#arma3_model

1 messages · Page 49 of 1

regal wren
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i am going to have to modify some parts a little

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like the buttstock , pistol grip ect

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wait i forget is it a pistol grip or trigger guard

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would attachments look good for this if so which ones?

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(ofc im gonna add them later)

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just getting ideas of what else to add

stuck oyster
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you can just add rails

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and use vanilla attachment items

regal wren
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ok do i have to put trigger points in for it to work?

stuck oyster
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yes. but those things you do after the visual model is done

regal wren
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ok

stuck oyster
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(and even after a model is done it might be changed later on if some problem is found)

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so dont worry about that either

regal wren
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ok

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can i edit all the measurements later and sculpt it all rn

pallid nexus
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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)

stuck oyster
pallid nexus
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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

stuck oyster
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Ive got 64gb and couple of projects that can top that 😅

lyric field
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is that a vehicle? if so how did you do model.cfg?, to animate it that seems like too much to manually right?

lyric field
stuck oyster
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no 😅 that would be madness

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model.cfg export.

lyric field
stuck oyster
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or as backup alternative character with RTM

lyric field
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link to tool?

stuck oyster
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but theres 2 versions on github

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the newer one has some more advanced features

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I've also talked about it somewhere in here

lyric field
stuck oyster
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animExport if I recall right

lyric field
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thanks goat

stuck oyster
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thats the one yeah

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now main thing to understand is that this is really meant for complex movements

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basic stuff like wheel turning and turret/gun turning on its axis should be done by the normal way

lyric field
stuck oyster
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that one you want to be character

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with RTM animation

lyric field
stuck oyster
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like this guy

stuck oyster
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but vehicles work poorly for legged things

lyric field
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i guess best way to make people interface with it would be via script then right?

stuck oyster
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yes

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custom command interface would be possible

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or it could be just squadmate

lyric field
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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?

stuck oyster
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yes

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technically it could even hold weapons if you like

lyric field
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thanks for the advice

verbal jewel
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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

stuck oyster
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triangulate your model

gritty vigil
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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?

sturdy finch
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Why is it showing the correct model on other character models but not the player's?

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I've made a few weapons now and I haven't ever seen this before so I'm stumped

fast topaz
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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

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any ideas what is causing this?

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it's a custom animation btw

storm wave
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Hey how do i fix the vast going down to the knees when i add anything to it

white oak
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@stuck oyster do you know any guides on making macro maps?

stuck oyster
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what kind of results are you looking for?

white oak
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mostly just weathering/breaking the pattern for big buildings

stuck oyster
white oak
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I see did you paint colour on it or was it more like mask painting

stuck oyster
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so I could get the kind of water damage discoloration in places and such

white oak
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fairs, thanks

stuck oyster
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is not valid.

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remake the shadowlod properly

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just copy pasting res lod dont work

rapid tree
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i know how to do shadowlods its just for this vehicle that this occured

stuck oyster
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well the glitches there are caused by non valid mesh. thats all there is to it

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validators can give false results

rapid tree
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thanks

stuck oyster
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also possible your changes did not export or are not packed into the new pbo

lone robin
# stuck oyster painting color

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

stuck oyster
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Have not. Ive use ADSHQ for that

lone robin
stuck oyster
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the darkening is exactly why

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but it has to be managed correctly

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it can fake shadows at longer distance

lone robin
stuck oyster
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Testing and tweaking when needed

surreal hemlock
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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

stuck oyster
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But the required points are whatever you define in the config. (unless you are looking for default names)

surreal hemlock
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I am looking for default names so i can understand what each point does

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Do you happen to know where the sight is located?

stuck oyster
surreal hemlock
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that makes sense

surreal hemlock
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I think ive gotten it to work, however, the hud is... scuffed to say the least

marsh canyon
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Is that PNG the source?

surreal hemlock
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yup yup

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its applied to a 2d object in a p3d file

marsh canyon
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And 858x976 resolution?

surreal hemlock
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no one sec

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4096x4096

marsh canyon
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Then your model's UV or mesh is twisted

stuck oyster
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maybe not triangulated

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so it gets triangulated wrong way in engine

surreal hemlock
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the uv

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uv with texture

marsh canyon
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How big it is?

surreal hemlock
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the actual 2d model?

marsh canyon
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Yeah

surreal hemlock
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0,124 units by 0,124 units, in object builder

marsh canyon
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Maybe that is actually just too small

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That makes it really hard to render properly... maybe. Wild guess

pallid island
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Inb4 some rvmat typo

surreal hemlock
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its got no rvmat

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just straight .paa applied to the model

surreal hemlock
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Right, okay, so now the scope doesnt get put where its supposed to

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I believe thats the job of the proxy \A3\data_f\proxies\weapon_slots\TOP

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which i have

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in editor, it doesnt work, in virtual arsenal it does

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editor on the left, virtual arsenal on the right

sour bough
stuck oyster
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👆 this your setup is greatly incomplete

surreal hemlock
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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

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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

stuck oyster
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you need all the lods anyway. dont test anything with incomplete setup

surreal hemlock
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there we go

stuck oyster
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👍

regal wren
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i have a 32gb ram how do i check my cpu speed? (sorry been sick so im just reading up on old messges)

stuck oyster
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are you sure you are in right channel?

regal wren
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yea

stuck oyster
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normally you wont have to worry about that

regal wren
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ok

stuck oyster
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you will need super complex model to have problems

regal wren
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alright

strange summit
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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

thin wigeon
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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 😄

stuck oyster
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flag can be made hanging. but it would need to be separately in mission placed thing

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it would likely clip through at wrong wind direction

stuck oyster
cinder summit
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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

strange summit
# stuck oyster can you maybe rephrase that. not quite sure what you mean

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.

north sundial
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The limit is based off of vertex normals not face count

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It’s 2^16 vertex normals limit

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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

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You will still need bulldozer to visualise the model in engine and check anims

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I would put forward your issues with the arma 3 toolbox in the #arma3_tools channel to get them sorted

marsh canyon
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We still need to know specifics about your model to tell anything

north sundial
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I’ve found it’s good at informing on issues that crash the game

charred bolt
stuck oyster
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Recommended tri counts are of course less than that.

north sundial
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Ah the wiki needs updating then

stuck oyster
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Buldozer stops at some 100k

stuck oyster
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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.

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There are no tutorials or documentation for everything though.

strange summit
strange summit
stuck oyster
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lets say 40.000 triangles is maximum for you

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keep things simple

charred bolt
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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.

strange summit
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thanks

lapis basin
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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 ?

lapis basin
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Because it’s far away I can’t really see if the LOD change or not

stuck oyster
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Does it matter? But yes it changes if the engine determines it needs to change.

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I don't think you need to be concerned about the far distance unless you have some visible glitches

lapis basin
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But thank for the answer anyway ! I played with the distance to see if it worked and it seems it’s working ^^

stuck oyster
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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.

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Last distance lod should be something below 1000 tris. Below 500 is even better.

marsh canyon
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You can also make a obvious signature to the certain LOD so you'll know which LOD is currently shown

lapis basin
charred bolt
# lapis basin From what I understand Sections are a combination of material and texture, I onl...

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.

lapis basin
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Is there a way to have the amount of sections on a model ?

charred bolt
lapis basin
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Is there a way to know the number of sections on a model ? Other than having to guess with the Wiki Page xD

lapis basin
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oh 😅

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I mean I don't use object builder so that's probably why I never knew about it

charred bolt
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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.

lapis basin
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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 ^^

fleet storm
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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?

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not really sure how to do it, so any help is appreciated

charred bolt
stuck oyster
fleet storm
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thanks

dusty lichen
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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

stuck oyster
dusty lichen
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i see, ok i will look into it thank you

storm wave
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are models from arma 3 importable to arma reforger or arma 4

stuck oyster
storm wave
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released?

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i mean if i make a model for arma 3 can i import it into arma reforger

lone robin
stuck oyster
dusky onyx
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Why do I see my helmet model in first person?

marsh canyon
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Because you lack Pilot LOD

dusky onyx
marsh canyon
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No

bright echo
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you need to make it empty if you dont want it visible

marsh canyon
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Blank Pilot LOD

dusky onyx
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it worked, thank you so much

stuck oyster
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so thats not really good

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also you got 10 sections on it

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which is also not good

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this is lag helmet

south badge
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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.

stuck oyster
south badge
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Well, I removed everything from the interior except the inner walls

stuck oyster
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those too

south badge
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I think I did that and I had obvious issues with windows / openable doors basically making the vehicle see-through

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Or should there no windows / openable parts either at max range?

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Just a "blob" with no inner faces?

stuck oyster
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yes just a blob should be fine at that distance

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if you want to be fancy you can bake the interior views to a plane and use that

south badge
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Damn I probably cant make myself redo 21 vehicles catdespair

stuck oyster
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but it can be just black or basepaint color

south badge
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I´ll try one to see if it helps

stuck oyster
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if you got interiors at that distance its quite big design flaw

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sorry

south badge
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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

stuck oyster
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could work

umbral shuttle
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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

polar fiber
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Why even have more than one proxy path? It doesn't serve any purpose besides looking at the model in buldozer

stuck oyster
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but yes each configured pylon uses its own id

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it works similar to gunner or cargo proxy

umbral shuttle
umbral shuttle
stuck oyster
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the config is what dictates what you can put on the pylon

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its shape is only for visual aligning

pallid crow
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got the model done

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what do i do next?

stuck oyster
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whatts going on with the black faces?

pallid crow
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those have decals

stuck oyster
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oh

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how many triangles is it now?

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I guess the next step is to gamify it

strange summit
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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?

stuck oyster
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make low poly version, bake textures

stuck oyster
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typically the lowpoly model is specifically made

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if you have bought a model, youll need to remake a game fitting lowpoly one

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there is not good automation for that

strange summit
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a little fiate art find on asseto corsa

stuck oyster
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asseto corsa?

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the game?

strange summit
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Yes

stuck oyster
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you cant take models from other games

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thats theft/ripping

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we have 0 tolerance for that

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consider this your only warning on the subject

strange summit
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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

stuck oyster
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0 tolerance

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you want personal learning, you start to make things from 0

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no skipping with stolen models

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that teaches you nothing good

strange summit
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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

stuck oyster
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youll need to learn the basics on how the tools work and, then you can start to apply that knowledge to make something actual

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and start make something simpler first

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maybe some object you have home you can use as reference

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then you can make something using pictures as reference

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its complex process you learn easier in small chunks

strange summit
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Okay, I see thank you

slender storm
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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?

stuck oyster
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animations done in 3d software

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movement etc configs exist but for custom units they need to be remade

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not scripting, config

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unless you want some sort of scripted special features

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Id recommend starting to learn understand arma configs and assets importing with something simpler first

slender storm
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Gotcha, thanks for the response! 🫡

modest perch
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just a little upgrade for the covies

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still gotta do the cockpit and the underneath for the front section

fast topaz
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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

cinder summit
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ive been looking for a decent tripod model to import myself forever, good luck with yours o7

modest perch
stuck oyster
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Sweeet

vivid valve
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Help fix please

charred bolt
vivid valve
charred bolt
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You still add the buoyancy LOD so that it knows how to sink.

vivid valve
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Previously, cars would sink without it.

charred bolt
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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

vivid valve
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Do I need to insert something there or just create it?

charred bolt
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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.

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Example of a car

vivid valve
vivid valve
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help please man

runic plover
vivid valve
runic plover
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Wrote buoyancy correct?

vivid valve
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What does it mean if it is correct?

vivid valve
vivid valve
runic plover
vivid valve
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Everything is the same

runic plover
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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

livid canyon
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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)

charred bolt
lapis basin
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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.

sour bough
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How big is your res 1?

charred bolt
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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

lapis basin
lapis basin
lapis basin
sour bough
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I mean like, in the use case

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How many of the big model

lapis basin
sour bough
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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

stuck oyster
lapis basin
stuck oyster
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assigned on the model

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do you have a lot of "variants" in same model hidden with trasnparent textures?

lapis basin
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The variant is a p3d file

lapis basin
# stuck oyster assigned on the model
        hiddenSelections[] = { "camo1", "camo2" };
        hiddenSelectionsTextures[] = {
            QUOTE(TEXTURE(SmallDoor_WallLight)),
            QUOTE(TEXTURE(SmallDoor_WallLight))
        };
        hiddenSelectionsMaterials[] = {
            "",
            QUOTE(MATERIAL(Light))
        };
lapis basin
stuck oyster
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that bakes in material info

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on binarization

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are you buidling something complex from small parts?

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in small area

lapis basin
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They only have the RVMAT for the geometry fire

stuck oyster
stuck oyster
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the engine isnt really meant for that

lapis basin
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ah

lapis basin
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Should I make composition directly a 3D model ? So that I have "bigger" piece ?

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Nvm that would absolutely destroy my sections and I would have enormous amount of them

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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 !

stuck oyster
umbral shuttle
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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?

charred bolt
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y-axis

umbral shuttle
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😦 was hoping I could just use uvpackmaster split overlapping islands

charred bolt
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tank tracks will be separate texture

umbral shuttle
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yeah I got to that part (painfully), and I got something that works well but was tryna make it better since some small problems

stuck oyster
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the texture is meant to be repeating

runic plover
livid canyon
charred bolt
livid portal
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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?

charred bolt
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No, trying to fiddle the LOD system will lead to poor performance

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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.

livid portal
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Thought so, would have been a nice one though

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Yeah, been doing so, was just a curious thought

stable marsh
#

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

mossy matrix
#

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).

sour bough
#

welcome to Arma more or less

#

work in base color and use scout's export stuff

stuck oyster
#

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

mossy matrix
sour bough
#

scout is a good kid

mossy matrix
mossy matrix
sour bough
#

(yes i know scout it 18 now they're still a kid)

stuck oyster
mossy matrix
stuck oyster
#

PBR has pretty much replaced it

#

but before PBR it was the norm

livid canyon
#

Why would a simple object of the model cast shadow fine, but the vehicle be messed up?

stuck oyster
#

perhaps hiddenselections in shadow lod?

sour bough
#

I was gonna ping you before and couldn't lmao

analog garden
#

ive been in here for a while idk

sour bough
#

o

I think it's just a selection called insignia

analog garden
#

yeah that's what i thought too i wasnt sure of any other specs

livid canyon
stuck oyster
stuck oyster
#

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

analog garden
#

alright, ill try it out

#

thx

stuck oyster
#

did the sample have insignia selection 🤔

#

might be it didnt

analog garden
#

i kinda gave up on checking the sample files for info 💀

#

oh wait

#

the helicopter has it

#

it's called "klan" in there

stuck oyster
#

sample character actually did have it too

analog garden
#

strange
why insignia and clan

stuck oyster
#

or sample might be cut from different time of production

analog garden
#

well clan works

#

and setting it up like the helicopter has it

stuck oyster
#

yeah looks like clan is for vehicles

#

insignia is used for the tag in units

#

the insignia may be used by arsenal functions

analog garden
#

ah that's the difference ok

stuck oyster
#

honestly I dont remember exactly. but that is my faint recollection at least

bright echo
#

you can use clan on units too

#

its for the squad.xml while insignia is for the scripted arsenal insignias

stuck oyster
bright echo
#

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

sour bough
analog garden
livid canyon
hexed rover
#

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?

stuck oyster
hexed rover
#

Thank's

winter wadi
#

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.

sour bough
#

Arma 3 LDP's are In Progress (TM) and have been for years

#

I wouldn't count on it tbh

winter wadi
#

rip

livid canyon
#

No don't do that

stuck oyster
#

🤣

umbral shuttle
#

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

umbral shuttle
#

truly the GreatGoat

north sundial
umbral shuttle
bold flare
#

posting screenshots of ip rights violating content is not allowed

lapis basin
#

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 ?

stuck oyster
#

Game isn't designed for big things to be built from small parts either.

lapis basin
stuck oyster
#

yep theres not really much else to do but to test different combinations

atomic path
#

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

stuck oyster
#

need special animation source if I recall right

stuck oyster
#

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

atomic path
#

can I just slower all wheels somehow?

#

without scripting

stuck oyster
#

otherwise, no

#

well maybe you can also try with the min max value and phase in model.cfg

atomic path
#

I refuse to believe wheelL and wheelR are some constant hardcoded numbers

#

It must be possible to influence those

atomic path
#

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

stuck oyster
#

if I recall right its possible to alter its animPeriod

modest perch
#

the big boi

stuck oyster
#

👍

modest perch
night summit
#

can you update the download link on this pin when you are able, cheers

night summit
#

unless im doing something stupid, I think the link for the lighting files is broken

stuck oyster
#

aa

#

no sorry thats not my doing

night summit
#

thanks

stuck oyster
#

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

night summit
#

got it, thank you

modest perch
south badge
# modest perch

I´d suggest you post these things in the appropriate channel, production_showcase

stuck oyster
#

this is fine too though for occasional progress picture

#

its nice to see what people work on

stuck oyster
sour bough
foggy pivot
#

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

foggy pivot
#

:(

stuck oyster
#

you can clean off the proxy triangles though

#

simple select and delete

foggy pivot
#

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

stuck oyster
#

ye

#

and head can be found in the bysta.p3d in template_rtm folder

foggy pivot
#

Weird how the model is in like 5 pieces

stuck oyster
#

it can be plaved int he corner of head proxy triangle for correct positioning

#

theres multiple LODS

foggy pivot
#

Yeahhh

stuck oyster
#

and you can read about those in the wiki

#

and what they do

foggy pivot
#

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?

foggy pivot
#

Gotcha

stuck oyster
#

that is the default pose and position everything needs to be at

foggy pivot
#

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

stuck oyster
#

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

foggy pivot
#

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

stuck oyster
#

well those of course but the mesh and texturing is very much common methods

foggy pivot
#

Aight sweet

stuck oyster
#

1 uvmap

foggy pivot
#

1 UV??? 😭

#

Makes sense, but still, rahh 😭

stuck oyster
#

many materials/textures

foggy pivot
#

Oh ok that's fine then lol

stuck oyster
#

it dont matter uvs overlap

foggy pivot
#

I'll probably make a hat or something simple first ig

stuck oyster
#

well technically theres few things that use second uvmap too

#

but typically people dont need that

#

especially at the beginning

stuck oyster
foggy pivot
#

The whole reason I'm getting into this is because I want to make half decent modernized Stalker 2 stuff for A3 lol

stuck oyster
#

just not directly from stalker.

foggy pivot
#

I intend on doing everything myself, I abhor asset rippers

stuck oyster
#

tricky bit is even using the IP as too close reference

#

you can do something similar though but not copy the designs directly

foggy pivot
#

well poop

#

I hadn't even thought of that lol

#

Well I can make a hat, so that's good lol

foggy pivot
#

I think the longest part thus far was getting a texture I liked

foggy pivot
#

alright uhhh

#

I am not sure where to go from here lol. I have my model, and my textures and model

foggy pivot
#

I need a proper guide. The one I am watching is very... loosely organized

foggy pivot
#

Turns out my issue was ngons anyhow

#

quads to tris my beloved

foggy pivot
#

@stuck oyster Would you happen to know the optimal place for the Shadow LOD?

#

The guide was VERY vague on where it goes

stuck oyster
foggy pivot
#

"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...

stuck oyster
#

z fighting means surfaces are on same level

#

so shadow mesh needs to be beneath the visual mesh

foggy pivot
#

Yea I know what z-fighting is. He just didn't explain at all what you should do with the shadow mesh

stuck oyster
#

and yes typically its made as lowpoly as possible

foggy pivot
#

Gotcha

stuck oyster
#

it just casts the silhouette

foggy pivot
#

Do you need to close the shadow LOD or every LOD

stuck oyster
#

geometry lods you copy from the sample

foggy pivot
#

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

stuck oyster
foggy pivot
#

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?

foggy pivot
#

BRO.

#

This guide got it wrong, then!

stuck oyster
#

0 1 2 3 4

#

4 being last

foggy pivot
#

😭 thanks man, you're the best

foggy pivot
#

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

stuck oyster
#

or vertex normals didnt export right

foggy pivot
#

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

foggy pivot
#

Ah I figured it out

umbral shuttle
#

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 PepeHandsUp

foggy pivot
#

What did you make that in? Blender?

#

also: oof. Dunno what this means

umbral shuttle
#

the texture? im just using existing tile textures from optre cause Idk how to even make tileable textures

umbral shuttle
#

ye blender

foggy pivot
#

Is it all one material, or do you have multiple materials?

umbral shuttle
#

only 1 material

foggy pivot
#

Blender supports multi material. You don't need to stuff everything in one.

umbral shuttle
#

I just did 1 just for sake of simplicity

foggy pivot
#

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

umbral shuttle
#

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

foggy pivot
#

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

umbral shuttle
#

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

steady topaz
#

question. How would one make the proxy triangle not show up with the muzzle fire

charred bolt
steady topaz
#

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.

charred bolt
#

So you see a muzzle flash and also an actual triangle in game?

steady topaz
#

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?

charred bolt
steady topaz
#

these are my vertex groups, the camo is ONLY on the gun, and the magazine is ONLY on the magazine

charred bolt
#

How does it look in Object Builder, that's the important bit?

steady topaz
charred bolt
# steady topaz

right click the proxy, select rename, screenshot (like my example), to show proxy path

steady topaz
#

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

charred bolt
#

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)

steady topaz
#

nope

#

i think i was able to

#

hang on

charred bolt
steady topaz
#

might be a specific window

#

named selections right?

charred bolt
#

yes

steady topaz
#

oh lmao. i had to click on move to proxy

charred bolt
#

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?

steady topaz
#

addon builder. and no i dont use the p drive

charred bolt
#

You probably need the p drive and most people will recommend moving from addon builder to mikero's tools or alternative with error checking

steady topaz
#

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

charred bolt
#

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

steady topaz
#

which is all the time. yet its the way many other devs do the do

charred bolt
#

Do a search on this discord for why a p drive is commonly used if you're interested in resolving the issue.

steady topaz
#

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 :)

charred bolt
#

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.

steady topaz
#

no its ok. I found that your object builder method seems to do well

#

thanks for the help :)

steady topaz
#

thanks for the help apollo.

modest perch
#

dont even see it kek

stuck oyster
modest perch
#

yeah it wasnt on my channel list by default, had to add it - which is odd

stuck oyster
#

discord by default hides channels you have not selected to participate in I believe

night summit
stuck oyster
#

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

night summit
#

that has fixed the lighting, thank you.

Now the controls in buldozer have switched to WASD rather than orbiting the model xD

stuck oyster
#

also remember to rename the bin.pbo back since actual playing will need that

#

I think buldozer should keep using the P drive data

foggy pivot
#

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

stuck oyster
#

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

foggy pivot
#

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

stuck oyster
#

typically P drive workflow simplifies this as P drive acts as the root of the engines file system

foggy pivot
#

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?

stuck oyster
#

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

foggy pivot
#

Really? Ah.

stuck oyster
#

but is not related in any way whats inside the pbo

foggy pivot
#

I usually keep my work folder mod the exact same as the packed mod

#

But I'll try that instead

stuck oyster
#

local mod folder is not related to mod filepaths

foggy pivot
#

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

stuck oyster
#

so P drive is different thing only related to Arma

foggy pivot
#

Should I just go and setup a P drive lol

stuck oyster
#

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 😅

foggy pivot
#

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 shrug

#

Then again I still have no idea how far back I need to go with the rvmats anyway, so shrug ????

stuck oyster
#

you can for example open up your pbo and see the folder structure

#

match that

foggy pivot
#

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

#

How is the .p3d looking for texture files??? It can do that???

#

I cursed myself.

#

or not 😭 I thought that would do it

stuck oyster
#

in P3D the assignements can also seen in Object Builder

foggy pivot
#

The one on the left?

stuck oyster
foggy pivot
#

I am filled with hate :)

#

Where does it get this information? I want to know so I can assign it properly in the future

stuck oyster
#

in the material tab

foggy pivot
#

Which is hilarious because all I did was rename the material 😭

stuck oyster
#

which toolbox you use?

#

clocks?

foggy pivot
#

I am... almost completely unsure. I have Arma 3 Toolbox and Arma 3 Tools

#

Let me verify that

stuck oyster
#

wheres the toolbox from

foggy pivot
#

I have Mr Clock's Object Builder, and Alwarren's Toolbox

stuck oyster
#

theres Alwarrens original and Clocks Tooblox/Blender Object Builder

#

😅 they each have their own dialogs

foggy pivot
#

😭

stuck oyster
#

clocks might have some more automation regarding the material. but he has more indepth readMe too

foggy pivot
#

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

stuck oyster
#

and bunch of tutorials too now that I think of it

#

both can be used

foggy pivot
stuck oyster
#

their dialogs just dont work cross addon

foggy pivot
#

I was wrong this is what I wanted

stuck oyster
#

you dont want the relative pathing though

#

and if you use the file browser you better have P drive

#

and proper Arma project foldering

foggy pivot
#

That was the full path no relative

stuck oyster
#

otherwise you still need to check the path in the pbo and write it there correct

#

// is relative path

foggy pivot
#

Really? Blender shortened the path, then wtf

stuck oyster
#

theres a settings tab in the open dialog

foggy pivot
#

You rock

stuck oyster
#

no rock

#

rock in different cave

foggy pivot
#

goat rock >:(

#

Even after doing all this path junk it still was like "nah" lmao

stuck oyster
#

again look into the pbo itself and see where it starts the foldering

foggy pivot
#

Ok so I do need to start at the MOD root?

stuck oyster
#

depends if you use pboPrefix or where the config is located

foggy pivot
#

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 shrug

#

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

night summit
# stuck oyster I think buldozer should keep using the P drive data

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.

stuck oyster
#

Ive had it be probelmatic before myself too

#

and I think it may have been only 64bit exe worked right

night summit
#

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

stuck oyster
#

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

night summit
#

nah no difference between 32 or 64bit

#

i think arma wins

foggy pivot
#

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)

stuck oyster
foggy pivot
#

What would that do

#

I mean to replace the normal texture as the one I used is kinda mid

stuck oyster
#

Arma needs -Y normalmap

foggy pivot
#

How odd

stuck oyster
#

something something difference between openGl and directX stuff

foggy pivot
#

OH. My Substance Painter exports OpenGL normals so I believe it already does that

#

Unless I have to do it anyways in which 🤮

stuck oyster
#

susbtance can be configured to export it right

#

there are also some example templates in pin I think

foggy pivot
#

The one thing that guide got right was the export lol

stuck oyster
foggy pivot
#

But I'll probably grab an export tempalte anyhow

lime solar
night summit
stuck oyster
#

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

night summit
#

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

stuck oyster
#

could very well be solution to an obscure problem

#

like my setup works as is

#

😅

#

so cant confirm

steady topaz
#

hey @stuck oyster you know how to reset the windows to default in Object Builder

stuck oyster
#

which windows?

steady topaz
#

like all of em instead of reinstalling it

charred bolt
#

No reset button. Either do it manually or possibly reinstall

steady topaz
#

oof

#

well thanks anyways

foggy pivot
#

I cant imagine that is intended for mods but the rvmats works NO other way

stuck oyster
#

must be "folder\file" or in some cases "\folder\file"

foggy pivot
#

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?

stuck oyster
#

when the game runs it dont know of your computers file system

#

well

#

I recommend it

foggy pivot
#

The rvmats load fine when I include the disk 😭

#

But when I dont it never loads them. Hilarity!

foggy pivot
# stuck oyster I recommend it

I will setup the P drive after work and then see if it works then. Any other organizing recommendations for good practices?

stuck oyster
#

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

foggy pivot
#

Gotcha. I wanted to use mik tools but I always felt lost

foggy pivot
#

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?

stuck oyster
#

and tweak

#

there are also community rigs out there that can be used to preview weighting

foggy pivot
#

You can copy weights??? Hell yeah

stuck oyster
#

but the skeleton itself is not part of the model

#

its saved in the animation files

stuck oyster
foggy pivot
#

Ahh. I am used to "OG" modeling where I bind stuff to a skeleton for easy weighting

foggy pivot
stuck oyster
#

the community rigs like one from Macser works for that

foggy pivot
#

Oh sweet. Where can I find that?

stuck oyster
#

moddb had links at least

#

Macsers armarig

foggy pivot
#

And does the weighting actually transfer to the body easily or is it just for testing

stuck oyster
foggy pivot
#

Yeah thats all good. As long as it can do 90% of the hard stuff for me I don't mind finetuning

stuck oyster
#

as to modling things like uniforms, it is good to have similar joint topology to keep weird deforms to minimum

foggy pivot
#

Hard stuff being full body weight painting 😭

foggy pivot
#

Actually if I end up copying the body it should copy the weights for me...

stuck oyster
#

but also editing mesh can easily break weighting

#

depends what you do and how

foggy pivot
#

I am careful

stuck oyster
#

you can of course always transfer weights again

#

its not really an issue

foggy pivot
#

Very true. I'm excited to get to work but I need to get a good base going

livid canyon
#

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.

charred bolt
livid canyon
#

it does seem to be

charred bolt
#

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.

livid canyon
#

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.

charred bolt
#

How many LOD's in the tail boom proxy? Have you tried as an experiment just reducing it to a single res LOD?

livid canyon
#

The proxy is only a single LOD. it does also have a Tail_Boom selection in it. could that be an issue?

stuck oyster
#

check for hidden vertices too

charred bolt
#

Shouldn't do - not possible to animate inside the proxy

stuck oyster
#

at longer distances you could just have the tail as normal mesh since its getting reduced

charred bolt
#

As it's only a single res LOD, try just putting the mesh directly into your main p3d and see if it all works

livid canyon
#

Yeah I'll try that.

stuck oyster
#

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

charred bolt
#

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.

stuck oyster
#

can there be 2 proxy triangles sharing same proxy definition 🤔

#

maybe not

charred bolt
#

yeah something like that could be the problem - check the proxy selection is only 3 verts, not 6.

livid canyon
#

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

charred bolt
#

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.

stuck oyster
#

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

charred bolt
#

Yeah, that's how we do wrecks. But can't imagine it's ideal to use on a "working" model

stuck oyster
#

no probably not

livid canyon
#

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?

charred bolt
livid canyon
#

gotta pump those numbers up!

stuck oyster
steady topaz
#

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.

stuck oyster
#

compare with the sample hat

steady topaz
#

i did, define "right space"

stuck oyster
#

where characters head is at

steady topaz
#

oh

#

ic

#

i didnt know that affected it

stuck oyster
#

all things need to be modeled in right position

steady topaz
#

Yep. I know this from the stupid Roadway limitation sigh

steady topaz
stuck oyster
#

requirement are listed in the pins

#

those all all there is to it

steady topaz
#

thats why im confused becuase it was fine before

stuck oyster
#

check the weighting

steady topaz
#

but all of the "Requirements" are good

#

Head vertex group is assigned 100 to whole object, same with camo

stuck oyster
steady topaz
#

so lower case head?

stuck oyster
#

case matters yes

#

must match

steady topaz
stuck oyster
#

whatever matches the model.cfg skeleton

#

looks to be Head

steady topaz
#

mine references the sample one

#

so Head

#

but ill try head, because arma

stuck oyster
#

actually model.cfg does have "head"

#

how do you pack the pbo?

steady topaz
#

i swear if you say try mikero and p: drive. sigh
Addon Builder

stuck oyster
#

cant help further with that

#

try "head"

#

instead of "Head"

steady topaz
#

i did funny enough both head and Head work with linking to that vertex group lol

stuck oyster
#

and make sure its being binarized

steady topaz
#

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.

stuck oyster
#

I cant think of anything else that it would need

#

than what is in the pins

#

now got to get to painting some things

steady topaz
#

otay. Thanks for the help as always :)

stuck oyster
#

(PS use P drive and Mikeros PboProject and save yourself lot of trouble)

edgy scroll
#

Trying to get into making models for arma, is there any good toutorials out there, hoping to use blender for the most part.

stuck oyster
edgy scroll
#

yes, been making models for fiveM the last 6 years

stuck oyster
#

Ypu can do pretty much everything Arma modeling related in it just fine.

#

Modeling basics are pretty much same everywhere

rich meadow
#

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 👍

sleek echo
#

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?

desert notch
#

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

sleek echo
#

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

desert notch
desert notch
#

check the config

sleek echo
#

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 🙂

sleek echo
desert notch
#

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

sleek echo
#

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

sleek echo
# desert notch [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?

desert notch
#

yeah

sleek echo
#

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

desert notch
#

it's enabled

stuck oyster
#

Vehicles use the default enabled mode. They f
Should not have the property at all

desert notch
#

that uses the properties in the model

#

not config

sleek echo
#

yup it gives a much better hitbox because its where it interacts ofc

sleek echo
desert notch
#

yeah but it doesn't have auto center: namedProperties _hatchBack doesn't have autocenter which is why the BB is not centered

sleek echo
#

yup makes sense

desert notch
#

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)

sleek echo
# desert notch technically this is a bug tho 😅

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)

desert notch
#

@bold flare ^ pls fix 😅 (using model bounding box for intersection check instead of LOD BB)

sleek echo
#

and what params

desert notch
#

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...)

sleek echo
#

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)

sleek echo
desert notch
#

you mean you want to make it touch the ground, or do you want the vanilla ViV cargo size?

sleek echo
#

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

desert notch
#

it uses the geometry lod