500 is even better.
You can also make a obvious signature to the certain LOD so you'll know which LOD is currently shown
From what I understand Sections are a combination of material and texture, I only have One material and textures for each of my model. that mean I have 1 Sections per model right ?
When I'm testing resolution LOD's I temporarily place some boxes above the model, 1 for each number of the LOD. So LOD 1 has 1 box above, LOD 6 has 6. You can then visibily see them in game and know which LOD you are looking at, which helps to fix mesh or texture glitches.
Yes, sections are a combination of material and texture - but this will also include procedurals and renderTargets and mesh with no texture or mat (such as proxies), and in addition, textures/materials which are face sorted or z-bias'd will be separated from each other in sections. So section count is often higher than you expect.
Is there a way to have the amount of sections on a model ?
What do you mean?
Is there a way to know the number of sections on a model ? Other than having to guess with the Wiki Page xD
You almost certainly will need to use Object Builder at some point to get your model in game, even if you do most of it in Blender.
For now what I do is pretty basic, I didn't had to use it. But I guess if I do more complex thing I'm going to at some point.
Thank you very much for the tip ^^
I've imported objects into the game, is there a way to make the model have collision so players can't just walk through it?
not really sure how to do it, so any help is appreciated
Add Geometry and Geometry Phys LODs.
geometry lod descripptions in the pinned messages
thanks

Hi just curious anyone know how can I make the WS SLR Rifle grenades to appear on the rifle? Its working config wise, I can fire them everything works. It just the model of the grenade not appearing on the muzzle of the gun when switching to GL mode
It would need magazine proxy for the grenade
i see, ok i will look into it thank you
are models from arma 3 importable to arma reforger or arma 4
no arma 3 models have not been released for such use
Look at the reforger specific requirements, other than resolution LODs everything else is different.
you can but it will need to be remade to fit reforger specifications
Why do I see my helmet model in first person?
Because you lack Pilot LOD
I already added it, but the problem was not solved.
No
you need to make it empty if you dont want it visible
Blank Pilot LOD
it worked, thank you so much
your helmet is about as complex model as a car
so thats not really good
also you got 10 sections on it
which is also not good
this is lag helmet
In case of vehicles with interior, is there some recommended thickness for the "shell" of the vehicle? I have gone with the realistic 10mm value, but it seems that at longer range, either through some Z bias or mipmapping or something the beige colour of the interior seems to become visible on the outside.
This is not a LOD issue, since the problem at hand gets progressively worse the longer the distance in spite of the furthest LOD already being drawn.
at that range your lods probably should not have interiors
Well, I removed everything from the interior except the inner walls
those too
I think I did that and I had obvious issues with windows / openable doors basically making the vehicle see-through
Or should there no windows / openable parts either at max range?
Just a "blob" with no inner faces?
yes just a blob should be fine at that distance
if you want to be fancy you can bake the interior views to a plane and use that
Damn I probably cant make myself redo 21 vehicles 
but it can be just black or basepaint color
I´ll try one to see if it helps
I guess I can cheat it by creating one additional resolution LOD for each vehicle using one "blob" base, and then the different turrets and whatevers can be pasted over from the previous resolution LOD
could work
for pylon proxies, I want to have 4 of them but 2 different proxy paths. regarding the Ids do I have to have them like so:
path/to/proxy1 id = 1
path/to/proxy1 id = 2
path/to/proxy2 id = 3
path/to/proxy3 id = 4
or do i have it like so
path/to/proxy1 id = 1
path/to/proxy1 id = 2
path/to/proxy2 id = 1
path/to/proxy2 id = 2
I am pretty sure its first case, just looking for confirmation
Why even have more than one proxy path? It doesn't serve any purpose besides looking at the model in buldozer
the path dont matter, it just marks where the thing will be attached to
but yes each configured pylon uses its own id
it works similar to gunner or cargo proxy
Okay cool ty
One for like guns and the other for missile tubes, idk I thought it was best to separate them
the config is what dictates what you can put on the pylon
its shape is only for visual aligning
may need some cleaning up
whatts going on with the black faces?
the black triangles?
those have decals
Good evening
The bulldozer breaks down at about 120-130k polys. Somehow I could do so that my model can be below this level I think of Decimate from Blender but does it not distort the model?
make low poly version, bake textures
what kind of model?
typically the lowpoly model is specifically made
if you have bought a model, youll need to remake a game fitting lowpoly one
there is not good automation for that
a little fiate art find on asseto corsa
Yes
you cant take models from other games
thats theft/ripping
we have 0 tolerance for that
consider this your only warning on the subject
It's for my personal learning and in view of the many videos on the net that explain how to modify his vehicle of this game even I did not see where was the evil being given this was for my educational purposes
no
0 tolerance
you want personal learning, you start to make things from 0
no skipping with stolen models
that teaches you nothing good
in this case or find courses on the field of 3D vehicle, because apart from the people who only work outside via plans of vehicles already existing and find on the net I do not see or I could find this
youll need to learn the basics on how the tools work and, then you can start to apply that knowledge to make something actual
and start make something simpler first
maybe some object you have home you can use as reference
then you can make something using pictures as reference
its complex process you learn easier in small chunks
Okay, I see thank you
Hello! looking to make some custom unit models (with their own animations and such). I'm already familiar with the process of modeling > texturing > rigging > animation, but I am unfortunately unfamiliar with how to import them in Arma 3. So a few questions to ask:
a.) where can I find a complete tutorial of exporting models into Arma? I would prefer videos, but if its a website / document I wouldn't mind reading.
b.) would animations be done in-software (I use Maya) or within Arma 3 in itself?
c.) I would assume that ground-up models need scripts to work (Reload states, Aiming, Poses, Gestures). Are there already existing scripts in-game to help with this, or do I have to make my own?
you dont find complete tutorials
animations done in 3d software
movement etc configs exist but for custom units they need to be remade
not scripting, config
unless you want some sort of scripted special features
Id recommend starting to learn understand arma configs and assets importing with something simpler first
Gotcha, thanks for the response! 🫡
just a little upgrade for the covies
still gotta do the cockpit and the underneath for the front section
hey guys I have a small problem: I am working on a McMillan Tac 50 and it's almost finished (only waiting for textures) but there is one annoying glitch with the animation that seems to happen everytime i shoot someone who carries this gun and he does not die from it (mainly 9mm to the leg or something): http://imgur.com/a/ihjcf
any ideas what is causing this?
it's a custom animation btw
tripod spotted
ive been looking for a decent tripod model to import myself forever, good luck with yours o7
Sweeet
Help fix please
Add a Geometry Buoyancy LOD
https://community.bistudio.com/wiki/LOD#Geometry_Buoyancy
On the contrary, I need the car not to float.
You still add the buoyancy LOD so that it knows how to sink.
Previously, cars would sink without it.
Cars will sink without it and any time you run dev branch you'll see an error message that it doesn't have a buoyancy lod
Do I need to insert something there or just create it?
As with other Geometry, if you don't provide a specific LOD (example Fire Geometry) it will default to using the Geometry LOD.
For buoyancy calculations (including how things sink) this is really bad, because the buoyancy object should be VERY simple (like 1 component), whereas Geometry LOD's are often 30-40 components.
Example of a car
help please man
Maybe in Geometry LOD add property buoyancy = 1 or = 0
It still gives an error when I set it to 1
Wrote buoyancy correct?
What does it mean if it is correct?
I have the same parameters on other cars, they sink, but this one doesn’t sink.
Try to copy one of your working ones and put stuff of ayrus step by step into it
Everything is the same
If it is it would work like your other ones which are working
Hard to see or tell you where the "error" is, also i never had such error before / didnt see such error before.
Best way is to find the error while you do a copy of one of your other one which works and put stuff from ayrus into it step by step. Step by step i mean copy one step into it, pack and test and continue with next step.. maybe error appears again or maybe with luck its fixed.. sometimes Arma is weird tbh
What causes the triangles to be visible in the transparent part? I've tried Sort Alpha.
The mesh is 4 layers of faces, 2 per door.
Texture is #(argb,8,8,3)color(0,0,0,0.7,ca)
Inside and outside glass meshes are separate objects and not double-sided?
Recalculate normals?
Face sorting - inside faces (both together), then outside faces (both together)?
Hey guys ! I have a question regarding optimization. How do you guys test for your model perfs ? I have models but a lot of people are complaning of optimization problem. I've added more Resolution LOD but doesn't seems to do be enought.
Lowering my Resolution 1 Mesh would absolutly destroy the details that I want to be left in.
How big is your res 1?
Unlikely to just be poly count although that can be done badly.
Section count (texture/rvmat combo's), texture size, geometry (s) complexity, shadow poly count, unoptimised PiP's etc
Depends I have multiple object, I have one that is at 12 tris, and my biggest is at 10k tris
Sections count is a one if I understood the doc correctly (Only one texture and RVmat), Possible for the texture size. I think the texture artist did 4K (Maybe we should reduce) How to determine a geometry complexity ? all of the shadow LOD are just basic rectangles.
What are PiP ?
How many of em?
2, but it just a variation of the same model. My second Highest model is at 3k
10
I'd reduce either the vert count of the model or the number you use a bit, but honestly I doubt it's the visual lod causing problems here
how many materials do those models have?
File or HiddenSelection ?
assigned on the model
do you have a lot of "variants" in same model hidden with trasnparent textures?
The variant is a p3d file
hiddenSelections[] = { "camo1", "camo2" };
hiddenSelectionsTextures[] = {
QUOTE(TEXTURE(SmallDoor_WallLight)),
QUOTE(TEXTURE(SmallDoor_WallLight))
};
hiddenSelectionsMaterials[] = {
"",
QUOTE(MATERIAL(Light))
};
Other than the hiddenSelection I didn't config a default texture so it's just white without the HiddenSelection
all models should have texture assigned in the p3d for default
that bakes in material info
on binarization
are you buidling something complex from small parts?
in small area
They only have the RVMAT for the geometry fire
Yes
unrelated
ah
I tried doing that never could figured it out
Should I make composition directly a 3D model ? So that I have "bigger" piece ?
Nvm that would absolutely destroy my sections and I would have enormous amount of them
So I can't really do something about it apart from finding a way to get rid of some tris and having less model in my build.
Well thanks for your help guys, I really appreciated it !
we can approach it from direction of what are you trying to make?
for the UV of a tank track, do the parts that are off the uv screen need to be on the y axis or can they be along the x axis?
y-axis
😦 was hoping I could just use uvpackmaster split overlapping islands
tank tracks will be separate texture
yeah I got to that part (painfully), and I got something that works well but was tryna make it better since some small problems
mimick how the vanilla tracks are set up
the texture is meant to be repeating
didnt know about that so its better to add to all my vehicles the buoyancy lod? cause atm i dont have any errors showing up (profiling) but if this will be needed in future id like to add to prevent error messages
4 separate objects, yes. Tried Recalculate normals and then the sequential force sorting. Seems to have switched which triangles are the artifact xD
I needed to select the outer faces and Move Top, rookie mistake.
I'm not 100% sure if it's absolutely needed for every vehicle, but I've been adding one since the diagnostic exe started throwing unhappy errors about it when missing, regardless of whether it's amphib or should sink.
Hello, just out of curiosity, i may already know the answer (doesn't work) but let's say a model got LOD0, LOD2 can you then skip to LOD4/5 and then have the same effect as if you had LOD3/4 made?
No, trying to fiddle the LOD system will lead to poor performance
Just keep halving the polys (tri's) until you're down to somewhere around 0.5 to 2k in last res LOD, depending on type of asset.
Thought so, would have been a nice one though
Yeah, been doing so, was just a curious thought
Is it possible to hide selections using hideProxySelections[] besides uniform? I tried doing so far its not working
I'm trying to hide a part of nvg if helmet is equiped and other part if something like cap ir equiped
sections are also defined in model.cfg
Hey there, I tried to implement a helmet into Arma 3 but its not exactly looking like its supposed to. The color seems to be way to vibrant and the overall helmet paint is way to rough, while the metal is way too shiny. I also have some touble with the normals, they look like they are somewhat flipped, as it has some weird shading along the edges (good visible on the Plum blossom vent and the chin strap).
also note that you have 2 completely different lighting setups
the game lighting there for example is far more yellow compared to the editor white light
Where do i find those? I was currently using these for Substance Painter https://github.com/MoonieFR/SubstanceToArma
scout is a good kid
Yeah that is a good point, but then i still have the problem that the helmet surface is way too rough, while the metal that shines through is way too shiny. Do you happen to know what values are more noticable in arma in terms of Roughness and Metallic maps?
Thank you very much!
(yes i know scout it 18 now they're still a kid)
there is a quite big difference between pbr rendering and specular/gloss rendering that need to be taken into account. the recommended export guides can help with that
Yeah that is true, havent worked much yet with specular/gloss maps, so will definitely look into it. Thanks for the help!
Why would a simple object of the model cast shadow fine, but the vehicle be messed up?
same p3d?
perhaps hiddenselections in shadow lod?
Did you join the discord just to do that
I was gonna ping you before and couldn't lmao
no i just clicked into here bc im trying to remember how to set up the insignia selection
ive been in here for a while idk
o
I think it's just a selection called insignia
yeah that's what i thought too i wasnt sure of any other specs
I'll check for that.
model.cfg section list entry
also the selection can be redefined in config
insignia is what BI uses as default
but Id guess it has to be inherited from a valid parent class
i kinda gave up on checking the sample files for info 💀
oh wait
the helicopter has it
it's called "klan" in there
sample character actually did have it too
strange
why insignia and clan
different encoder 😅
or sample might be cut from different time of production
yeah looks like clan is for vehicles
insignia is used for the tag in units
the insignia may be used by arsenal functions
ah that's the difference ok
honestly I dont remember exactly. but that is my faint recollection at least
you can use clan on units too
its for the squad.xml while insignia is for the scripted arsenal insignias
ah there thats the thingy! 👍 thanks!
that 'squadTitles' class also lets you have the squad name
so per allVehicles 'clan_sign' selection would be turned into text (same as license plates) that displays the name of the clan/squad
Well that's
Unfortunate
no it's just the czech translation it's ok
That was it! Praise 🐐
Hola a todos algun creador de ropa para arma 3 que me brinde su servicio y el precio por un conjunto?
Hello everyone, is there any Arma 3 clothing creator who can offer me their service and the price for a set?
heya you can use #creators_recruiting (template in pinned messages) to look for help
Thank's
hey all, does anyone know if the devs of bohemia ever released the p3ds for their weapons? I know in the past they did that for arma 2 upon the release of arma 3.. just looking to port over the weapons from arma 3 to reforger.
rip
No don't do that
🤣
hello I have no idea why this happens, but for a turret if I spawn just one object of it only parts of the shadow shows, but if I spawn anything else that uses that same p3d again (so 2 turrets) the full shadow shows. Maybe cause I have only shadowvolume 0?
nvm I had HS in shadow lod LOL
who woulda thought
I only checked cause of this
truly the GreatGoat
Rookie mistake, we've all been there haha
its eulers fault 🙂
posting screenshots of ip rights violating content is not allowed
Hi ! I have a quick question. I have some assets that I’ve made they are just objects so there is no complex logic behind them (just some walls,floor, doors) but I suspect that they cause a little bit of desync. How would I proceed to see if that’s really those assets the cause ?
Remove assets, see if it works better
Game isn't designed for big things to be built from small parts either.
It’s because we did some mission without them that my suspicion started. It’s just complicated to measure exactly their effects
yep theres not really much else to do but to test different combinations
How for the love of god do I make one wheel of a tank turn slower?
anything I do just makes the weel cut the animation mid-rotation and return to 0
it's model.cfg related of course
need special animation source if I recall right
like this perhaps
although it might need 2 if 2 works
since it does say using this overrides the normal
but dont know can you override it with 2 different classes
this is config entry
otherwise, no
well maybe you can also try with the min max value and phase in model.cfg
I refuse to believe wheelL and wheelR are some constant hardcoded numbers
It must be possible to influence those
dis
I have no idea how to use it tbh
It goes from 0 to 1 depending on the speed
so it's not something I can override with a constant
if I recall right its possible to alter its animPeriod
👍
can you update the download link on this pin when you are able, cheers
what link?
unless im doing something stupid, I think the link for the lighting files is broken
thanks
the config in it is probably old so youll want to adapt it to the config you have on your p drive
instead of just copying the config over
basically you just need to find and insert the same includes in right places
got it, thank you
I´d suggest you post these things in the appropriate channel, production_showcase
this is fine too though for occasional progress picture
its nice to see what people work on
did you get it to work btw?
I love his little teef 🙂
Trying once more to get into A3 modeling. Is there a mannequin that isn't just 90% clutter? Looking at the template/example from A3 Samples just... there's alot going on lol
you eventually need all of it
:(
Are _Template and _Example the same?
For the A3_Character, that is
Different file weights but they look visually similar. Not really sure which I need. Or where to start lol
Example has the full body, I may need that
Weird how the model is in like 5 pieces
it can be plaved int he corner of head proxy triangle for correct positioning
theres multiple LODS
Yeahhh
I know a little bit about LODs but idk if Arma does anything "different" with them
Should I keep the character_example where it is, when I import it into blender, or am I good to move it up, where the origin is at the feet, isntead of the pelvis?
no moving
Gotcha
that is the default pose and position everything needs to be at
Sweet. I can work with that
Is there any good reading on what I need to do for Arma 3 modeling specifically? I can make models easily. I love doing that. But I feel as if the importing will be the difficult part
well not really arma specifically
theres few guides that go over basics like from El Tyranos, Sokolonko, Battlestad
basic model stuff has not really much special to it
Aight. I just figured since the game uses its own model format, texture format, etc, there is some weird thing I'd need to do to follow that
well those of course but the mesh and texturing is very much common methods
Aight sweet
1 uvmap
many materials/textures
Oh ok that's fine then lol
it dont matter uvs overlap
I'll probably make a hat or something simple first ig
well technically theres few things that use second uvmap too
but typically people dont need that
especially at the beginning
👍 finally reasnoable beginning 😄
The whole reason I'm getting into this is because I want to make half decent modernized Stalker 2 stuff for A3 lol
just not directly from stalker.
I intend on doing everything myself, I abhor asset rippers
tricky bit is even using the IP as too close reference
you can do something similar though but not copy the designs directly
well poop
I hadn't even thought of that lol
Well I can make a hat, so that's good lol
I think the longest part thus far was getting a texture I liked
alright uhhh
I am not sure where to go from here lol. I have my model, and my textures and model
I need a proper guide. The one I am watching is very... loosely organized
dont exist im afraid
@stuck oyster Would you happen to know the optimal place for the Shadow LOD?
The guide was VERY vague on where it goes
wha do you mean where?

"make sure there isn't any Z-fighting" is the simplest I can interperet it
Looking at the human model, it seems a very low poly, slightly smaller, model works. But for brimmed hats...? ??
autocenter or aoutcenter...
z fighting means surfaces are on same level
so shadow mesh needs to be beneath the visual mesh
Yea I know what z-fighting is. He just didn't explain at all what you should do with the shadow mesh
and yes typically its made as lowpoly as possible
Gotcha
it just casts the silhouette
The guy made a typo in autocenter and I don't know if it was intentional or not 💀
Do you need to close the shadow LOD or every LOD
shadow needs to be closed
geometry lods you copy from the sample
Gotcha, sweet. The reason I'm asking specific questions now is that when I got the hat in game it appeared at pelvis level so I figure I did something wrong
there is related pin in the pinned messages
Awesome
It needs to be named model.cfg doesn't it
I do have a question for you. What is the purpose of -baseballcap_01 in the vertex groups?
@stuck oyster brainless question for you. Does the number attached to the LOD mean in what order it appears?
yes
😭 thanks man, you're the best
Shadow is on 0, or 1?
I think it's 0
Good news:
it uses the right LOD now.
Bad news:
????
I think the rvmat is borked
or vertex normals didnt export right
I think it was the rvmat??? I either broke the RVMAT further or fixed it but now its fine
Ah yea the RVMAT didn't load
I have no idea why...
(Well I do after trying to replace it and I do not remember how to re-assign it lol)
I have no idea how rvmats work lmao
Ah I figured it out
hi hello so I am tryna learn wat to do for multimaterials stuff, so I got this so far. the red mask is that wood bit up there, blue is that hexagon area, and green is that concrete area inbetwen. So the black poriton is the area in red and well its kinda dookie looking. I scaled the uv up for the 1st uv set adn that made the red/blue/green areas look nicer but is there anything I can do for the black part of the mask?
there is also 100% chance I just dont know wat I am doing 
What did you make that in? Blender?
Also might be a question for #arma3_texture
also: oof. Dunno what this means
the texture? im just using existing tile textures from optre cause Idk how to even make tileable textures
The model :)
ye blender
Is it all one material, or do you have multiple materials?
only 1 material
Blender supports multi material. You don't need to stuff everything in one.
I just did 1 just for sake of simplicity
Simplicity can cause textures to look blurry lol
But I get you. I have my hat all on one texture so there isn't 4 outputs when trying to import it in
I just wasnt sure how to do multimaterial at all so i didnt want to complciate wat I was doing iwth more then 1 mateiral
Ive come to the conclusion that my RVMAT is probably still borked. It doesn't want to use my normal map for some reason. It also keeps saying it cant find a .paa file that I had renamed to update... idk why
ah nvm, the texture I was using was just not good lol using altis example I can see it tile
Okay so now for the great question of section counts, if a multimaterial can have 4 textures, is it better to have 1 mm or 4 textures?
performance wise
question. How would one make the proxy triangle not show up with the muzzle fire
Can you explain your question with a little more detail?
lets say i fire my gun. And i have a proxy that has a zasleh and a @@armaproxy vertex groups attached to it. the triangle or proxy object shows up along side the proxy object the @@armaproxy has pathed to.
So you see a muzzle flash and also an actual triangle in game?
correct
but only when the gun is fired. Meaning that the zasleh works with the proxy, but the actual triangle also exists as well
is there a vertex group im missing or?
It doesn't sound like the proxy is correctly set-up or that you have some other named selection on it, other than zasleh.
Here's an example.
these are my vertex groups, the camo is ONLY on the gun, and the magazine is ONLY on the magazine
How does it look in Object Builder, that's the important bit?
right click the proxy, select rename, screenshot (like my example), to show proxy path
i can give you the one in blender but the one in OB only shows: proxy::...\muzzle_flash_rifle_m4.001
\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_m4
You can't right click and "rename" to get the proxy path window like I've shown in my screenshot (blender is totally irrelevant to this issue at this stage)
yes
oh lmao. i had to click on move to proxy
That was what I was looking for - something wrong with the proxy set-up.
proxies aren't normally produced in blender, at least in the work flow I'm used to
Are you using a p drive? What are you packing with?
addon builder. and no i dont use the p drive
You probably need the p drive and most people will recommend moving from addon builder to mikero's tools or alternative with error checking
should i just name the proxy to a3\data_f\proxies\muzzle_flash\etc
and also i have only had problems with mikero breaking my stuff because its not in the p: drive and have developed in the p: drive with only issues
i only use it as a p3d and config reference
mikero's tools don't break your stuff, it just refuses to build your stuff when it's broken
which is what your current situation indicates
which is all the time. yet its the way many other devs do the do
Do a search on this discord for why a p drive is commonly used if you're interested in resolving the issue.
im going to recreate the proxy in object builder. since it was your recommendation.
would i need the objects or does object builder do that automaticly
that aint too bad. Thanks :)
I can't give you further advice other than to set-up a p drive, extract the a3 game files to it, and then it will likely just work.
If you don't want to use a p drive, you'll need advice from one of the many other devs you know that don't use it.
no its ok. I found that your object builder method seems to do well
thanks for the help :)
to give a little update incase your curious, or if it helps anyone else. in order to properly make it a proxy you need to make sure that the Proxy has a check mark. This tells arma to make it invisible and properly a proxy.
thanks for the help apollo.
i know goat said it's fine for me to post here, but what channel are you talking about?
dont even see it kek
#1056183794979328120 is where one can have a thread for a project
yeah it wasnt on my channel list by default, had to add it - which is odd
discord by default hides channels you have not selected to participate in I believe
Nah, haven't got it working yet. I have added the header files and includes in the P:\bin folder, but it doesn't seem that model viewer is referencing those files
right
then its probably reading from the actual bin.pbo in arma3 install folder
you can try rename it to something else temporarily so the budlzoer swaps to reading the P drive files
that has fixed the lighting, thank you.
Now the controls in buldozer have switched to WASD rather than orbiting the model xD
it now reads different settings cfg for it too
also remember to rename the bin.pbo back since actual playing will need that
I think buldozer should keep using the P drive data
So. Who can guess why an .rvmat no longer wants to assign to a model?
Because I have no idea 💀
This is the only error that pops up. I know why as I had to move my textures into \data\headgear\Skye_H_PatrolCap because I don't want to just mash all of my textures and files together... But I have no idea where it is being referenced to fix it
so do you have P drive set up?
or how do you pack the pbo
the path you need to for textures etc files need to match what gets packed inside the PBO
I don't have a P drive because I already have a dedicated E drive for modding, having two would be pointless.
I use addon builder just bc it's simple
It sounds like I messed up the pathing
typically P drive workflow simplifies this as P drive acts as the root of the engines file system
How far back of the root do I need to go for pathing? I figred stopping at addons would be good. Do I need to do the mod name, and all, too?
so P:\MyMod\MyMod_MyItems\file.123 in config or model reads as texture = "MyMod\MyMod_MyItems\file.123"
you shold not have addons in the folder structure
addons is the folder pbo goes into
Really? Ah.
but is not related in any way whats inside the pbo
I usually keep my work folder mod the exact same as the packed mod
But I'll try that instead
local mod folder is not related to mod filepaths
I see
So it would be this?
"F:\A3_Skyes_Wearables\WORKZONE\SkyesWearables\addons\headgear\data"
(turns out its my F drive, not E)
A3_Skyes_Wearables is the overall root of everything, as I have alot of other stuff in my F drive for other games modding stuff
so P drive is different thing only related to Arma
Should I just go and setup a P drive lol
P: can be physical drive but commonly it is a virtual drive
and the files are somewhere on your computer in a folder that gets read as the virtual P drive
Imo it is easier to make mods with it
I dont really know the nuances of working without
I hear its possible
I see people struggle with it 😅
I've been doing it this way, forever, not that it's the right way, but I've never had pathing issues until now so 
Then again I still have no idea how far back I need to go with the rvmats anyway, so
????
I just need a "big book of standardized practices" lmao
Even after "Fixing" everything, it is still looking for a file that doesn't exist. Infuriating.
There is nothing that looks for patrolcap_co.paa in any of my configs. I have NO idea where it is looking for that
what
How is the .p3d looking for texture files??? It can do that???
I cursed myself.
or not 😭 I thought that would do it
for blender theres separate dialog to assign blender material corrseponding textures and materials
in P3D the assignements can also seen in Object Builder
Where would this be?
The one on the left?
select mesh, hit E
I am filled with hate :)
Where does it get this information? I want to know so I can assign it properly in the future
somewhere in Blender
in the material tab
Which is hilarious because all I did was rename the material 😭
I am... almost completely unsure. I have Arma 3 Toolbox and Arma 3 Tools
Let me verify that
wheres the toolbox from
I have Mr Clock's Object Builder, and Alwarren's Toolbox
theres Alwarrens original and Clocks Tooblox/Blender Object Builder
😅 they each have their own dialogs
😭
clocks might have some more automation regarding the material. but he has more indepth readMe too
I might stick with Alwarren's for simplicity as that's what I've been using. I completely forgot I had object builder until now lol
anger
their dialogs just dont work cross addon
I was wrong this is what I wanted
you dont want the relative pathing though
and if you use the file browser you better have P drive
and proper Arma project foldering
That was the full path no relative
otherwise you still need to check the path in the pbo and write it there correct
// is relative path
Really? Blender shortened the path, then wtf
theres a settings tab in the open dialog
You rock
again look into the pbo itself and see where it starts the foldering
Ok so I do need to start at the MOD root?
depends if you use pboPrefix or where the config is located
Bc my work mod and packed mod have the exact same pathing internally
Do I need to have it reference the @skyeswearables, instead of just skyeswearables? I think so but 
Well something changed lmao
Had this issue before. I thought it was a broken rvmat. Maybe something else entirely. yay!
hey atleast my RPT tells me how bad i am lol
I've gone down a bit of a rabbit hole with it. Renaming bin.pbo doesn't seem to have any effect.
The model viewer keeps reverting to bin.pbo in the game directory whenever it can find the product.bin file in the Dta folder. If I rename product.bin, Buldozer then falls back to using the files from P:\bin, but when it does, it fails to load the Buldozer profile correctly so the controls revert to the default WASD.
whats your buldozer startup line?
Ive had it be probelmatic before myself too
and I think it may have been only 64bit exe worked right
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=stratis -worldcfg=stratis -cfg=buldozer.cfg
not the end of the world, but its not ideal
Looks same as mine I think
you could give the 32 bit arma 3 exe a go
theres in unfortunately lot of inconsistency how these things seem to work
It seems that regardless of whatever path I set as the rvmat/co path it literally never reads
Yay!!!!
oh my gOD this took forever
And the normal map isnt even that good lmao I put in all this effort just to want to go fix the normals 😭
Thank you, everyone, for helping 🫡
(especially you goat you're the goat)
remember you likely need to invert the normalmap greencolor channel
What would that do
I mean to replace the normal texture as the one I used is kinda mid
Arma needs -Y normalmap
How odd
something something difference between openGl and directX stuff
OH. My Substance Painter exports OpenGL normals so I believe it already does that
Unless I have to do it anyways in which 🤮
susbtance can be configured to export it right
there are also some example templates in pin I think
The one thing that guide got right was the export lol
here or #arma3_texture
But I'll probably grab an export tempalte anyhow
JDTOOLS.com has one, dunno if it's the right one tho
Have you setup your P drive properly?
got it working fully 
I needed to add languagecore_f.pbo to my P:\Dta folder to get the profile to load
👍
excellent
how did you end up figuring that out?
maybe we can persuade Mikero to set that up by default with arma3p
and did you just copy the pbo or unpack it
copied the files one by one from my game install to the P:/Dta folder. Just the packed pbo in there
this is the config file im using if anyone else comes asking
unpacked languagecore_f.pbo does not work, just tested it
interesting find. Will have to find another instance to test it
could very well be solution to an obscure problem
like my setup works as is
😅
so cant confirm
hey @stuck oyster you know how to reset the windows to default in Object Builder
which windows?
like all of em instead of reinstalling it
No reset button. Either do it manually or possibly reinstall
@stuck oyster So its been a minute ik, but my mod now dumps this into the RPT constantly, all bc I use F:/ at the start of my path
I cant imagine that is intended for mods but the rvmats works NO other way
cant have drive letters in paths
must be "folder\file" or in some cases "\folder\file"
That is hilarious. Because if I don't include the disk, it literally never reads the rvmat
I guess I have to use a P drive huh?
when the game runs it dont know of your computers file system
well
I recommend it
The rvmats load fine when I include the disk 😭
But when I dont it never loads them. Hilarity!
I will setup the P drive after work and then see if it works then. Any other organizing recommendations for good practices?
get mikeros toolset
all in one installer is pretty simple to get that all done
arma3p from there sets you up with unpacked A3 data
using the armaTools method works rarely
windows10+ issue
I like to structure my mods with simple way:
P:\MODTAG\TAG_contextNameLikeVehicles\p3ds, config, modelcfg\data\textures rvmats. and so on
technically theres no rules on that though
also you should give pboProject from Mikero tools a go to pack pbo
as it checks filepaths and various common errors and complaints if theres problems
Gotcha. I wanted to use mik tools but I always felt lost
Generally question: Since the template body does not have a skeleton (as far as I can see) how can you see what bones/vertex groups are where?
you can copy from the sample
and tweak
there are also community rigs out there that can be used to preview weighting
You can copy weights??? Hell yeah
weight transfer tool
Ahh. I am used to "OG" modeling where I bind stuff to a skeleton for easy weighting
Wicked
for sure it is easier to test stuff
the community rigs like one from Macser works for that
Oh sweet. Where can I find that?
And does the weighting actually transfer to the body easily or is it just for testing
weight transfer is a good startup but usually needs tweking to fit the topology of your model
Yeah thats all good. As long as it can do 90% of the hard stuff for me I don't mind finetuning
as to modling things like uniforms, it is good to have similar joint topology to keep weird deforms to minimum
Hard stuff being full body weight painting 😭
Ye I will do lots of research. I tend to copy the body and work on it from there but I may try different things and see what I can do
Actually if I end up copying the body it should copy the weights for me...
yes
but also editing mesh can easily break weighting
depends what you do and how
I am careful
Very true. I'm excited to get to work but I need to get a good base going
The tail is proxied in and the whole proxy is animated for the fold. Looks fine at LOD 0.
Why would lower LODs draw the tail proxy twice?
The cube is on LOD 6. If I view it in model viewer it does not draw another tail section.
Check what named selections you might (inadvertently) have on the tail proxy in the broken LOD's.
- create new LOD, copy and paste just the proxy from broken LOD to the new LOD, look at named selections.
it does seem to be
So now look for config entries that might reference "Tail_boom".
Do the same in model.cfg, checking all occurences.
I'd recommend tail_boom, rather than the capitalisation, as if you use both in the p3d, you'll get uncertain results.
Only in model.cfg bones and 1 anim
I tried to make a LOC 7 with just the tail boom proxy plus a cube, but I guess it's too low poly to switch to.
How many LOD's in the tail boom proxy? Have you tried as an experiment just reducing it to a single res LOD?
The proxy is only a single LOD. it does also have a Tail_Boom selection in it. could that be an issue?
check for hidden vertices too
Shouldn't do - not possible to animate inside the proxy
at longer distances you could just have the tail as normal mesh since its getting reduced
As it's only a single res LOD, try just putting the mesh directly into your main p3d and see if it all works
Yeah I'll try that.
I think proxies do weird things at distance anyway
also does the proxy have autocenter = 0 named property?
everything used as a proxy needs that
They might, particularly with which LOD inside the proxy displays, but not sure about why it seems to be duplicating, unless there are two of the mesh, perhaps one hidden in the main p3d and then also the proxy.
yeah something like that could be the problem - check the proxy selection is only 3 verts, not 6.
hmm I made a clean lod 7 with 3-vert proxy pasted in, then pasted in most of the mesh, and it doesn't draw the extra tail.
I added autocenter to geo in the proxy, middle LODs still showing extra tail.
I guess I'll have to re-do each lod carefully xD or just put the tail in the main model
I'd only use a proxy if that part was used on multiple other main models, and even then, only if it was super complicated. Otherwise I'd put it in the main model from the start, which then allows for hiddenSelection reskinning, damage material swapping etc.
proxies can be made reskinnable too actually. At least the kind that just add mesh as an object.
It involves the CfgNonAIVehicles if I recall right
this stuff
Yeah, that's how we do wrecks. But can't imagine it's ideal to use on a "working" model
no probably not
Yeah not sure why it was proxied out in the first place. without the proxied bits, LOD 0 is 9k faces, so not terrible, right?
A heli like that could be 80k in LOD 0
gotta pump those numbers up!
in the olden days that was a lot 😄
Hello again! Question: if my helmet is attached to the head, yet is offset would anyone know why, or how to fix it?
Like the helmet rotates and moves with the head. Just offset.
is not modeled in right space maybe
compare with the sample hat
i did, define "right space"
where characters head is at
all things need to be modeled in right position
Yep. I know this from the stupid Roadway limitation sigh
still nope
thats why im confused becuase it was fine before
check the weighting
but all of the "Requirements" are good
Head vertex group is assigned 100 to whole object, same with camo
are there other vertex groups
so lower case head?
i swear if you say try mikero and p: drive. sigh
Addon Builder
i did funny enough both head and Head work with linking to that vertex group lol
and make sure its being binarized
same issue. But i will try from scratch with a new model. Since the one being used is basic and only for ref. And try again with the info provided.
I cant think of anything else that it would need
than what is in the pins
now got to get to painting some things
otay. Thanks for the help as always :)
(PS use P drive and Mikeros PboProject and save yourself lot of trouble)
Trying to get into making models for arma, is there any good toutorials out there, hoping to use blender for the most part.
Do you know how to use blender in general?
yes, been making models for fiveM the last 6 years
Ypu can do pretty much everything Arma modeling related in it just fine.
Modeling basics are pretty much same everywhere
https://github.com/gerard-sog/arma3-macvsog-columbia-items created this procedure for basic arma 3 objects.
Can be a good starting point 👍
Contains examples files , etc. Last time I followed that procedure to the letter was 3 month ago , so it should still be up to date 👍
hi guys, anyone know what the center point for the command boundingBoxReal is? Im asking here as suggested by someone in #arma3_scripting. As its to do with model space co-ords.
boundingBoxReal [_ehicle,'geometry'];
This is the command for a hatchback it returns this
Min geometry point
[[-0.989059,-2.52638,-1.36978]
Max geometry point
[0.905163,2.20161,0.264737]
as you can see from the Y co-ords it cant be from the center of the model as the min has 0.3m extra. so what the origin point?
center point depends on:
- whether you enabled AutoCenter in model properties
- the vertices used in the shape
first the bounding box is calculated by simply computing the min max of the vertices (includes animations too in total bounding box, but not in per lod bounding box, which is a bug and causes some issues, e.g stuff like bullets passing thru geometry)
if you enable autocenter, the game stores the bounding center and offsets the model
also I should point out that creating simple objects ignores this offset
so autoCenter would cause the origin point to be in the dead center of the geometry (as im using the geometry lod) ? ofc if it is enabled.
And if it is not it is calculated by the min and maxes of the vertices? So the min points Z will be 0?
and the max whatever the highest verticie is. But where is the origin point when its using the verticies to calculate it for say Y and X
no the bounding box gets centered
I'm pretty sure vehicles always have autoCenter 0?
check the config
im not sure, i dont do modeling im just trying to understand how that command places the origin of the co-ords it provides to use that for some placing calculations in game 🙂
it would be in the config.cpp of the vehicle im looking at? But will be different for each one no?
for vehicles to work correctly I'm pretty sure you must always disable it
but anyway I don't do modeling either, so I'm not 100% sure
right so this means that [0,0,0] would be in the center of the model because the bounding box is centered around the [0,0,0] origin in the model builder?
but with autocenter off do you know how it would calculate the origin point? It calculates the min and max based on verticies that makes sense, but they have to have a point to measure from
yeah
[0,0,0]
right and thats [0,0,0] in the model builder e.g object builder so thats why it could have a bigger Y co-ord in the min or max?
yeah
because the object could be longer is one direction from the [0,0,0] center
ok gotcha
thanks alot for the help thats going to make my life easier now I understand all that
I guess I was wrong 
it's enabled
Vehicles use the default enabled mode. They f
Should not have the property at all
ah you're using the geometry LOD
that uses the properties in the model
not config
yup it gives a much better hitbox because its where it interacts ofc
my goal is placing vehicles bumper to bumper for sotrage and ive completed that now it works so thanks for the help 🙂
yeah but it doesn't have auto center: namedProperties _hatchBack doesn't have autocenter which is why the BB is not centered
yup makes sense
technically this is a bug tho 😅
it's more "accurate" because it doesn't use the animations (and also it's only 1 lod while normal boundingBoxReal uses all lods; some LODs have helper points which make them ridiculously large)
im not sure it is? Because its pulling the min and max points from the lod you select, which the geometry lod just shows the points where physics will interactive with the object, I dont think thats a bug
If you want to know the max points with animations as you said basic boundingBoxReal does that
but I dont think asking it to pull the min maxes from a lod that dosnt have animations is a bug, its just pulling the min and max from what is in that lod (in this case where physics will interact)
#arma3_feedback_tracker message
the bug is due to using the fireGeometry bounding box which doesn't account for anims
yes you can fix it using model bounding box, but still I'm sure it was an oversight not to include anims in lod bb calculations
@bold flare ^ pls fix 😅 (using model bounding box for intersection check instead of LOD BB)
well thats interesting.... What command were you using to detect the BB?
and what params
nothing. I just looked at the game code
I wanted to fix it by accounting for anims in LODs.
but I forgot (and I guess using model bounding box is just easier...)
oh ok I understand now haha. I get the issue lol.
Yeah I guess its not affecting me currently because most vehicles dont have anims that move the geometry too much except turrets if people put the barrel in the geometry lod. So thats why ive not seen or had this issue yet I guess
because as you can see the points are calculated fine if no anims are done haha. just as you showed it breaks with anims because it dosnt move the geometry oof
(blue line from min to max of geometry lod)
another question for you, Vehicle in vehicle do you know what positions of the loaded object that uses to calculate if it will fit? Ive basically made my own version for reason I wont spend forever going into. It works well except for boats.. because this is the geometry lod for the assult boat lol.. and i cant find a smaller one for it.
you mean you want to make it touch the ground, or do you want the vanilla ViV cargo size?
I want to know what model space points of the loaded objects the ViV system uses to calculate if it will fit in the ViV cargo size
This is my own ViV system working not vanilla. But that assault baot has such a large geometry lod it wont fit in a CH-47 Chinook with my code but the vanilla system allows it. So I assume it must be using a different lod or size to calculate if it fits
it uses the geometry lod
