#arma3_model

1 messages · Page 50 of 1

livid canyon
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There's also config

 VehicleTransport {
class Cargo {
dimensions[] = { "BBox_1_1_pos", "BBox_1_2_pos" };    
sleek echo
#

thats what I though

sleek echo
livid canyon
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it's high because of proxies

sleek echo
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this is loading it with armas ViV and as you can see the line showing the geometry lod goes way outside the cargo dimension

sleek echo
livid canyon
sleek echo
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oh I couldnt find where it was, can you tell me where or how you found it? or send a copy of the load script 😄

sleek echo
# livid canyon

oh... What command are you using to pull that BB then?

Im using boundingBoxReal [_veh,'geometry'];

#

and it gives what I showed in blue

desert notch
sleek echo
#

ahhh

desert notch
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I'm assuming only the land contact is different

#

you can get the land contact using getModelInfo

sleek echo
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yeah I built my own because the engines ones dosnt let you slide them out like they would IRL with a parachute ejection system 😄 but the boat is the only thing having some issues with size... I wonder how @livid canyon got that smaller hit box 🤔

desert notch
#

and do _bbMin set [2, _landContact#2]

sleek echo
desert notch
#

did you actually draw the bounding box?

sleek echo
#

the blue line, as ampersand said its bigger because of the proxies

desert notch
#

you say it's bigger but it only seems higher not wider?

sleek echo
#

true

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higher only

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thats the problem, its higher than the actual boat so the z axis said it dosnt fit in the back of the chinook

desert notch
sleek echo
livid canyon
#

i'm only looking at mempts, not boundingbox

desert notch
sleek echo
livid canyon
#

I'm guessing it tries to find config mempts first then falls back to boundingbox, Leopard?

desert notch
sleek echo
#

I guess ill change my code over to using these points and hope its better with testing

desert notch
#

did you try using this? (in boat config)

sleek echo
#

I dident know that exsisted. That is definatly what ampersand was using as the mem points are named the same.

#

I hope most people set those up but I have a feeling some dont. I guess ill write a system to look for those and then fall back on the geometry lod unless ampersand is right in his comment?

desert notch
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that's how the engine does it. it uses the config dimensions, if it doesn't exist, falls back to geometry

sleek echo
#

(that it does automatically fall back if they dont exsist)

desert notch
sleek echo
desert notch
#

all you have to do is:

private _dim = getArray(configOf _veh >> "VehicleTransport" >> "Cargo" >> "dimensions");
private _bb = if (count _dim == 2) then
{
  _dim apply {_veh selectionPosition [_x, 1e15]}; // memory
}
else
{
  boundingBoxReal [_veh, 1e13]; //geom
};
sleek echo
#

It seems in some casses the memory bb can be larger than the geometry one. This is the memory lod

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and geometry

sleek echo
#

alright thanks for all the help guys I had it all working great except boats seemed to have a higher geometry, this fixes that if it has configured cargo points. If not oh well. Thanks again!

livid canyon
#

mem lod bounding will include getin mempts which are almost always outside of the vehicle

sleek echo
#

I normally use the string values that it would convert to nums, just for readability

desert notch
#

yeah it's slightly faster

sleek echo
desert notch
#

you can use macros if you want better readability:

#define LOD_MEMO 1e15
#define LOD_GEOM 1e13
#define LOD_FIRE 7e15
...
sleek echo
#

alright thanks

finite stump
#

whats the lowest mass an object can have before you can walk through it?

#

Ok, nevermind about that question. My Geometry is all faces and not blocks. Has anyone seen where you use find components and it makes each face a component instead of the whole block?

stuck oyster
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Maybe use of a modifier

finite stump
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I select the original named object and its a cube from what I can tell

stuck oyster
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Select it how?

finite stump
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in the

stuck oyster
#

It can still be split up even if there is is part of same group

finite stump
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oh ok

stuck oyster
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That's a lot of components you got there.

finite stump
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lol, when it becomes all faces

stuck oyster
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You'll have to go look at the source model instead.

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If you have some edge split going on or something.

finite stump
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weird, I dont remember doing anything crazy. Built this the same as my little cheesers but this house just want to be annoying.

astral cairn
#

Hiya, my texture is all black.
It works normally when just a solid colour, but when I apply a image texture it goes black.

stuck oyster
astral cairn
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Wrong UV mapping? Is there a specific way I should be doing it?

warped mural
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When creating a weapon model that can use different magazines (ie 15rnd mag and 30rnd mag, ofc assuming these magazines have different 3d models) i should model just the weapon and put a magazine proxy somewhere in the model correct?

stuck oyster
warped mural
stuck oyster
charred bolt
stuck oyster
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It was never updated for that meowsweats

warped mural
#

thanks

charred bolt
#

I skip read and saw weapon/proxy/size/path - guess it's slightly helpful to answer some of those questions still.

livid canyon
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PhysX wheel center and rim should be part of the selection that moves with the visual right? or should they be disconnected?

livid canyon
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Looks like they are separate in vanilla cars

charred bolt
livid canyon
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ok. I'm reviewing this msg. Since the damper animationsource goes from 0 to 1, should the modeled position of the visual wheel be at max droop?

livid canyon
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as in 0 droop and 0 compression? or (droop+compression)/2

livid canyon
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ohhhh

charred bolt
#

Usually best to model it as it would sit normally on it's wheels. Often taken to be a half-way position, but doesn't have to be.

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But don't forget to leave out the wheels from the Geo Phys LOD, as you don't want physx mesh interfering with the cars physx code based simulation.

livid canyon
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if it's at the midpoint then wouldn't offset0 and offset1 need to be equal in magnitude?

charred bolt
finite stump
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Im kinda confused on doing the hitpoints for breaking glass. Looking at the sample Test House and Im not seeing where they are referencing the Glass_1 HitPoints LOD in the model.cfg or config.cpp. What am I overlooking or is the sample wrong?

umbral shuttle
charred bolt
# finite stump Im kinda confused on doing the hitpoints for breaking glass. Looking at the samp...

You may be overlooking the glass macro definitions at the top of config.cpp which are referenced within class Hitpoints { }

config.cpp
3: #include "config_macros_glass.hpp"
114 - 124: class Hitpoints { }, hitpoint definitions
132 - 133, 159 - 161: class Damage { }, material swapping
180 - 213: class AnimationSources { }, animation sources used by model.cfg

model.cfg
37 - 61: skeleton bones, visual representation for switching between undamaged and destroyed mesh
115 - 122: sections, for damage texture swapping
238 - 324: damage hide animations

finite stump
#

I got something weird where I can open all 5 doors of my building but can only close one with the normal interaction but the other 4 wont close. I get the interaction pop up, but they wont animate. Now if I do the ctrl+space method of peeking the doors, I can then close them. Im inheriting the open and close from door_1 and changing the position, condition, and statement names to match the other door names. Has anyone seen a similar problem?

modest perch
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pretty happy with this model, is there any functionality that we can add to make the flash lights on the side able to be switched on and off?

stuck oyster
lapis basin
umbral shuttle
#

can backpacks have fire geos?

lapis basin
# modest perch <:thinkingchief:737373771815714817>

You could ask him how he made them. But honestly it shouldn’t be that complex just add two proxy to your model and then via script add two spotlight that triggers when using a key bind.

Or just ask webknight how he made it I think he has a public GitHub with it but I might be wrong you will have to check.

modest perch
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its crazy how much improvement can be done in 2 years. the armour was done in June 23. its always painful, you see your old models and wonna improve them and redo them, but then its causing an even more workload on the community cause they gotta redo their textures if they want to use the improved stuff

bold flare
white jay
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What are you using to model uniform or armor?

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I want to start learning how to model and there is so much application or website I am lost rn

stark plaza
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Hello everyone, I’m working on a nuclear crater texture. The .p3d file only has one surface, using a single crater texture .paa. However, this surface is quite large—a 400m × 400m square.

I’ve encountered a strange issue: when generating the texture in some maps, everything runs smoothly, but on certain maps, the game’s main thread freezes for 5-7 seconds, which is completely unacceptable. Does anyone know why this happens and how to fix it?

By the way, I’ve noticed that the smaller the surface, the shorter the freeze time (while keeping the same .paa file).🤔

pallid nexus
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And Blender is completely free

white jay
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I will try

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To use it and self teach myself

austere drift
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Hey there, can someone explain me why shadow lods are flat (or parts of them)?

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For example, shadow lods of vanilla MX are flat except lower reciever and part of stock

marsh canyon
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What is "flat"? Sharp or blurry shadow you mean?

modest perch
white jay
modest perch
#

dont start with anything arma, start with the donut

stuck oyster
modest perch
#

you will only hurt yourself if you dont do anything basic

stuck oyster
#

3d modeling is a skill you need to practice to be able to make complex things

modest perch
#

Uniforms are probably the highest on the complexity list

stuck oyster
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it is up there for sure

modest perch
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i started back in january 2021 with this, it was probably a really bad idea because i learnt a ton of bad habits, then i slowly worked out of them with help

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and now after years of practice, im able to say im doing some good stuff - but you HAVE to start with the donut

stuck oyster
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👍 exactly

modest perch
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my biggest tip would be work on learning high poly / low poly workflow when you start making stuff

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my biggest regret is taking 4 years to start learning it

finite stump
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I can not seem to get my glass to break in my building. I have copied all code and names from the Test House. Linked the config_macros_glass.hpp. All LOD's named and setup. Swap happens in bulldozer so the skeleton is right. I must be missing something but cant figure it out.

finite stump
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Its copied from the sample test house. As far as I know it isnt nondestructible

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It has hitpoints and effects with damage levels.

austere drift
stuck oyster
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🤔

austere drift
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Arma 3 Samples

stuck oyster
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the sample does not seem to have the better shadow lod in it

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that one is same as the loooong distance shadow 10.0

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shadowlod does need to be simple though so youll want to make it completely separate model and not waste time with trying to reduce your mesh to work as shadow

austere drift
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Is there any other usage of that simple shadow lod but very far lod?

stuck oyster
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and I dont think those are even always made

austere drift
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Ok, thank you

stuck oyster
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for comparison

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one of SOGPF guns

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left shadow 1.0

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right 10.0

charred bolt
lusty mortar
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Quick (probably very dumb) question: I am using Blender to model, but I wonder do I have to texture the model in "Blender" or do I have to do that within "O2"?

stuck oyster
#

and you can assign Arma textures and materials in blender too if you use the armaToolbox addon

lusty mortar
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Thanks @stuck oyster - Hmmm am using a Blender Addon that is called "ARMA 3 Object builder", have seen that ARMAToolbox mentioned but there was never a good link to that - do you recommend it and happen to have a link?

stuck oyster
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its remake of the other addon with some extra tools

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either one is fine

lusty mortar
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Thanks :) much appreciated

pallid nexus
stuck oyster
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there are tons of blender tutorials out there

south badge
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Is there any way I can get the ammo source to work together with rotation / translation animation types, instead of just hide type animations?

#

I don´t understand how to, say, have rotational animations for 4 selections based off of the ammo source´s current value

stuck oyster
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Nothing special needed

south badge
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Ah yeah, skill issue

stuck oyster
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can you explain more what you have tried?

south badge
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I already fixed it

stuck oyster
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ah 😄

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👍

south badge
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I had incorrect minValue and maxValue values

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Hm, but I am now trying to replicate what the rhs Djigit is doing, where different missiles originate from different muzzles, and I assumed this would be defined somewhere in the weapon, but it doesn´t seem to be the case.

It only has muzzles = this 🤔

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I obviously assume I´ll need some memory points defined, but I can´t find the corresponding config entries

stuck oyster
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eventhandler is often used for that

south badge
#

ah, I assume I have no way of checking that in-game

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it´s a minor thing, so whatever

charred bolt
# south badge ah, I assume I have no way of checking that in-game

class EventHandlers {} are visible in the config viewer just like any class.
If they call a function, you can also use the built in function viewer to see that code too.
If the asset you're trying to model is like an MLRS, then the muzzle memory points will indeed be animated to move from one barrel to another.

south badge
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ahh, I alt F4´d it too quickly then trollge

whole junco
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Does anyone know why my iron sights can't be flipped down?

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The code of model.cfg is lost after binarization

stuck oyster
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does the animation work in buldozer preview

whole junco
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My bulldozer cannot be used

whole junco
stuck oyster
stuck oyster
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so as said, fix your setup so you can actually test things

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id recoomend using P drive properly for mod developing as the tools are designed for that

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you get lot smoother experience in making things

whole junco
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This is my attempt to transplant the ARMA2 model to 3, but only the crosshair cannot flip this issue

stuck oyster
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how did you get the arma2 model?

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did you use the public source files?

whole junco
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No, I obtained it through PBO with the consent of the original mod author for decompression

stuck oyster
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riight

whole junco
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I think this may not require the use of a bulldozer, as it involves determining whether the center of sight is open with or without a scope

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But after countless tests, even with a scope, I still couldn't flip the center of sight, and cfg also lost its code during binarization

stuck oyster
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only when that works should you pack it to test it in game

whole junco
stuck oyster
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I am bit busy to write how to set that up right now. but if you search the channel history for buldozer you should be able to find how its done (using Mikeros toolset as teh way armatools launcher does it dont usually work)

charred bolt
# whole junco

I had this recently too.
Solved for me by changing the Object Builder path to viewer to point directly at arma3_x64.exe in the game folder, rather than a copy renamed to buldozer.exe on my p: drive.

south badge
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Ah, which LOD do I see when turned out of a vehicle? Distance or ViewCargo?

livid canyon
whole junco
whole junco
whole junco
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Solved the issue, it was a mistake in writing model.cfg

stuck oyster
visual thicket
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In 3ds max how can I find a center of a Pentagon ?

past canopy
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Group it to itself and the center will be reset

south badge
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Ah please, how do I create custom slot names? As in, not default Cargo 1 through 10, but Cargo Top or Side or whatever? I can´t figure it out off the samples

reef gate
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What’s the recommended poly count on vehicle wrecks

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Specifically jets

livid canyon
south badge
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Uh, so is it actually turret names then?

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I have people sitting on the roof but they arent FFV

livid canyon
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For example offroad has

class Turrets {
  class CargoTurret_01 {
    gunnerName = "Passenger (Right Seat 2)";
south badge
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Hmmmm, so technically all passengers are turrets? 🤔

livid canyon
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the only passenger is the codriver, and the action there is "ride in back"

livid canyon
livid canyon
reef gate
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Ohh thank you

charred bolt
south badge
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Ah, I see. Intricate.

charred bolt
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A "turret" class does not have to be matched with an actual physical turret.

south badge
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I´ll need to take a look at how the indexes are done then. I assume I´ll need to redo all the cargo proxies´ indices in blender.

charred bolt
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Cargo proxies are typically numbered from 001 upwards, as is each type of turret proxy (commander, gunner).

south badge
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Yeah, I have cargo 1 through 16 or something, but I reckon I cant turn these into turrets while maintaining the existing indices. Basically I´d love to redo this without having to touch blender or OB

charred bolt
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You can have proxy:...\cargo.001 and proxy:...\commander.001 and proxy:...gunner.001 all in the vehicle.

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You'd need to change the proxy type in the p3d at least. Renumbering indices is about as simple as vehicle modding gets.

south badge
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Yeah, but I have too many vehicles with all the LODs sadcat

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I reckon I´ll need to reexport everything then

charred bolt
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You change the proxies in one LOD, then cut and paste to the other LOD's.

livid canyon
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FFV turret does use cargo proxies. Each seat sets proxyIndex = n;

charred bolt
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This is where being proficient in OB is useful. Most people despise it, but I quite like it.

south badge
charred bolt
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I'd usually recommend having gunner proxies in turrets, and cargo proxies for cargo. Makes things easier to debug.

south badge
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So you are just guessing if you pick a slot inside or outside and so on

charred bolt
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You want proxies, I've got proxies. 😉

south badge
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I guess the lesson is to make sure the first vehicle is working properly before creating 20 derivations. It´s just quite hard to pinpoint the moment when the vehicle is "working properly"

charred bolt
# south badge I guess the lesson is to make sure the first vehicle is working properly before ...

Yes, that's a critical lesson. When we start a new vehicle series, we spec it up on paper first with all the variants required, work out what common parts there will be and build simple low poly prototypes for crew fit and basic animation verification. Only after that's done do we move to high poly work. Then further stages involve QA testing the alpha "LOD 0" mesh before committing to UV/texturing, and potential split into interior/exterior LOD's. A further set of tests is done to verify artwork before resolution LOD's are produced. All with the aim of not having to go back and edit 8 variants x 7-10 LOD's.

south badge
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That sounds way too sensible yoba_zampolit

visual thicket
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Sorry that not what I ment, for eg. I have a pentagon face and I have no edges on it and I want to insert a vertex in the center of the pentagon. If it helps I also use Rapptools.

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Still have stuff to figure out with them.

frank gazelle
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does anyone have any idea how I could get a 3d model of the map takistan from arma 2 samples or something like that? I want to 3d print it to try it out

analog garden
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not sure how to actually open the asc files that the mod gives u tbh, importing into terrain builder doesn’t seem to work, I think headers need to be edited

quick terrace
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@visual thicket is it equal edge pentagon?

visual thicket
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Yes

quick terrace
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whel then it is simple

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connect any vertex with the middle of the edge on the oposite side

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the middle of the new edge is the center

reef gate
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Would I be able to make this whole bit a rudder?

silver zenith
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Hi, how do I match my helmet model position to the head?, I used the A3_headgear_example as a reference but the location is completely off and I'm doing it by guessing where the head would be, but getting it right is a bit difficult. Can somebody help me with this?

south badge
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Uhm, is there an engine supported animationSource for the azimuth of the turret?

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ah, maybe "direction"?

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actually not, that probably does not follow the turret

livid canyon
silver zenith
reef gate
livid canyon
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A hide animation can be sourced to the hit point. Sample car wheels does this.

reef gate
livid canyon
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If you put the part of the collision mesh into the selection to be hidden, yes

visual thicket
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Yeah thats what I did.

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Thought their is an esier way

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well kinda when you make the object you set cap segments

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to 2

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Then you have to kinda remove the exta

tribal rain
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so this is meant to have a speed limit of 60kmh and yet im low key just doing half the speed of sound you know 😅 it currently gets to 479KMH and then proceeds to start flipping out of control wildly

Any help with this?

Here is my code below i dont think its that though i have a sneaky suspicion its the PhysGeo LOD.

APC tank code

  simulation="tankX";
        fuelCapacity=18;
        brakeIdleSpeed=0.1;
        maxSpeed=60;
        normalSpeedForwardCoef=0.75;
        slowSpeedForwardCoef=0.34999999;
        waterResistanceCoef=0.25;
        engineMOI=15;
        minOmega=73.300003;
        enginePower = 450; // kW
        peakTorque = 2500; // Nm
        maxOmega = 210; // max engine RPM in radians/s
        idleRPM=700;
        redRPM=2400;
        torqueCurve[]=
        {
            {0.29166701,0.54054099},
            {0.41666701,0.67567599},
            {0.58333302,0.81081098},
            {0.66666698,0.89189202},
            {0.75,0.97297299},
            {0.83333302,1.02703},
            {0.91666698,1},
            {1,0.94594598}
        };
        thrustDelay=0.8;
        dampingRateFullThrottle=0.30000001;
        dampingRateZeroThrottleClutchEngaged=8;
        dampingRateZeroThrottleClutchDisengaged=0.25;
        clutchStrength=50;
        latency=1.5;
        switchTime=0;
        changeGearType="rpmratio";
        changeGearOmegaRatios[]={1,0.5,0.625,0.45833299,0.97916698,0.45833299,0.95833302,0.5625,0.95833302,0.58333302,1,0.58333302};
        class complexGearbox
        {
            GearboxRatios[]=
            {
                "R1",
                -3.5,
                "N",
                0,
                "D1",
                5,
                "D2",
                2.9000001,
                "D3",
                1.8,
                "D4",
                1.1
            };
            transmissionRatios[]=
            {
                "High",
                7.5999999
            };
            gearBoxMode="auto";
            moveOffGear=1;
            driveString="D";
            neutralString="N";
            reverseString="R";
        };
        tankTurnForce=850000;
        tankTurnForceAngMinSpd=0.69999999;
        tankTurnForceAngSpd=0.91000003;
        accelAidForceCoef=5;
        accelAidForceYOffset=-2;
        accelAidForceSpd=2.9000001;
charred bolt
tribal rain
#

wait one ill grab it

tribal rain
stuck oyster
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do you have wheel cylinder components in the geometry lod? (should not have)

charred bolt
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Like this

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Geometry LOD can have tracks modelled, but not named.
Geometry Phys LOD can also have tops of tracks modelled, but no wheels or tracks that could interfere with the code-based physx wheels.

tribal rain
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i think its the named tracks

tribal rain
# charred bolt Geometry LOD can have tracks modelled, but not named. Geometry Phys LOD can also...

yah i watched this https://www.youtube.com/watch?v=NH-k47jnmvY&list=PLbyLM76MffqwN3IpgZ63WOhuyNBFZIhd9&index=3 and like the 13 minute mark the homie explained how the tracks are kinda funky in the Phys LOD so you have to either move them UP or remove them entirely

Check the time stamps below :
0:50 Tanks DLC standard : model changes
4:00 config upgrade for a previously imported tank
9:54 wheels configuration
19:21 artificial forces
21:25 physical wheels and physX wheels
25:45 begining of parameters review
26:44 engine config
30:37 general parameters
32:11 Torque curve
34:41 Gearbox
38:01 ingame environem...

▶ Play video
charred bolt
tribal rain
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my tracks in blue this is the GeoPhys Lod

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so get rid of these little shits is it?

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also

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on an seperate note theres only 1 named selection on both the GeoLod & the GeoPhys LOD which is the "RearDoor"

charred bolt
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Try yes, but usually you want something higher up to still give physx collision.

tribal rain
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so i looked at an example tank version and theres has their tracks almost in line with the the rest of the hull but ill try to move it up first and if it dont work just remove em entirely

charred bolt
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Note request to show your memory points. I still suspect them to be the issue.

tribal rain
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un momento porfavor

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Just the memory or memory overlaid on the mesh?

charred bolt
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Copy my screenshot example

tribal rain
charred bolt
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  1. Not in OB
  2. Doesn't show 4 views
  3. Has more than just wheel points
  4. No named selections
tribal rain
#

side on ortho view

tribal rain
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wait one i just seen the wheels request

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adjusting

charred bolt
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In OB, Window>Four views

tribal rain
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this any better?

charred bolt
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Sort of.

tribal rain
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if i knew how to change the selections window id make it bigger but im 0 clue with OB as you can tell

charred bolt
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Ok, so I'm fairly sure the issue will be because you have the wheel boundary points below the track base

tribal rain
#

but heres my PhysXWheels taken from blender

tribal rain
#

also on a slightly related unrelated note would this affect the vehicle being able to "Swim" i.e. move in da water

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it floats ive got that down

charred bolt
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Take a good look at my example - boundary points bang on the "ground", as are the track bases.
Boundary points directly vertically underneath the wheel axis points.
Boundary and axis points in the centre of the tracks.

tribal rain
charred bolt
#

Forget amphibious for a minute, that's a complication

tribal rain
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FUCK YEAH

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i see it now

tribal rain
valid charm
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im trying to open the character template fbx from Arma 3 Samples into blender, but im having no luck with getting it working; does anyone else have this issue?

marsh canyon
#

What exaxt issue

stuck oyster
valid charm
#

yeah i figured, im just flipping through the previous releases of arma toolbox because 4.2.3 isnt working

stuck oyster
#

probably depends what blender version you are on

#

latest toolbox needs latets blender

valid charm
#

i know :)

woeful viper
#

just make an inset and collapse the inner face

finite stump
#

To do the lighting trick in Buldozer, do I need the torrent file? If it is needed does someone have a different link?

visual thicket
#

Thanks never used collpase before

#

Handy tool

#

Oh and is it possible to hide parts of an object that has material applied to it ?

round summit
#

hello does anyone know of a tutorial regarding on how to make a mask/facewear ? (all the ones i find are headgear related)

finite stump
#

Im not positive but should be similar to head gear, just different class names.

round summit
#

oh alright ima try it out then thanks

gilded bane
#

Hi all having bit of an issue

#

Basically my car is doing that, I'm positive it's not the Geometry because I have replaced it about 3-4 times now.

stuck oyster
stuck oyster
visual thicket
#

God damn it my OCD is driving me crazy spend 6 hours UV mapping a Compound Bow xD

#

At least the UV map Makes me Emmm yeah,, fell good.

visual thicket
#

When I added material to my UV map this http://prntscr.com/9q8sej happend why is that Line grey ? Does it have to do with the UV map ?

cosmic idol
#

Hey does anyone know a good set of videos or place to find info on how to get started. I am mainly looking at wanting to right now create a custom scope/s and possibly some drones in the future but I am having a hard time finding any videos or what not on it

visual thicket
#

Nvm figured it out.

stuck oyster
#

anything Arma specific is far more easier to learn after you understand how modeling works

cosmic idol
finite stump
stuck oyster
#

might have been the terrain channel

stuck oyster
woeful viper
obtuse rain
#

If only we had the TOH instrument interactions. 😉

woeful viper
#

pft... starting up a vehicle is just menial work and checklist clicking on things... that's boring

#

i'd rather have proper vehicle controlls and handling (manual gear shifting anyone?)

obtuse rain
#

I noticed there's a gear animation driver, is that ever used?

woeful viper
#

not sure about vanilla vehicles... But the anim source for it it is fully functional

carmine gull
#

@woeful viper i'd rather have proper vehicle controlls and handling (manual gear shifting anyone?)
It's Q/E in DayZ! (No pun intended)

woeful viper
#

they could have pink dinosaurs and i wouldnt care... as long as it's not in arma it's useless to me

livid canyon
#

For cockpit switches which are syncd for 2 players, instead of using a bone to animate, would it be more performant to have the mesh in all positions, uv'd into a grid, using ui2tex to change the texture to show/hide switch positions?

I'm thinking that way all the 2-position switches can be in a single section, and it can be sent directly from one player to the other, instead of broadcast globally.

stuck oyster
modest perch
#

MAYBE roll, MAAAAAAYBE

#

Because weight?

#

maybe

umbral shuttle
#

Okay hello I am trying to learn a bit witho multimat and I think I got most things working except for what I am tryna do for the blue group. I am using a3\structures_f\data\tile\tile02_old_co.paa and I just wanted the top right corner to be repeating. I thought I did it right where in the first uv set I place all the blue stuff in the top right hand corner of the uv tile and scale it but alas I guess that wasnt it 😦

red and green seem to be working fine, I dont really care for black area right now since ahhhh one problem at a time 🙂

#

Here is 1st uv set which is the scale

#

and here is 2nd uvset which is mask stuff (idk the right words)

umbral shuttle
#

I figured it out pepe_lightsaber_dance

#

I just have to keep it in the uv square and in the top right hand corner

lone robin
umbral shuttle
#

I just kept trying random things PepeHappy

umbral shuttle
#

had to cut up a few islands to make it "look" better

lone robin
south badge
#

Could someone please give me a hand?

I am trying to animate the weapon origin point using the ammo_source, so that the point where the shot spawns moves based on how much ammo is left in the magazine.

Issue is, the source goes from 1 to 4, and I am struggling to get the animation to line up properly with the 4 possible origin points, because the distance between then is not constant.

I assume using only one animation class in model.cfg is not correct? Do I need to somehow create multiple animation classes? I just cant figure out how to properly set up the offsets for the translations so it ends up in the middle of the "barrel"

stuck oyster
#

maximum ammo is 1

#

and zer ammo is 0

#

half ammo is 0.5

#

and so on

south badge
#

Oh, is it 0 - 1? I thought the value depended on the max ammo count

#

I did it differently for the opening of the gun ports, but it seems to work correctly for some reason, even tho the value isnt from 0 to 1

#

How does even the offset in the translation animation correlate to real physical distance in blender?

#

I have always just used trial and error up untíl now

stuck oyster
#

if you define axis points and memory="axispoints selection name" then offset of 1.0 unit is the distance between the points

south badge
#

Ohhh

#

I see

stuck oyster
#

works only for translation type. TranslationX translationY are always 1 meter for 1.0 offset unit

#

you could have each animation use different memorypoint pair I think

#

each with right distance to move between them

south badge
#

Makes sense, cheers 👍

stuck oyster
#

or if you have the offset numbers you can calculate it with the offset0 and offset1

slow pine
#

Is there some good tutorial somewhere about how to make structures/houses for Arma 3?

stuck oyster
#

but dont think theres any specifically for a house

south badge
#

and I added dummy objects into the visual lod with the same vertex group names to make sure it is moving, and they are moving

south badge
cosmic idol
south badge
cosmic idol
#

I know how to model in 3d software I just am not sure what I need to do after that for like memory points and everything else that I would need to do in order to have it work properly in game

#

like step 1 is creating the model which I can do its steps 2-whatever that I am not sure how to do and or where to find any info on it as youtube doesn't have much and the forms half the time I click on them show as down so

stuck oyster
#

theres some that go over the workflow

#

and then there is the BI wiki that documents some of the basics

#

and then theres the Arma3 samples on steam that have some examples of config and models

cosmic idol
#

where can I find the samples and can you link the wiki cause everything I find half of them show as down

stuck oyster
#

I dont have other links at hand right now but you can find stuff in the chat history and pinned messages too

cosmic idol
#

alright thank you cause I also found in my arma 3 folder a curator folder with what looks to be samples as well

stuck oyster
#

its separate download

#

nothing in the arma install folder helps you with this

#

but it is essential you are able to find stuff on your own as there is a lot to learn the more complex thing you want to make and the information is spread around

cosmic idol
#

alright thank you

livid canyon
south badge
#

I overwrote spice rakety to usti hlavne for missileBeg, but no dice

#

Every vehicle that uses this seems to be using a fix function in the fired EH, so maybe there is some issue?

stuck oyster
#

yeah I think missiles need that fix or proxies where they are launched from

livid canyon
south badge
#

yup, sadge

#

so there probably is something inherently broken with the game

foggy finch
#

thanks 😃

stuck oyster
#

star wars things being prohibited we cant help with that.

#

also models cant be taken from other games

#

so youll have to start from the basics of making stuff. no shortcuts

hearty narwhal
wraith tendon
#

Hey, you can't remove that Feature! It's in there since forever! Leave it in there (forever :D)

warped stump
#

Is the texture of the Rope ("\A3\Data_f\proxies\Rope\rope.p3d") baked into the model? If so, what would I need for a new rope model that I could retexture?

livid canyon
#

It uses a3\data_f\proxies\rope\data\rope_co.paa. You can check model info such as this using mikero's tool eliteness.

bold flare
#

I think ACE mod has their own rope model, and its open source so you can look at how they do it

livid canyon
#

Yes fuelHose

warped stump
#

Thanks, gents

woeful viper
#

this would lead to broken ladders on stuff. bad idea

round bloom
#

As if they are not already broken enough @woeful viper 😃

radiant cliff
#

Not sure if this is the right channel but are there any mods for the Leonardo AW149 in development?

#

As far as I'm aware there's literally no games that include that helicopter

stuck oyster
wanton rampart
#

I believe my issue is related to the model. For my workflow I've set up a master file for each type of helmet I'm working on. For a part of it I have a texture with a part of it being trasnparent. It's been working fine, but recently, exporting that same model from blender causes the background to not be transparent, but black. Which is not the intended behaviour. Any change happen that might've messed this up?

#

The model itself is still using all the same paths for textures/mats, nothing with it has changed. But just exporting it out now makes the background of the texture black, and not transparent.

wanton rampart
stuck oyster
#

I dont think the model can cause such an issue unless it does not have transparent texture set up on it as default texture

#

do your textures use correct suffixes in source files _CO _CA etc?

wanton rampart
#

And on helmets I made previously its working fine, its just anything new that I export

radiant cliff
#

Maybe I could commission?

stuck oyster
#

so unless you can do that yourself then unlikely

radiant cliff
#

RIP

#

Well I guess I'll just live with the Blackhawks and W-3s

slow pine
#

how much polygons, are too much, for the RV engine?

charred bolt
short plaza
#

Ello, having a but of trouble taking a model and getting it into arma 3

Ive managed to get it into object builder but im lost as to what I need to do here

Any help is appreciated. I can also VC to help be guided through the process if thats easier, just @ me please

pale valley
#

Where would a good starting place be for getting a human model into arma 3? the samples include several versions of both bodies and heads - which would be good to start with? (IE - Arma 3 samples include "TemplateRTM" which itself includes a bust, a skeleton, "male" which itself includes several edits with seemingly different information - likewise "test_character_01" also contains several versions of a body.
TL;DR - Which aram 3 sample(s) do I want to use to learn to make a character

slow pine
#

is this the right way to define the paths?

foggy finch
#

i'd rather have ladders that work correctly

#

than glitching through roofs n crap

stuck oyster
pale valley
mossy violet
#

hello, wondering if someone could help with with my geo fire lod. I have this lod set up where sides are sold peices for more armour (set to 100mm armour) and the middle pieces are all individual plates to the correct thickness. However, i've found the armour to very very inconsistent.

First Issue (Hit Hull is not accurate): When I fire at the tank the global health goes down but the Hull itself does not. This is despite having both set ups in the lod and hitpoint lod. When I fire at the front the hull sometimes goes down but at the back and the sides of the vic only the global goes down or the engines component health goes down.

Second Issue (Weak spots): It seems that the heavier the armour is in some spots the weaker it gets? I have the plating with a block behind it to protect the front. But when i shoot in that spot about 90% of the global health is taken away. While shooting at the less armoured spot with the hitpoints behind it only results in maybe 20%. On the side armour there will also just randomly be a 1 hit kill spot despite it being pretty uniform.

#

Here is pictures of everything.

#

Fire Lod:

#

hit point lod

#

and hitpoints config:

            {
                armor=0.8;
                material=-1;
                armorComponent="hit_hull";
                name="hit_hull_point";
                visual="zbytek";
                passThrough=0.9;
                minimalHit=0.1;
                explosionShielding=0.2;
                radius=0.3;
            };```\
stuck oyster
#

hitpoints are needed for explosive damage though

#

so you still need some

woeful viper
#

the "ability" that they ignore geo lod is why they work in the first place in some cases

mossy violet
#

Also, thanks for tips. I will try to edit it tomorrow night.

stuck oyster
#

I prefer individual plates to control the thickness

#

it blowing up might mean the components were not valid or were not thick enough to block any fire

#

or the hit hull hitpoint drains too fast

#

hitting nothing essential should not really break the tank

mossy violet
#

Hmm. I'll look into that. Might also be inheriting stuff from base arma tank as well it doesn't like or something

#

The fascinating part is the shooting and the hull staying white until 0hp

#

Obviously I don't want my players to randomly explode and not know why. Haha

#

But as always, played around with it for 10 hours and came here when nothing else works, so I appreciate the suggestions.

stuck oyster
#

Id start from simpler setup with just hull damage first

#

then once that works Id add the more weaker internal components

slow pine
#

Hey guys, so i made a cube that has a different material for each face (so, 6 materials).
How can i add hidden selections for each face of it?
So i can change it's texture and RVMAT in the eden editor?

stuck oyster
#

select faces and add named selection

#

in its basics

#

named selection list is where you have the component01

#

then those named selections need to have sections defined in the model.cfg

#

and corresponding hiddenSelections[] listed in config

slow pine
#

i can't find where i add a named selection.

stuck oyster
#

right click on the list where it says component

#

thats not the right menu

slow pine
#

F3 should be the key to select faces, right? because it's not working for me.

late jewel
#

What scale should I be modeling in for Arma in Blender? I had a realistically sized hangar and when I imported it in, it was probably over 50x larger than it should have been. Forums are down again so I have no place to find the info.

marsh canyon
#

Try Ctrl+A the object and apply all transformation

stuck oyster
#

but as Polpox there says you need to apply your object mode transformations

#

best to not scale things in object mode

late jewel
marsh canyon
#

Then how you've done

late jewel
#

Huh?

marsh canyon
#

Your workflow to export

#

If you export it into FBX then import to OB, it is wrong and problematic

late jewel
#

Ah, yes. That's exactly what I did lol. Do I need to export OBJ?

marsh canyon
#

No. Export as P3D

late jewel
#

Noted

marsh canyon
#

ArmaToolBox is your friend

late jewel
#

So I need to try and use it as often as possible for any exporting/importing?

marsh canyon
#

That addon is industry standard for A3 modeling, yes

late jewel
#

Alright. Heard that. Thank you

runic iris
#

I downloaded the public arma 2 data but it doesn't come with the textures, where can I grab those?

celest arch
#

arma 2 pbos

#

just extract them, or use Mikero's a2p

runic iris
#

Thanks 😃

wheat ledge
#

One of my Reforger models inside A3. My god does A3 butcher the textures lol.

stuck oyster
#

Also VR has the worst lighting

wheat ledge
#

I am green asf when it comes to A3 modding so this should be fun to tweak 😭. Didn’t even know what an rvmat was until 15 hours ago.

livid canyon
#

The fake ik for hands and feet of vehicle crew is engine side and doesn't extend to any other bones, right?

livid canyon
#

Gotcha. Just dreaming of pintle mounts for small arms.

stuck oyster
#

if you wanted to swap the weapon that is

livid canyon
#

Ah I was thinking of moving the unit weapon but rotating about something that isn't the spine, like FFV does.

short plaza
umbral shuttle
#

Okay this is something that I never knew the answer to, I have an axis that is for a turret rotation and right now the controls are inverted so i need to flip the axis. Problem is its at a weird angle. How do I in object builder change what is considered the start point and wat is the end point of an axis? pic is the axis in question

pallid nexus
#

The Arma 3 samples are a good place to start for most things
All the samples are working simplified models that show the setup (sometimes nearly working, since they haven't been updated in a while, but still are mostly fine)
If you import the .p3d from the sample into blender, it should show how all the blender proxy stuff works
And the Aegis Sharealike repository is good if you need a second reference, or for something that you couldn't find the Arma 3 samples (I used it for a suppressor sample, since I couldn't find that in the samples)

short plaza
#

I see, thank you much

charred bolt
stuck oyster
#

Skewing/tilting risks AI ability to properly aim.

umbral shuttle
umbral shuttle
#

turrret does point ahead but its like canted 30 degrees or something like that

#

sorry canted like 10 degrees

stuck oyster
stuck oyster
#

eh?

short marsh
#

What does "memoryPointTaskMarker="TaskMarker_1_pos"; do? I'v seen it added to the BIS configs, and added it to my own stuff more or less, but even BIS has not much in regard in what it does

#

It's a memory point, so I guess it fits here

livid canyon
umbral shuttle
umbral shuttle
#

Is there a problem with having multiple proxies with id 1? how does in turret config when I say use proxyindex = 1; it knows to use gunner 01 not say pilot or cargo?

bright echo
#

proxyType

umbral shuttle
#

ah okay, tryna find out if this was the problem with this I was having here #arma3_config message
but I guess not so thats good

carmine gull
#

@runic iris There's also the Licensed Data Packs (basically the aforementioned PBOs)

livid canyon
#

As I understand it, emissive bits (for ~20 indicator lights) using hiddenselections/setObjectTexture are each a section and cause draw calls, and impact performance.

Would it be better to have all of them in the same section and set the state for each by changing the texture or uvanimation for the whole selection?

sour bough
#

It's probably not measurable on a vehicle

#

Or rather, probably not noticeable or relevant

#

But if you really wanna optimize, have the emissive bits be over top of non emissive states and keep em all on the same uv and rvmat? Then just hide and show with anim sources

livid canyon
#

Is that mainly a house concern, then?

stuck oyster
#

setobject texturing would increase section count yeah. hide animating little bit of extra mesh would be technically better.

#

but Id wager the performance impact is not even measureable either way

sick junco
#

guys i need you help

#

a friend of mine created me some 3d models of a rifle plus accessories, but I'm in FXB and I don't know how to create a PBO with these models, could you help me?

stuck oyster
# sick junco guys i need you help

Id suppose you got to start learning how configs work and likely need to learn some 3d modeling too to make the models actually fit for game use

sick junco
#

which I have done in the past, I taught myself how to modify vests or helmets

#

but some help and kindness would be welcome.

stuck oyster
#

like to look at the Arma3 samples

#

and see how weapon configs work through there

#

dont know what you mean by modifying stuff since models are typically not accessible for that though

steep sonnet
#

heyo, did you ever figure out how to do that? Ive managed to make a billboard LOD with one flat mesh, but im having trouble with the second one.

(basically I have one flat mesh on the Y axis, but my second mesh along the X axis doesnt show up)

#

wait this is arma 3 I work on reforger. idk if its the same or not. damn

umbral shuttle
#

for geo lod I wanna add some cubes to artificially move the center of mass around but not be considered for collision, do I jus not include them for ComponentXX selection?

lone robin
stuck oyster
#

with transparent background

#

made that into an atlas

#

and aligned uvmapping to match the tree model with the billboard

steep sonnet
#

You guys are awesome

#

Ima check this out tomorrow morning

lone robin
stuck oyster
#

I believe speed tree does just that but has more automated process

#

😅

lone robin
#

I used SpeedTree to make my branch atlas’ and billboard atlas. It worked pretty good but learning and paying for SpeedTree just for that might not be worth it if you have a good grasp on blender. I just wanted to speed up the process a little lol
I also used ST to make some clutter, although it’ll need some manual touch ups in blender

stuck oyster
#

clutter I've made with ortho renders from blender too

umbral shuttle
#

cool

reef gate
#

this is really dumb but how do i actually get the model ive made into arma for testing (i think ive set up all the config correctly

stuck oyster
#

What kins of object? What do you expect to happen vs what happens/does not happen?

stuck oyster
#

so if everything works right you would have the plane in the editors vehicle lists

#

and could place it down

#

thats about it

#

if it does not show up in there, somethings not done right

#

if the listing shows up but throws errors or model dont show up when placed then somethings not done right

#

etc etc

#

you will need to run the pbo you made for the mod as local mod

reef gate
#

okay

stuck oyster
#

like

#

need info to understand if there is a problem

reef gate
#

So far I have a model in blender (ive set it up with the different LOD’s) and a config that im hoping is right

#

I don’t really know what to do you from here

livid canyon
#

Briefly: export it to p3d, pack into mod pbo, and load the mod. Recommend you do that with a cube first to understand the process.

reef gate
#

do i need to do each thing individually?

livid canyon
#

yes, there is no blender to arma button

stuck oyster
reef gate
reef gate
stuck oyster
#

no if you use the above mentioned blender addon

reef gate
#

i do

livid canyon
#

ah, I understood thing to mean step, not blender object

stuck oyster
#

but like Ampersand said, it is far better to learn the configs and object importing with something simpler

#

if plane is first thing you try to put it in 100% you dont have everything right 😅

reef gate
#

i've done a few other objects

#

but this is my first time with an aircraft

#

it's a lot more complex

#

I'd really appreciate it if someone could have a look at this and see if I missed anything crucial before I export

storm wave
stuck oyster
#

that will show errors if/when there are any.

#

its far easier to solve that way

lone robin
# storm wave

A random picture with no context is not going to get you help

storm wave
#

thets all i know

#

buldozer donset work in object builder

stuck oyster
late jewel
#

Hello everyone, I'm making a drone, I set 250,000 faces in blender, but it's still not enough to load the model, please advise what to do, I even tried to change the number of faces for the ellipse separately (the main part of the drone), but it requires 200,000 faces, but because of this amount it takes a long time to load it https://youtu.be/7iCFkSICKyE

stuck oyster
#

its few 1000 that it needs max

#

also in games faces draw only front side

#

so you need to make sure all your faces point out

#

you can enable backface culling in blender to see what faces are visible and what faces are not

late jewel
late jewel
muted lintel
#

Most vanilla A3 vehicles are only around 30k verts, 200k+ is definitely overkill for such a simple object

stuck oyster
twilit seal
stuck oyster
#

this

#

your modeling process is basically wrong for games right now

late jewel
stuck oyster
#

but you will need to reduce the face count to something more reasonable

#

people learn this stuff from online tutorials or some might go to school and learn some there

#

most you learn by practice though

late jewel
stuck oyster
#

im self taught too, nothing wrong with that

#

blender tutorials are usually free so money is not really needed

#

just time and patience

late jewel
stuck oyster
#

maybe you scaled it to negative value

#

that flips faces

late jewel
#

idk, i just scaled, I'll try flip normals

late jewel
late jewel
#

i think I figured out the mistake, I saved it as obj and then worked with it in Object builder, and as soon as I saved it in p3d, everything was fine right away, I'll try to do this with my drone now

stuck oyster
#

and youll need to figure out uvmapping and texturing too

late jewel
stuck oyster
late jewel
stuck oyster
#

not really

#

I would recommend looking up things like texture baking

#

maybe "highpoly to lowpoly workflow"

late jewel
#

thanks, i try to found guides

#

and sorry for my bad english)

stuck oyster
late jewel
late jewel
short marsh
# storm wave

You gotta copy a couple of files from the A3 folders into the P drive, that's how I fixed it

#

Go into your Main Arma 3 directory, and go to the dll folder, and you'll see two folders

#

x64 and x86, open those folders and copy the RTDxxx.dll into your Buldozer folder, and that'll fix the problem by placing the dlls in the appropriate folder, so the RTDxxx.dll from the x64 folder goes in the same Buldozer folder, and so on with the x86. Then run Buldozer and it should work.

lyric bloom
#

hi, do you have any p3d tank example? the one contained in arma 3 samples is really poor, thanks in advance

stuck oyster
#

are you looking for something specifc that it does not show?

#

it does not show how to make high detail model of course

#

but thats different thing from technical sample

lyric bloom
#

yes, suspensions and rear lights are missing

stuck oyster
#

suspensions in what way?

#

im pretty sure it has dampers set up

#

and rear lights are pretty much same thing as front lights but with tiny variation in config for what controls them

#

these things are basically the step beyond the basic samples and where you need to first study the samples for how things works and then be able to derive those mechanics into other features

#

also the other samples like the car can be crossreferenced with

lyric bloom
#

mm ok I try

lyric bloom
#

Since I'm working with an OBJ file, I'd like to know what components should be related to each other. Should the dampers stay attached to the hull or not? and what if I use the arma 2 models? is there a big difference between 2 and 3?

stuck oyster
#

OBJ is transfer format but not really great one for Arma purposes

#

what program you made your model with?

#

if you use Blender you can export directly to P3D with the Arma toolbox exporter

#

But I would recommend practicing with simpler objects than a tank first

#

as you will need to learn how model.cfg animations and such work

#

that is easier to do with simpler things

#

like a box with a lid that opens

#

if you just copypaste things from samples without understanding, you will have trouble

lyric bloom
#

I made it with blender, I'm using the arma 3 plugin

stuck oyster
#

then you dont need obj file

#

but animation things you need to practice with simpler things so you can learn how to write and use model.cfg animations

#

there are few wiki pages about how that works that can be useful to read

lyric bloom
#

ok thanks

eternal jasper
#

Could someone help me out with my helmet?
I've managed to get it into game and visible, however it appears to be locked into the chest cavity. I've noticed in 3rd peson it follows the direction the characters head moved; it just doesn't want to sit on the head. Additionally it appears with this odd dotted texture, but when dropped it appears with it's actual texture. Would anyone know a possible cause of this?

#

Well i fixed the position goof

stuck oyster
eternal jasper
#

Aye i saw it right after

stuck oyster
#

The texture issue is weird. How do you pack the pbo?

eternal jasper
#

With the addon builder

stuck oyster
#

Are your project filed on P drive?

eternal jasper
#

Yeah

#

Its baffaling it appears only when its dropped

wind cedar
#

Anyone able to link a video that explains how to get my gear in game and setup configs and stuff

round bloom
#

Did A2 not include a iron sight M16A4 (I am porting A2 weapons)?

woeful viper
#

can anybody tell me where i can find the russian tankdriver headgear in the A2 samples?

craggy gust
#

Is there a way to set up dynamic signs that can be edited via EDEN?

marsh canyon
#

What is dynamic signs

craggy gust
#

Where you can edit the text and stuff on them. Road signs, business signs, etc.

marsh canyon
#

Theoretically possible:

  • peepare a model
  • use procedural texture to write texts on it
  • ???
  • profit
craggy gust
#

I know I’ve seen either RHS or CUP do something similar…think it was RHS, you could put in a three digit number to change the unit number.

unkempt token
#

And since this is the models channel, if you wanted to make it an attribute you can custom change in 3den, then add this subclass to your CfgVehicles entry for whatever you're making:

        {
            class ObjectTextureCustom0
            {
                displayName="$STR_3den_object_attribute_objecttexturecustom0_displayname";
                tooltip="$STR_3den_object_attribute_objecttexturecustom_tooltip";
                property="ObjectTextureCustom0";
                control="Edit";
                expression="_this setObjectTextureGlobal [0,_value]";
                defaultValue="(getObjectTextures _this) param [0,'',['']]";
            };
        };```
round bloom
gilded bane
#

Anyone experienced models just breaking? I have a car model from ArmA 2 which I ported, and after about an hour of playing arma 3, the right hand side wheels stop working.

#

None of my friends have this issue, Im just wondering wtf is up

warped mural
#

my pistol model is throwing out 556 size cartridge casings when firing, what parameter should i change to fix it?

marsh canyon
#
class B_762x51_Ball: BulletBase
{
    cartridge="FxCartridge_762";
};```
#

It should be defined in CfgVehicles (yes, for whatever reason it is a vehicle)

sour bough
#

You cannot open binarized p3d's

stuck oyster
#

no need to say that even

#

this is a absolute NONO situation

#

you can make new things

#

but you cant take other people things.

warped mural
stuck oyster
#

you have received official warning but the bot could not message you so Im letting you know here.

stuck oyster
#

or inherit from them to get all the properties you dont need to change

marsh canyon
woeful viper
#

yes thats the one i mean

celest arch
#

evening Gentlemen, I have a question for you. What controls the position of a backpack on the character? I made one, so far it works the onyl issue is that it's attached to the character leg

stable steppe
stuck oyster
#

hypotheticals are often hard to answer or completely misconstructed

#

it is easier to approach helping with the actual thing

stable steppe
#

I have the class defined above in cfgvehicles, currently i can spawn the object using createvehicle in-game with no issue. I then apply velocity to the object using SetVelocity. This makes the object above, a ball move when spawned.

I want to be able to make the ball spin as well, i try to use the SetTorque command, however it does not apply rotation to the object because that command only works with physx objects, i.e thingx not thing like above.

I modify the config to thingxfrom thing and repack the mod - after this, the object no longer spawns in game. Any ideas on what could be wrong?

stuck oyster
#

for physx stuff to work you need valid goemetry lod with mass

#

for starters

stable steppe
#

Is this part of the model .p3d file?

stuck oyster
#

yes

#

to get the configs easiest right Id recommend inheriting from any similarly working vanilla object

#

and then change only the things you need to change

stable steppe
stable steppe
#

I see my model has a geometry lod but no phys, is this the problem? Is it good enough to just duplicate the geometry lod and change the duplicated to geomatry phys?

stuck oyster
#

the mass is set in the geometry lod

#

and yes that can be done in the object builder

#

there is a mass dialog you need to toggle on

stable steppe
#

I did that and set the mass on the geometry lod to 10, should it be good?

stuck oyster
#

then select he geometry component and set the mass

#

the mass is in kg

#

but sometimes small mass can work poorly in the game

#

experiment with it

#

there is also a geometry lod requirement explanation in the pins if I recall right

stable steppe
#

So I did all that, now when i spawn it with createvehicle it just floats in the air?

#

it stays where it was spawned and doesnt move

stuck oyster
#

geometry lod is not valid

#

missing some requirement

stable steppe
#

@stuck oyster
my lod is just a simple box with 6 faces 8 vertex, i see the part about naming collision?

I select the whole geometry lod but the name panel is blank, is this the problem?

stuck oyster
#

there is a convex component tool in the top menu you cant try out

#

or find component

#

in the structure menu I recall

stable steppe
#

@stuck oyster
so so i seelected the entire lod, and in structure-> menu click component convex hull, now i see the named selection with component

Is this what i needed?

#

hmm still floating

stuck oyster
#

try more mass

round bloom
#

\Creatures\CA\Characters2\Rus\Soldier_Crew.p3d @woeful viper

stable steppe
bleak tangle
#

@celest arch do you have sections for body parts?

#

For example spine3, spine2, spine1, leftshoulder, rightshoulder

celest arch
#

I think I'm missing the shoulders

#

that's probably why, how should these named selections be?

#

vertices or planes?

bleak tangle
#

I tried messing around with it just now and if i had no sections the backpack was down near my feet. If I had any section, even leg or head, it showed on the back but followed the animations of the head/leg

celest arch
#

the backpack base is just the a2 czech packpack

#

I got its mlod and workd from there, but there's no shoulders section in it

#

it's got spine 1,2 and 3

#

and there's no sample in the a3 samples of course...

bleak tangle
#

Do you have a model.cfg?

celest arch
#

actually no

#

erm

round bloom
#

FailFish

wraith tendon
#

model.cfg for a backpack? Thats new for me @bleak tangle oO

#

Since A3 or was that earlier also needed?

woeful viper
#

well if you want it to deform when the character is moving you need the default character skeleton

round bloom
#

Is there not any way to see a weapon attachment proxy (defualt A3 attachments) in bulldozer to you can see if they line up? (instead of loading into game every time)

livid canyon
#

It seems like animation source Throttle doesn't work for boats. Is that right?

charred bolt
umbral shuttle
#

for the bound memory point for tracks, do I put it at the bottom of the wheel, or at the bottom of the track?

umbral shuttle
#

@charred boltI suppose since we doing model stuff we should be here, so I made the wheel axis 2 memory points , I have the bounds point directly below. Unfortunately the tank has entered the space program

now from wat I am trying the space program is enabled by the new wheel_x_x_bounds I have

umbral shuttle
#

Okay so wat I did here was I fix the alignment of all the points, I had the bounds for the sprocket wheels moved up to be vertically at same level as axis like u had mentioned in config chat so I guess thats progress? So maybe the slight unalignment of the points was the issue

#

maybe I just messed up somewhere

charred bolt
umbral shuttle
#

but yes all is good now, just an interesting place to have to fix

round bloom
#

What do you need to do in order to make a magazine hide/invisible when there is no mag in a gun or if someone is reloading?

modest quarry
#

Ok im confused as fuck, So when I start in first person my hands go through the ground (I assumed a proxy issue and reimported them), However if I go third person and back into first person the hands are fixed ???

modest quarry
#

I reimported everything except res 1 and its fixed so cool I guess

stable steppe
#

Greetings all, one of my models is causing this error in arma 3.rps whenever it is created using createSimpleObject
SW animation used for (pathtomodel).p3d - Not all levels have Keep Height set

Anyone know what i need to do with my model to fix this? Im a programmer not a modeler so im a noob with this stuff

#

Made some progress, opened up the properties panel with all of the vertices selected

Currently they are all on "Above Surface" - will changing them all to Keep height get rid of the error? What exactly does this change, do i need to change something else also?

#

Also, does anyone know what causes this in arma 3.rpt? I believe it is being caused by a model

lyric bloom
#

hi there, Does the geometry need to be manifold?

sour bough
#

for a geometry lod yes

#

Convex as well

#

And it triangulates on bin iirc so triangulate and test convexity before thinking it's okay

stuck oyster
#

👆 👆 👆 👌

stuck oyster
stable steppe
#

Setting the verticies to keep height seems to have gotten rid of the keep height warning

#

@stuck oyster do you know what could be causeing the obsolete and vertex buffer messaged?

stuck oyster
stable steppe
#

I believe so

stuck oyster
#

What lods do you have?

#

And what type of object have you configured it to be?

stable steppe
#

im not sure if its related to that object or not, i have a lot of models and textures in my mod - can this be caused by a bad model or a texture?

stuck oyster
#

Sure.

#

Could be some other model too.

#

Time to simplify and test stuff in small batches

#

First you have to isolate where the problem is coming from

stable steppe
#

is there something obvious to look for that would be causing this?

#

could obsolete be caused by an outdated sqf script command being used?

stuck oyster
#

Can't say that's very common error. You might even be first one to mention it here.

#

Testing your own stuff should always be made with no extra mods loaded too to make sure they don't mess things up.

stable steppe
#

What causes this error?

17:22:06 Vertex Buffer too small (16540<16384)

It seems to be caused when spawning a model - i checked out the model and it only has 7k verticies and 14k~ faces. Is this model too detailed?

#

A buddy made these models for me but hes also a modeling noob, trying to fix the problems with them - why i keep asking noob questions

astral cairn
#

What's going on with my model? I have two materials, one for the tracks and one for the body.
It sorts rotates the texture around and breaks it.

#

It's set to a image texture on the body and a colour texture on the tracks, is this something that isn't compatible.#

rapid tree
#

So i made minigun doorguns via proxies with geo and fire geo etc, the shadowvolume works from the proxies but the fire geo does not (its validated)

Do i have to paste the proxies into the fire geo of the heli aswell ?

rapid tree
#

Alright thanks for the quick answer

woeful viper
#

model.cfg

south badge
#

The game requires .paa formatted textures to work.

The _co texture is assigned directly to the mesh in question, while the _as, _nohq and _smdi textures are linked through the rvmat.

astral cairn
#

I have two separate materials on two separate UV maps. This is the results of setting the PAAs up

#

For reference, the arma 3 addon in Blender allows you to bypass using a PAA and set a colour instead.

stuck oyster
#

Even if you have different materials they all share the first uvset

#

You probably have multiple in youe model and the game can't use that

astral cairn
#

Fair enough, I'll fix that

stuck oyster
#

Uvmapping can overlap if different material/texture is used.

stable steppe
# stable steppe What causes this error? `17:22:06 Vertex Buffer too small (16540<16384)` It se...

Also, does anyone know what Generating ST on the fly is very slow means in the rpt log? What do i need to do to my p3d to get rid of this warning?

Sorry for all the questions, I would google search and use some of the many useful forum posts on this topic, unfortunately they are all inacessable and and even an archive is completely inaccessible because of "spam" - would hope a developer could respond because of this....

stable steppe
# stable steppe Also, does anyone know what causes this in arma 3.rpt? I believe it is being cau...

To answer another one of my previous questions, it seems configuring CfgCoreData with the following settings causes Obsolete to be spammed in your rpt log

{
    slopBlood = "path\tomodel.p3d";
    footStepBleeding0 = "path\tomodel.p3d";
    footStepBleeding1 = "path\tomodel.p3d";
};```
The spam would start after shooting someone, my guess is it tried to replace the default blood model with something else but it didnt work
Presumably because these settings are obsolete. I would assume anytime Obsolete is spammed in rpt, its likely an outdated config that is being used
stable steppe
stable steppe
#

Does anyone know how to configure a models hit impact particles? Currently, when shooting at a certain object, it kicks up dirt - i would rather it instead shows blood spray, like how when you shoot a person - is there a config option in cfgvehicles for it or somewhere else?

stuck oyster
charred bolt
stable steppe
stable steppe
azure pier
#

Can anyone venture a guess on why this bag has a blue texture instead of green? Also it's in the wrong position

stuck oyster
#

and model does not meet the conditions to work 😅

#

same requirements basically as headwear (mentioned in pinned messages)

azure pier
stuck oyster
#

power of 2

#

512x512 1024 2048 etc

azure pier
#

Understood

stuck oyster
#

well up to 4096

#

but your bag might be 512 or 1024

#

its small

azure pier
stuck oyster
#

yes

azure pier
azure pier
#

Odd, I did assign the mesh to the Head vertex group

#

Probably model.cfg

azure pier
#

Probably for the spine

#

Testing now

bleak tangle
#

@celest arch Did adding a model.cfg resolve the issue?

celest arch
#

actually I didnt have time to try it yet

#

using eliteness on a standard a3 backpack I indeed see a model.cfg

stuck oyster
celest arch
#

I''m not really sure how to make this model.cfg tbh

obtuse rain
#

You should be able to use the one from the Test_Character_01

celest arch
#

ah ok straight from that

obtuse rain
#

Also you'll need to put the backpack in a selection that matches the bone name.

celest arch
#

yeah should already have that

#

let me try

#

well on the backpack I have Spine 1,2 and 3 - the model itself is the regular arma 2 czeck bp

#

I can see those selections in the skeleton, but the backpack still is on the ground

#

checking an arma3 backpack with eliteness I just see leftshoulder and rightshoulder as an extra

#

but there's no shoulders on this backpack so I should be good to go.... yet its on the ground

bleak tangle
#

And you have your model.cfg with YourBackpack: ArmaMan{};?

celest arch
#

yes

obtuse rain
#

And the p3d is called YourBackpack.p3d?

celest arch
#

yeah yeah ofc, just double checking if I'm pointing pbopro to the right folder

obtuse rain
#

Drop your binarized .p3d into Eliteness to see if it ended up with a skeleton.

celest arch
#

yeah I was messing up with folders

#

I need a slap, 6 am! it works thanks 😃

azure pier
celest arch
bleak tangle
#

lol well worth it for that

celest arch
#

its just the beginning, wanted to experiment some alternative camouflaging

azure pier
#

I'm doing this under the facewear slot btw

#

Kinda like S&S

umbral shuttle
#

Okay blender question time, for the green parts on this track, wat do i gotta do to make them straight in uv editor? rn they all curved cause they bend (they all have a seam at the end )

azure pier
#

Wait...

class RPD_drum_pouch_single : ArmaMan {};

Does the class name in model.cfg need to be the model file name or the class name in CfgGlasses?

#

Before it was the CfgGlasses class name

umbral shuttle
azure pier
azure pier
lone robin
azure pier
#

It's assigned to the spine bones now btw

stuck oyster
#

Then the model.cfg needs to be set up right

#

And the geometry lod must have the autocenter 0 named property (not named selection)

astral cairn
#

I've been messing around with generating more textures. It's doing something, but seems to be rotated relative to the vehicles.
Only one UV set this time.
All transforms applied.

Is there any pointers for what could be causing this?
I've spent a fair bit of time trying to isolate what could be causing it but nothing's really affected it.

#

I have two materials, one track, one body and two separate sets of PAAs

stuck oyster
astral cairn
stuck oyster
#

and do the textures work in buldozer?

rapid tree
#

Another Question about Proxy Guns for Vehicles, how can i make the animations work ? It seems that the proxy dont animate...

Do i really have to seperate the gun in all bone parts and make every bone a proxy ?

marsh canyon
#

Proxy doesn't animate, so you answered your own question

stuck oyster
rapid tree
stuck oyster
#

No moving parts in the proxy is my guess. If the model is in the sample pack you can check yourself.

rapid tree
marsh canyon
#

You sure it isn't a zasleh?

rapid tree
#

Yes im 100% Sure

marsh canyon
#

Then they did it despite it is unanimated, I guess

rapid tree
#

I check later in A2 but i think the belt and feedtray are still animated

marsh canyon
#

🤔

rapid tree
#

Its solved

#

The Lod1 guns are proxies the ViewGunner ones are not

cunning temple
#

In the blender plugin how do you add an empty Geometry? Or do you just add one vert 😕

stuck oyster
#

but not absolutely sure if I've even ever done empty geometry lod like that

astral cairn
#

Also, a solid nope for working in Bulldozer

stuck oyster
astral cairn
#

Ah, that scans.

stuck oyster
#

the track itself needs to be vertically continuous so it can scroll up and down

#

and wheels are separate

astral cairn
#

So, it needs to be one contiguous track that's vertical?

stuck oyster
#

so what it looks like unwrapped is about this

#

so it uses the repeating texture

#

evenly along the whole length of the track

astral cairn
#

Understood, that makes sense.
Can you have both track on one material or done separately?

stuck oyster
#

you can play a little bit on the uv map vertical position to get different patterning on both tracks

astral cairn
#

Okie doki, thank you again

charred bolt
toxic apex
radiant cliff
toxic apex
radiant cliff
#

Good luck with it

tribal rain
#

question for you all im trying to setup my smartgun backpack rig and have it lock on with the weapon i.e. follow the bones of the hand/weapon if possible but for some reason the left hand side does not want to follow?

Ive got a backpack that has a hard ammo feed that follows the hand anims etc etc but its on the right hand side when i switch to left side it doesnt want to follow the bones.

stuck oyster
#

but you are also using separate stance mod so things may not always work as expected

#

also you probalby want to make it weapon at one end and spine2 or spine3 at one end

#

and not use the arms etc inbetween

tribal rain
#

that is true but on the sister backpack even when the stance changes it works a dream the issue is for whatever reason the "bone" is not where youd expect it to be?

Like for example if i were to set it to "Weapon" itd be about 0.5m (1.6ft for the americans in the audience) offset to the right of it? its really weird

tribal rain
stuck oyster
#

imo thats the only way to get it work proper

#

using the hands will add lot of weirdness because their movement arcs are totally different

tribal rain
#

yeah im finding that

#

ok question as well right as i try to avoid weight painting as much as possible but if needs must im willing to learn

#

Normalizing weights

#

ive tried that function in blender does exactly bumpkiss so what exactly am i looking for in terms of transition here? i know RED like scarlet red is 100% influenced by that selection and Deep Blue is 0% affected but like whats a good kind of gradient to look at?

stuck oyster
#

normalize evens out weights to total 100

#

so if you got 100 weight and 100 weight it becomes 50