#arma3_model

1 messages · Page 51 of 1

stuck oyster
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but it wont smooth

tribal rain
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AH there we go see thats what i thought it was doing i thought it would be smoothing it

stuck oyster
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weight paint wise your arm is basically nightmare design to make in this situation where you have clear joints

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and you wont be able to make them operational because you cant give them actual bones of their own

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but for even weight smooth weight you can do easy trick

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make a tube

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or box

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weight left side to weapon, right side to spine

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then cut it in the middle

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them move the weapon end to your arms weapon end and spine to spine end and the middle to the arms middle

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then divide again and correct the shape until the tube covers the whole arm

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and then youll have pretty smooth weight from one end to another

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as the cuts retain the weight the mesh has where they are cut

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then transfer that tubes weighting on the arm

tribal rain
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alright cool im always down for neat little tricks sometimes working in blender/arma is like getting a gnome to do anything for you you have to trick it into working or else it curses you

stuck oyster
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I did maybe the first trial of this kind of backpack to weapon feed few years back

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I battled with these same things

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in the end its best if the arm/belt/cable is as simple as possible and maybe covered with some sort of cloth to hide joints etc

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as when done this way it will always deform poorly

tribal rain
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yeah the sister belt was not too bad as the kind of hard ammo feed that youd see on like mounted turrets is quite forgiving but this smart gun armature has set pivot points which is pain

stuck oyster
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yea honestly I dont see it working out

tribal rain
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Literally me at the moment

tribal rain
stuck oyster
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will it be true to source if it looks like crap 😅

stuck oyster
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you can try weapon - spine

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and then even distribute that to each piece with smoothed ends

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but youll see soon enough what I mean 😅

tribal rain
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i looked at my options ball joints are just 🤮

other than that like you said i could try a flexi side BUT SAYING THAT IVE JUST HAD A LIGHTNIGNT BOLT IDEA

FLEXI CABLES OR HYDRAULICS

tribal rain
stuck oyster
tribal rain
# stuck oyster

also im sure youll be delighted to know that the AI knows of you

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Chat GPT 👀

stuck oyster
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:L

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well this time it did get it right

tribal rain
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i think that means youve made the short list for termination

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congrats i guess?

tribal rain
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❤️

stuck oyster
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you could maube get it to work decent enough if you sacrifice the joints and cover them with sock

tribal rain
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im tempted in all honesty

stuck oyster
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but I dont see the joints working out 😅

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they be bendy

tribal rain
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Its less joint more disjointed

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no bueno

tribal rain
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this = this

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so weird

warped mural
# tribal rain

what if you paint spine1 all red and leave weapon as is here

stuck oyster
tribal rain
# warped mural what if you paint spine1 all red and leave weapon as is here

it kinda works like that but only issue is when in motion the final part which "hooks" up to the weapon kind of sways out of touch left to right in relation to the hips movement.

Ive tried doing Spine1, Spine2, ive not tried the other Spine Bones but i was thinking the other spine bones might cause some issue also

stuck oyster
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As you have modeled it in the animation state, not in the T pose state

tribal rain
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so its offset already then and then when the animation is applied it offsets it further

stuck oyster
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The T pose state is deformed mess

stuck oyster
tribal rain
stuck oyster
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I think I've posted pictures of my belt feed backpack somewhere in the past here. You can try to look that up.

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Or I can post the later when I'm back at computer.

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Basically the weapon bone is at the far right side of the character in the T pose

round bloom
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Do you need to add a proxy of a harness for adding a custom NVG? (dont really want to model a new one)

stuck oyster
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we dont do scams here

cunning temple
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Do snap point have to be 0/1 only, or can you use A_5 and V_5 etc? Surely if you just using 0/1, TB will be snapping the objects to anything with a snap point lol

stuck oyster
cunning temple
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Well I for one am shocked by that 😄

umbral shuttle
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anyways question for tracks

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do I need the UV to go vertically off the uv square like this OR can I

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(and Ik this isnt perfect) but have it confined to uv square

zenith quartz
stuck oyster
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Off the square. That way the engine knows the texture repeats

tribal rain
cloud zealot
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I'd like to add an ancient pistol to Arma 3, the Colt Walker, is there an animationSource or a way to make the character c_ck the hammer when the weapon is drawn ?

marsh canyon
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isSelected

cloud zealot
marsh canyon
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model.cfg source

cloud zealot
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aaaaaah

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let me see

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Hmm i think this is it, i'll test it later. Thank you very much 🙂

stuck oyster
stuck oyster
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But possible

cloud zealot
stuck oyster
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The character gesture would be made as rtm with the character rig.

tulip portal
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Warning Message: Cannot open object
No geometry and no visual shape while trying to check property cratercolor

iv moved some p3d's and proxys to different pbos changed the file paths
and now arms wont open the models
is there something obvious im overlooking

tulip portal
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im not sure what crater color is or why edges arnt being found either

dusky onyx
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what could be the reason?

tribal rain
dusky onyx
supple orchid
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hi, can anyone help me to make a custom config for a model so that my radar jammer actually works in game , which tools i need to use

stuck oyster
leaden quartz
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this is my UV map the highlighted bits along with the zoomed in image, when i paint over them in substance painter the paint goes on top and through these sections and paints what's behind them which is a different colour how do i stop it happening

stuck oyster
leaden quartz
stuck oyster
leaden quartz
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im new to moddeling how do i do that

stuck oyster
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Backface culling is setting that makes it not draw the backside

leaden quartz
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blender and even witht he backface culling off it stil does it

stuck oyster
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It just would show if it's wrong way.

stuck oyster
late jewel
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Can anyone point me in the direction of a forum that tells me how to make props? Specifically a building if it matters

umbral shuttle
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For this pip screen I get this weird effect thats not present on other pip screens, is it too close to the face that is underneeth the pip screen? tried moving faces to top and no success there

stuck oyster
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you should first learn basic 3d modeling techniques

late jewel
cunning temple
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Why do the top set of ponds snap together perfect, but the next row don't snap at all?

stuck oyster
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I'd give all same size snap square

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With autocenter0

cunning temple
stuck oyster
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Also TB templates don't seem to refresh them very well

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I usually delete template, restart TB and load the template fresh if I have to tweak snappoints.

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Also I test them in fast loading test project meowsweats

runic plover
charred bolt
umbral shuttle
sullen jasper
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Hi guys, I have a 3D model that I need to be put into a T-pose and imported into Arma 3. The model is already made, I just need someone who can adjust the pose and prepare it for use in the game (convert to P3D, setup config.cpp, etc.).

lone robin
runic plover
umbral shuttle
short grove
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Hi, I'm working on a Piranha V project. I'm importing my model, but it keeps flying as if it has no mass (See the video), even though I've defined it in Geo LOD with 30 Tons. Any ideas on how to fix it (The colors on the model are placeholders Lol)

formal halo
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Check to see if your geo is below your land contact

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I guess it could also be the bounds and axis’s on the wheels?

runic plover
umbral plaza
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Hello, I am having a problem setting up oblect builder. I have the sample model loaded and when I try to load into a viewer, it immediatly crashes. My issue is a) how do I access my changelog? and b) Is there a good tutorial on setting up objectbuilder

modest perch
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can anyone help me figure out why this is happening in substance?

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thought it would be normals, but theyre all good

sour bough
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and UV?

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My suspicions are ngons or uv overlap

modest perch
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was UV issue peepoClap pepe_derp

woeful viper
celest arch
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good job I like it

woeful viper
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this should make tweaking physx a bit more pleasant...

celest arch
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welll

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ok 😄

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by the way, have you got any issues with OB and Buldozer? Mine pops up a window "looking for external viewer" and I have to alt tab to it 3 or 4 times before buldozer actually loads

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nothing major but annoying as fuck

woeful viper
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i rarely use buldozer...

celest arch
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me too, just during composition of lods / proxies

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but when I do, I get annoyed to the bone. It's something with OB, because TB has no issues. Also, if I "send to" from windows explorer a proxy to buldozer (arma3.exe with parameters) it works straight away

rapid tree
modest perch
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yeah

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@rapid tree

rapid tree
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Nice

storm elk
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Quick question, I've been wondering what's considered good practice for small arm poly counts
I've been aiming for around 15k based on what I've read and heard but I'm wondering if I'm aiming a bit low

stuck oyster
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arma3 weapons start from around 5k

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some might go above 10k

charred bolt
stuck oyster
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but only if needed

charred bolt
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Depends if a pistol or a dirty great mg.

stuck oyster
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yeh

eternal crater
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Like an armor

stuck oyster
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default uniform is maybe 5-8k

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so as little as you can make it with

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is always best for performance

eternal crater
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20k will be too much right

stuck oyster
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id try to cut it down if possible

eternal crater
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Okay

foggy coyote
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Hello all! I'm new here. I've been retexturing and texturing for about a year now. And I want to take my skills to the next level. I'm very interested in modeling high polly assests such as vests helmets, back packs and accessories. I haven't really had any modeling experiance but I've had a few people point me in the right direction. I've decided to use 3ds MAX. However I have no cluse how to use it lol. If someone would be kind enough to help me set it up so its ready to use and model for Arma specificly that would be much appreciated. Many Thanks Legonerd.

north sundial
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I've been testing out the alternate shadow method using the named properties

sbsource visualex
prefershadowvolume 0

And it does save time and works pretty well but the model has "lines" all over it?

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I've noticed this on BIS models that seem to use it too like the tanoa barracks

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is there a method to fix this? or is it the tradeoff?

stuck oyster
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tradeoff basically

north sundial
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Oh I see, well that makes sense seeing as the editor defaults to midday

obtuse rain
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@foggy coyote Looking to do hard surface or organic (clothing/animals)?

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Oh, you said that.

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You might want zBrush or 3D Coat as well for adding detail to those kinds of things quickly.

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For helmets and accessories you probably want to hit YouTube up for SubD modelling skills.

fringe marlin
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Is it possible to have a physical property on a model that does not produce any bullet impact effects and holes? The whole purpose of the model is to be invisible and block any projectiles.

stuck oyster
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or one that does not have any effects

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void.rvmat might be like that 🤔

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but flesh is funnier

fringe marlin
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i do have an rvmat and bisurf file, tho frankly no clue what i am doing. 😄

i can send the parts i have so far and which materials are references in the p3d

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tried the values of the void.rvmat and bisurf, same result. lots of dirt kick up and visible bullet holes

stuck oyster
fringe marlin
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lemme check.

stuck oyster
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ok so yeah void isnt really useful for that

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you said you want it to block shots right? all of them?

fringe marlin
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yup

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the rvmat is in the vislod... guess that is the cause

stuck oyster
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so void would let everything through

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and from quick look vanilla dont have bisurf type for what you want to do so custom one is in order

#
Density=10000;
rough=0.1;
dust=0;
bulletPenetrability=0;
soundEnviron=Empty;
isWater=false;
friction=0.99;
restitution=0.33;
impact = hitMetal;
soundHit = Metal;
deflection = 0;```
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so this is not yet complete

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you would need impact sound that has no sound

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and soundHit that has no sound

fringe marlin
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the sound, is this just a cfgSounds entry or similar? because a sound file that has completely silent is made easily

stuck oyster
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its this stuff yea

fringe marlin
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yeah that looks like sound config

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so, bullet holes are gone, but it still kicks up dust when shot.

stuck oyster
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dust 0

fringe marlin
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it is at 0

stuck oyster
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it may be related to the impact = hitMetal part

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dont remember off the top of my head

loud agate
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Well guys I did it, I finally did it. I finally figured it out.

fringe marlin
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hmm alright. anything i can do there?

stuck oyster
fringe marlin
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i changed it to some other impact values, like hitPlastic and default_Mat. same result however

stuck oyster
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try put the penetration rvmat on geometry lod and remove hitgeometry lod

fringe marlin
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there is no geometry los, as it should be invisible and you should be able to walk and drive through.

stuck oyster
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ah

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right

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so I think I recall the impact effect are be defined in the ammo classes instead

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you can define the impact type in the rvmat

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but the corresponding effect is defined in the ammo hitEffects

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now I dont rember if ut defaults to default effect type or no effect if you create a new impact type

fringe marlin
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hm alright, i wil be digging around that hit effects. i doubt i will create a new effect as that would mean adding it to every ammo in the game + mods which is just not feasible

stuck oyster
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as it might not have any

fringe marlin
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like this
impact = "";
or this?
impact = "totallyExists";

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well, both are the same effect

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still dust kicking up

stuck oyster
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ok so it defaults to the "default" effect

fringe marlin
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so it seems

runic plover
# fringe marlin so it seems

i did this to my Disruptor sonic beam

        {
            Hit_Foliage_green = "";
            Hit_Foliage_Dead = "";
            Hit_Foliage_Green_big = "";
            Hit_Foliage_Palm = "";
            Hit_Foliage_Pine = "";
            hitFoliage = "";
            hitGlass = "";
            hitGlassArmored = "";
            hitWood = "";
            hitHay = "";
            hitMetal = "";
            hitMetalPlate = "";
            hitBuilding = "";
            hitPlastic = "";
            hitRubber = "";
            hitConcrete = "";
            hitMan = "";
            hitGroundSoft = "";
            hitGroundRed = "";
            hitGroundHard = "";
            hitWater = "";
            hitVirtual = "";
            default_mat = "";
        };
    };```
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in cfgAmmo

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oh wait, you got a Object not a Weapon

fringe marlin
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yeah sadly the other way around. tho switching over to just useing a3\data_f\penetration\plastic.rvmat worked

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no idea why it did not take the custom rvmat at all

main dune
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When it comes to shadowvolumes, I’ve been told and or read that it should be LOD 0 and 1000 with 1000 being an extremely low poly model. But someone just informed me that the LOD number is not in reference to distance or load order like normal LODs when it comes to shadows. Instead the number defines type of shadow or what the shadow is used for? Does anyone have any information on this? Or could weigh in?

charred bolt
foggy coyote
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@obtuse rain What do you mean by hard surface and organic? And yeah I might be getting zBrush.

tulip narwhal
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Hello,
Does anyone knows if the total mass defined in the oxigen LOD it is in KG?

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And if It is overwritten by the mass on rtd xml ?

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Thank you

charred bolt
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If it works in buldozer, but not in game, then it indicates something missing in the config.cpp. Set the model.cfg hatch animation source class name to match that in the config.

tulip narwhal
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So it should be and rtd_center memory point to reference all positions in the xml sections to that point. Right?

obtuse rain
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@foggy coyote Hard Surface would be weapons and vehicles, where you tend to want the precise lines and curves you get from SubD modelling. Organic would be living/clothing, where you tend to want more hand-edited detail rather than precision.

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For fabric folds and detail like stitching and lacing zBrush/3D Coat are going to be substantially better.

slow pine
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how does doors work?
i see they are defined as a vertex group in the sample, but no idea how to create them.

peak copper
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Why does my PTT & radio (left of the picture in red) not have a front mesh when it does in blender? It uses the exact same texture as the ones on the right, but the ones on the right are fine. I tried copy and pasting it and it does the same.

peak copper
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1 door = 1 vertex group if im correct

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each door needs a memory point on each corner and the doorhandle for the interaction

slow pine
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how i set up the animation of the door?

lone robin
# slow pine how i set up the animation of the door?

Appropriate named selection ie the doors vertex are named “Door_#” and then named selection in memory lod for both axis and trigger. Basic way is to have a vertex point where hinges would be and name that “Door_#axis” and then a single vertex point at the center of the door and that would be the trigger to open/close it and that would called “Door#_trigger” also geometry would require the doors to be present with named selection matching resolution lod so if res lod 0 has “Door_1” the geometry would also need “Door_1” for animation to work. Once that is done the rest is done in your model.cfg.

subtle bison
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so I guess the tl;dr is.. assign mass as much as you need, barely anyone cares

tulip narwhal
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In this case , they are helicopter (uh-1h and ec-135h) models, so I guess components mass is important at least to properly define the center of gravity.

Not sure if that total mass is overwritten by the xml parameter which by the fact, exists ( @charred bolt ) but I think it does.

What I really thanks to Apollo is the rtd_center memory point thing. With that as reference for the positions of main rotor and tail rotor the model was flighing correctly at first attempt 😱

white jay
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81mm Mortar baseplate

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Proportions still of but hey

charred bolt
# tulip narwhal In this case , they are helicopter (uh-1h and ec-135h) models, so I guess compon...

There is a trick with Geometry LOD mass distribution, which is to use "artificial mass" boxes, which contain most of the mass, but which are not assigned ComponentXX selection names (and therefore have no collision), which can be easily moved around to fine adjust Centre of Gravity. You might put 3/4 of the mass in those boxes, and auto-distribute the rest to the actual vehicle mesh (making sure each component is non-zero mass and not too low).
Object Builder can show the CofG by selecting the whole object in the Geo LOD and turning off direct3D, look for the cross hair.

tulip narwhal
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Thank you !

short marsh
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Okay my Tunguska is bouncing around like a ball, and was wondering how to fix it. I setup the Geometry LOD to the Sample Model to start with, but it's bounding around crazy (Incedentally I got the achievement for being Arma'd, so it wasn't for naught)

charred bolt
short marsh
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Geo LOD: 34000.000kg Geo Phys LOD: 8.145kg Class Wheels code is the Sample Model physx.hpp is attached. I can check anims, but which one? Object Builder

charred bolt
short marsh
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I stuck with the Sample Model for both Geo And Phys LOD though

charred bolt
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Which one is Geo Physx?

short marsh
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The one without the small boxes

charred bolt
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Ok - so the driving interaction of the tank with the ground is fully controlled by physx code.
You shouldn't have any tracks modelled in the Geo Phys LOD, which could touch the ground.
Please refer to these posts on correct memory and Geo / Geo Phys LOD set-up:
#arma3_model message

short marsh
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Okay

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I don't think I have any tracks modeled but I'll raise the geo model up a bit to clear the ground, much appreciated.

charred bolt
short marsh
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Lol that's BIS's fault lol, don't blame me because they did the model wrong...

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Oh, maybe I should lift it up though...

charred bolt
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You could look at the example and reasoning I gave or continue to enjoy space flight

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Just fully remove the tracks from the Geo Phys LOD and see if anything changes.

short marsh
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Yeah maybe that's why, but I got the "Arma'd" achievement, so it wasn't for naught, but will do

tulip narwhal
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removing that code helicopter slides

charred bolt
# tulip narwhal

I kept the <wheel> params in, but it's super important to get the <MountStation> points correct.
On that heli I had ground contact points for Skid Front Left, Skid Front Right, Skid Front Left Tip, Skid Front Right Tip, Skid Back Left, Skid Back Right and Tail Skid.
I highly recommend you don't put any rotors in the Geo Phys LOD.

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To answer your original question, no, heli's are different to wheeled or tracked vehicles and can have skids/gear in their Geo Phys LOD.

tulip narwhal
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Thank you!

gentle merlin
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Whats the correct way to reduce shader complexity for optimizing res lods? Can i just delete the stage for normal mapping for example?

stuck oyster
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all reslods should use same rvmat

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except in some cases last lod might have simpler one if its made as whats referred to as MLOD which is sort of as simple shape as possible with baked texture on it

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house last lod could be basically just a box with with the texture of all the parts baked on it

gentle merlin
stuck oyster
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vehicles/uniforms dont usually use that

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they are small enough to drop from drawing when buildings still would swap to mlod

gentle merlin
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i see

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i suppose then i can just drop the use of a .rvmat alltogether for the long distance ones

stuck oyster
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trees and foliage also use sort the sort of crossed billboard planes as last lod

stuck oyster
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maybe only when all the same type of things are veeery far away

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but that usually changes fast

gentle merlin
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understandable

stuck oyster
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at far distance rvmat can fake shadowing for example

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the textures mipmap so their draw impact lessens at distance

gentle merlin
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for context im basically just trying to optimize as much as i possibly can (i already have 10 LODs) for my units (the uniforms especially are quite high res) - already at an acceptable performance level but still trying to find new ways if possible

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based on what you're saying it's not exactly worth the hassle to do the whole last-lod no .rvmat thing

stuck oyster
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often not 😅

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with big buildings it can be good

gentle merlin
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if there isn't anything else i might be missing (there isnt much it seems outside of setting lodnoshadow on res lods and using an okay amount of LODs) then i'll probably end the optimization there

stuck oyster
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as they can stay at far distance more often

charred bolt
# gentle merlin for context im basically just trying to optimize as much as i possibly can (i al...

10 LOD's I would suggest is unnecessary.
Even with a super high poly vehicle model at say 110k tri's, using the 50% reduction "rule"
1: 110
2: 64
3: 32
4: 16
5: 8
6: 4
7: 2
8: 1
You could go lower than 1k in the last LOD for non-vehicles, say down to 500 tri's, but even then that's only 9 LOD's when starting at over 100k and I don't think there is a measurable performance difference at such low polys with modern pc's.
A typical uniform might be 9k, so probably shouldn't require more than 5 res LOD's.
Of course, you can do as you feel, just giving some experience based advice which might save you unnecessary work or which actually might make things worse (not using 50% rule for example).

gentle merlin
# charred bolt 10 LOD's I would suggest is unnecessary. Even with a super high poly vehicle mod...

hmm... i see... to give you an idea - it's for a unit, and all the slots combined for a single set (uniform, vest, headgear, backpack, facewear) are about 50k polys with 6 sections in total - the reason i went with 10 LODs is because previously i had 5, and it was switching to LOD 1 (with the max quality one being LOD 0) after about 20 metres, which is fair, but then after each couple of metres it would switch to LOD 2, then LOD3, all the way to LOD5, at practically the same distance (only a couple metres between them) - which no longer seems to happen with more LODs

#

im not sure if it's just the environment i was testing in or my settings that skewed the results, but practically skipping LODs1-4 and going almost immediately to LOD5 after like 25 metres was a bit odd

stuck oyster
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the game is trying to optimize the scene as much as possible and different types of objects (unit, vehicle, house) likely have different rendering importances too

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50k is pretty heavy too

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for uniform

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there is no settings of lod distances directly

gentle merlin
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oh the uniform's like 20k, it's 50k combined (with a full set) of gear

stuck oyster
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but there is a named property for skewing the lod importance

stuck oyster
gentle merlin
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fair

stuck oyster
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normal character probably barely breaks 20k with all gear

gentle merlin
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yeeah

stuck oyster
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it could be worth testing without some of the high lods just to see how it behaves at 20k-30k total range

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and you can test this

gentle merlin
stuck oyster
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no it should kinda scale the switch distance

gentle merlin
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ah

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alright i'll tinker with these

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right now the performance-quality ratio seems decent with the current 10 LOD setup but i'll experiment further

stuck oyster
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if it works then its fine

gentle merlin
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(Honestly if anyone spawns more than like 50 of the units im making within a 100 metre radius they're doing something wrong 😂 )

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and about 150 was the mark where performacne started to dip

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so it should be fine

stuck oyster
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ah

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but thats exactly what people will do

gentle merlin
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of course!

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lol

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on the note of modern PCs - thing i did find weird is how drastically the max LOD did actually affect performance - im used to working in unreal (cinematic stuff) with scenes that have dozens of millions of animated polygons and being able to fly around at a smooth framerate, with dozens of materials per mesh, yet in arma it seems to have had more of an impact

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i imagine more of the load is put on the CPU than it is on a GPU in a more modern engine

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(granted last time i did work on something drastic like that it was in pure diffuse without lighting which might've played a part, but still)

charred bolt
gentle merlin
charred bolt
# gentle merlin were they skinned and animated polygons? since iirc that makes quite a massive d...

Yes, fully textured and animated. Tested up to 60 million tri's and was still getting 15 fps. Noticeable drop off after 2 million but not much before. That was on my old pc too. I probably should re-do the test as it was informative, but conclusion to me at least, was that max poly count was no longer the key performance issue that it used to be. Particle effects, number of AI and pathfinding (map design), much more important.

civic stratus
#

If I have a selection defined in hiddenSelections[], but dont assign a texture to it, will that make it invisible by default?

gentle merlin
deft jasper
#

Im trying to make a bridge piece, but i cant gegt the textures and i also cant see it in the model viewer even i have applied, and i get a grey texture ingame when i applied light concrete...

#

iS ANYONE ABLE TO HELP?

#

caps sorry

faint cave
#

Sup, would anyone be able to get my blender model into arma 3 as a mod, would pay a few bucks. It's a headgear bandana with a skull attached to it.
Sorry if this is the wrong channel for this.
PS: I hate Arma Tools, with all of my machine spirit

faint cave
# unique maple What's wrong?

Tried, but it's just a pain in the arse and I dont want to learn it for just this one model, so Ill rather pay someone too do it for me, this one time

muted lintel
unique maple
faint cave
muted lintel
#

No, being paid to make a mod is commercial use of the Tools

faint cave
muted lintel
#

doesn't matter if they own the game/tools or not

unique maple
faint cave
#

so I can add them to the file hiearchy

#

and continue

unique maple
stuck oyster
north sundial
#

Is 30cm off the floor of the model too high for a path lod?

#

for some reason AI are able to walk into the path, open the door fine, walk around inside but when I tell them to walk out again they can't fathom it

#

all connected, pos points only assigned to one vertex and action begin and end points assigned to two

#

they just refuse to come out

#

And the mesh is triangulated

north sundial
#

Redid the path lod from scratch and fixed, must've been something skewiff

woeful viper
#

now the "fun" part begins... making animation classes for all the gazillions buttons i painstakenly created

restive pond
#

what are the required LODs for an Arma 3 object/prop?

grizzled halo
#

Hello fellas, got a couple of questions for you:

  • For positioning of props (2m-3m) that are always intended to be standing, does defining the LandContact memory point defines how does it attach to the ground and what vectorUp does it follows?

  • Using the property Autocenter = 1; makes the bounding box of the object the exact center of the model + additional clearance or does it make it a strict bounding box that uses the length, high and depth of the model as a defining factor for the box size?

  • AI only requires a properly made Geometry LOD to be able to collide with it right? Not required to do horizontal pathway lods or anything similar, correct?

stuck oyster
# grizzled halo Hello fellas, got a couple of questions for you: - For positioning of props (2m...
  1. Land contact points can be used with slopelandcontact named property to make object skew with the ground slope. (often used on wallsl

  2. Autocenter takes the whole bounds of object (all lods) and centers it around that. Personally I hate that in terrain objects and have it disabled in everything I make so that I can define the center point myself.

Example of crappy autocentering would be the banana tree that is autocentered so that the actual plant is like 1 meter offset to the side of the "center"

3.geometry lod defines collision yes, roadway is for what surface can be walked on.

#

Working geometry limit is about 50 meter in diameter.(for typical terrain setup and how it gets split into grid)

grizzled halo
#

ty Goat!

short marsh
#

Okay I'm at this point with my Tunguska, and don't know what to do to get it to sit right. It slides along looking like this. I did some things and it got to this point. What do I have to edit to get it to sit properly?

gentle merlin
#

@charred bolt figured i'd just update you - turns out the performance isssue wasn't due to polycount, it was cause the shadow LOD was too detailed, and i can only assume overdraw was the reason it really chugged when too close

high junco
#

so i learned that the arma 3 character model fits in to my gundam, and that gave me an idea to mod it into arma 3 but idk how to mod, and idk if it should be a vehicle or armor, if anyone does want to try to mod it on there own time i will gladly send the model over just i would like to help with what i can and credit

woeful viper
#

Where did you get the character if you dont know how to mod? Making mechs is the hardest thing to do in this game... if you dont do it yourself, it's unlikely someone will.

grizzled halo
short marsh
#

Okay then what is the issue, do I center it or move it down toward the ground? I got to that point by centering everything

grizzled halo
#

try fully centering it in your work space

short marsh
#

Okay

grizzled halo
#

~~Im a bit confused, how are indexed animation sources supposed to be used?

I have an animation that must play upon reload.0 only but I dont see it activating on my end, its not even showing in the Object Builder previews~~

Nvm, I misunderstood the use of the indexed animations

kind arrow
#

Already assuming the answer is no because the base game never does it from what I can see but is it possible to hiddenSelections on weapon attachments?

Made an attempt same as I do for weapons but didn't work this time around

short marsh
#

As far as I know there isn't hidden selections for attachments, gotta make individual versions of camo and such.

grizzled halo
#

^^

#

sorry for the necro of this comment, does the ammo source work from 1 to 0 considering that ammoCount is, idk, 30?
so each bullet would be 0.033?
Or can we use the actual ammoCount?

nvm, I figured out what I was doing wrong

kind arrow
short marsh
kind arrow
#

Not a biggy, was more something for 3rd party retexture support on the model rather than for doing variants

short marsh
#

Yeah it's no biggie either, but they don't do it for Pylon weapons. It'd be nice of course to save the amount of files, but as such we're stuck with what they do.

azure pier
#

Hey, I have a question about how you set up the rifle grenades if you do not mind

#

How did you set up the magazine proxy for the muzzle?

#

And what did the selection part of the model cfg look like?

#

And a general question: is there a way to add a model to the muzzle class itself so I can define a muzzlePos and end?

empty vigil
azure pier
empty vigil
#

same one used for your rifle mags

azure pier
empty vigil
# azure pier Anything else? Naming, anything?

nothing else, just copy paste the one you already use for your rifle mag and place it at the muzzle
if it look out of place when you try it that mean your rifle grenade 3d model is not centered

azure pier
#

I see

azure pier
empty vigil
#

oh almost forgot, the proxy you set at the muzzle, select it and also name it "grenade" you can see in the picture i made that when the player put is weapon on grenade launcher mode, it show the rifle grenade

empty vigil
#

lol its been a while since i touched it

azure pier
#

Thanks for your time

high junco
#

If ur talking about the mech I made it

woeful viper
#

there is a gundam mod for a3 (i recall seeing videos on yt) - but it always looked a bit wonky with the animation. (imo - not doing the mechs justice). Because they used a "simple" way to animate it, but it just drives like a tank basically...

rare egret
#

Don’t know if this is the right chat but does anyone know how to close the canopy/ladder but not the landing gear for the Firewill’s F-16 (doing it for screenshots)

dim dew
#

Can anyone help me importing objects into Arma 3?

stuck oyster
#

practice is best done with simple things

rare egret
grand cloak
#

In object builder when respecifying texture paths, how do you use the name "mask"?

#

This stuff, Mass texture & material renaming tool.

stuck oyster
#
replace\*```
grand cloak
#

Saint, thank you.

trim isle
#

Hello guys, I'm finishing my studies in a week and I would like to start an adventure with the Arma 3 modification, I would like to create or import roads, if such roads exist, to Tanoa and slightly change it. The best way to start learning is to learn Blender for example or another tools? Ultimately I would like to change the Overthrow mod in my own way and I bet that to do it comprehensively I would have to learn scripts, SQF and C++ languages, but for now I'm thinking about some experiments with road textures.

short marsh
#

Yeah about that... You need the source files to do that, so that road texture project may need to be shelved.

trim isle
livid canyon
short marsh
#

Source files being the in PBO'd files for the terrain, you can't modify a terrain without the source files. Like Ampersand mentioned you need to get the files from BIS and modify the textures for the roads, then pack it so the game can use it. Since you won't get the files you need to learn how to make a terrain of your own

trim isle
short marsh
#

No problem. However some modders that do mod stock terrains can help you though as I have a mini mod from years ago that retexures the Altis and Stratis terrain files so it looks better. It doesn't overwrite but it works great to retexture the roads, so there's some hope

stuck oyster
short marsh
#

Is it Arma to have units walk through a container? I don't mind it because it doesn't really affect life in the game, but I notice that the AI will walk around a vehicle and trying to make my containers more believable if they don't walk through it. So the question is what do I have to do so they walk around it I got the View Geometry but I don't know if I need to do something special for it.

stuck oyster
#

is it inside a building?

#

AI walking on building path will ignore objects "blocking" its path

short marsh
#

No it's outside

stuck oyster
#

is it animated?

short marsh
#

Usually I pick it up for a mission

#

Some are, like the mortar and so on

stuck oyster
#

can you as player walk through it?

short marsh
#

I don't think so, never tried honestly

stuck oyster
#

geometry lod is what dictates collision

short marsh
#

Okay

stuck oyster
#

and its what AI avoids too

short marsh
#

I do have them, guess it's just Arma then?

stuck oyster
#

test if you can walk through it Id suppose

short marsh
#

Okay

stuck oyster
#

could be geometry is invalid

short marsh
#

Okay if it is then what do I do? I have the gravity boxes for the geo lod, but not sure if I need them

short marsh
#

Well I can walk through it, so it's valid, just Arma being Arma I guess

short marsh
#

Yeesh I should watch my spelling

charred bolt
short marsh
#

Yeah I messed up, I can't walk through it, so the Geo LOD works, wasn't paying attention to detail when typing

stuck oyster
#

this is not an advertising channel

stuck oyster
#

if you want to make stuff thats fine

#

taking is not

queen heath
#

Bro i try to export weapon from blender in p3d format but blender give lods error if a anyone can help me

unkempt onyx
#

hi all this is a big ask but ive recently made a model with a friend of a aircraft in blender and was wondering if any1 could help me get to the process from model to arma 3

crimson zodiac
#

I'm trying to re-skin an existing in game uniform and the vanilla normal map is affecting the outcome. So I see there are vanilla normal maps in the folder and I'm thinking how can I add a custom normal map to my uniforms?

#

idk if this is the right place to post or if I should go to texture makers instead..?

south badge
#

One day people will learn to describe their problem in detail right away.

But it is not this day.

obtuse rain
#

The problem is a lot of the mid-frequency detail is encoded into the normal map too (like fabric wrinkles).

#

One thing you could do though is convert the existing normal map to a height map, edit that, then convert it back to a normal map.

crimson zodiac
#

How can I do that? Also how would I be able to apply that to the existing uniform?

obtuse rain
#

There's a few tools that do it.

#

Substance Designer has a node that can do it if I recall correctly.

crimson zodiac
#

Okay thanks. And do I just apply it through the config? Is there a variable that does that or do I have to apply it to the actual .p3d model?

muted lintel
#

advanced tank movement, Its crazy what tech is available in 2035

short marsh
#

Well I restarted, but this is where I'm at. I know it needs textures and all, but it tends to go on the right side now

#

It doesn't slide around though

stuck oyster
short marsh
#

So how do I match it?

stuck oyster
#

so it makes wheels at default radious at model 0,0,0

short marsh
#

Okay

stuck oyster
#

and make sure corresponding memorypoints exist

short marsh
#

Okay I do that how? I don't know what to edit

stuck oyster
#

have you studied the sample tank?

short marsh
#

Somewhat, I'm trying to follow it step by step

stuck oyster
#

well it has the physX config part you can look at

short marsh
#

Or close to it for the vehicle I'm doing

#

Yeah I got the physx stuff handy

stuck oyster
#

and find corresponding memorypoints that the config refers to

short marsh
#

Okay

#

And match them up to the physx?

#

So the bonename would be a named selection then?

#

From the physx to the model right?

charred bolt
short marsh
#

Okay I will. But looks like I need to redo the whole axises and stuff

#

Now it's doing this:

short marsh
livid canyon
#

In this channel

short marsh
#

Yeah found the search function, but what do I do to fix the above? Looks like I'm close to solving this issue.

livid canyon
#

Everything just has to be correct. Look at the information and screenshots that were requested from the last person being helped, ie mempts, and provide those.

short marsh
#

Okay

livid canyon
#

I see a few that don't look like they are aligned vertically

short marsh
#

Okay, so which ones do I move then?

livid canyon
#

Either the center or the boundary. Those 2 for each wheel need to be in a vertical line.

short marsh
#

I fixed the Basic Damper Okay

stuck oyster
#

anything that moves needs to be perfectly aligned and centered

#

basically

short marsh
#

Okay so I need to just align stuff?

#

I did some of that, but it's still raised up like that in the above pic.

stuck oyster
#

you also need to set damper animation length

short marsh
#

Okay, DampingRateInAir?

stuck oyster
#

no in model.cfg

short marsh
#

Okay, what value do I need to adjust?

stuck oyster
#

I dont remember specifically

#

cant do that close hand holding blobcatsweats sorry

short marsh
#

Haha okay no worries, I can ask around

stuck oyster
#

Apollo has really explained these all in the past

short marsh
#

Yeah I looked them up, and didn't see many posts on it, so no help on that.

#

Unless I'm missing something

stuck oyster
#

he does have almost 6000 messages to go through here Id suppose 😅

short marsh
#

Yeah I'm trying to filter them'

livid canyon
#

We need Apollo Samples xD

stuck oyster
#

the Apollo Files

short marsh
#

Yes we do, I think I got it working though

#

Messed with the mem points and stuff, and it's sitting almost good now

steep inlet
pallid nexus
steep inlet
#

so lets just say the path of the original mod's pbo is characters_f_ihwcu/uniforms/.p3d

#

i have to match it?

pallid nexus
#

If you are using it as a dependency, then follow this: https://steamcommunity.com/sharedfiles/filedetails/?id=238437456, probably still useful for retexturing with model transfer, since the process is about the same
This is useful for both methods: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
If you are copying files over, the path must be the internal path for Arma 3
Vanilla stuff is a3/characters_f/data/... as far as I remember, and obviously varies depending on the model
If you have P: drive set up properly, and are using pboProject, then the path is just the path to the file on the P: drive without the drive letter

I’ve seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero shortcuts taken. I'v

#

If you aren't already using pboProject or hemtt, you should start
Both catch addon errors much sooner, and you will have less issues and waste less time fixing minor config erros
(Catching errors while packing the pbo is much better than getting to starting the game, only to find that a semicolon is missing in a config files)

steep inlet
#

no im not using it as a dependency, im making it completely standalone

steep inlet
#

i believe this issue is because of the rvmat file, how do i fix this?

stuck oyster
#

You can only use it as dependency

#

Which would be the proper way

#

Otherwise you just bloat workshop with duplicate data

steep inlet
#

ask the maker it is

limpid bobcat
#

Is there a Arma3 mod that tries to keep up to date with near future vehicles and weapon systems?

I found the "AbramsX" mod but it doesn't seem that accurate to what we know about the M1E3 Abrams.

short marsh
#

Kinda the wrong topic for that question

limpid bobcat
stuck oyster
limpid bobcat
#

I get that, but generally from my experience the lack of an answer just means nobody knows.
Sometimes you fall into a random group who is working on such a thing.

#

Thank you though

foggy coyote
#

@obtuse rain Ok I get what you mean now! Yeah so for me I would like to do vests and stuff like that. I will look inot getting a copy of Zbrush. Many thanks. I may be back for some more help on how to use it 😃

south badge
#

Could someone please help me figure out how to get rid of this muzzle flash? I haven´t defined any memory points for it or added any proxies, it simply shouldn´t be there. I don´t know if this is something that is getting inherited from somewhere or not, I just need it gone comrade

marsh canyon
#

This is not a part of model but config, aka particle

south badge
#

let me check. I defined some stuff in there, but not a muzzle flash

#

I assume it is inhereted from the missiles_titan_static weapon

#

Hmm, the config only shows the two effects that I defined

#

(AutoCannonFired)

stuck oyster
#

I don't think that's muzzle flash though.

#

Maybe something in the ammo

charred bolt
south badge
#

ahhhh, I see, cheers, I didnt know about this

#

Okay, seemingly this is actually the **muzzleEffect ** inside the ammo. My effectsMissileInit was empty already.

#

Though I cant figure out how to animate the position of the muzzleEffect. Even though I used the ammo source to change the position of the missile based on ammo count, this does not seem to affect the **muzzleEffect **

bright echo
#

those ammo effects are pretty basic and only have the position of the projectile

#

they're probably running before you move them

south badge
#

Yeah I worked around it by removing it and replacing it with a proxy that I can move together with the missile

#

cheers 🙂

north sundial
#

Kinda odd one, im getting a weird stuttering when a specific strucutre is placed, Its something to do with the geometry as when I pack the model without the geometry the stuttering goes away. Its all closed and convex topology, correctly weighted got all the components assigned, no sharp edges, creases or bevels in terms of the attributes in blender.

All faces have the correct normals, no split normals or sculpt mask data. No animations applied to it. The total components are 144 with 2208 faces (they are triangulated), In contrast I have a very complex structure that has 18.6k faces and over 1000 components (Im aware this sounds insane, the shape of it required it) and It has none of the stuttering issues whatsoever.

For the life of me I cannot figure it out, any ideas?

#

I've also tested lowering the section count to 1 but still has the issue

charred bolt
north sundial
#

Will give that a go

#

Nothing of use unfortunately, It mentions some of the path lod points are too high to be used and that the container was moved? Im assuming when I placed it

Moved object d82ce080:tcp\structures\military\deployable\fob_utilitycontainer_01\fob_utilitycontainer_01.p3d (class Building) not in landscape 1828.21,5627.96 (0,0).

#

in debug.log there is this
62.484: Skeleton FOB_UtilityContainer_01_Skeleton does not have pivot file defined. Fallback to matrix based animation blending. Setup CfgSkeletonParameters/FOB_UtilityContainer_01_Skeleton/pivotsModel.

#

but things like some of the cargo houses have the same thing so probs not that?

celest arch
#

Hello people, let's say I want to bulk-edit a named property in the geolod for 50 p3ds. Is it possible to do it?

#

I tried with notepad++ but when I change my property, the geolod disappears from the p3d

stuck oyster
#

Why does yours use one?

#

Do you use rtms on you building for something?

north sundial
#

Nope, no rtms

#

How would I check incase somehow one has been applied or something?

north sundial
#

Ah then no, no rtms defined in the configs

#

There were loads of structures and prop things throwing that error on the debug log too

#

Like the cargo houses and I think a portaloo haha

stuck oyster
#

That does not sound great

north sundial
#

Yeah not sure really, loads of basegame stuff has that error

stuck oyster
north sundial
#

Id have to check that part, will give it a go later

limpid egret
#

is there a good tutorial or documentation on how I'd make a vehicle mod from scratch? Every tutorial I could find on youtube is 10 years old and is more so about repurposing an existing vehicle than anything else

cloud zealot
obtuse rain
#

voltagenetworks: You'll have to use hiddenSelection textures to point it to a new rvmat.

stuck oyster
#

No

south badge
#

Is there any reason why some reputable content creator hasn't yet made publicly available an unbinarized version of some of his mod?

It would certainly help a lot of people, no?

livid canyon
hollow fulcrum
#

🍺

stuck oyster
hollow fulcrum
#

@celest arch Thats a good question. I can't actually think of anything that would do that directly in automagical form without rigging. Which named property you wanting to add?

short marsh
south badge
#

Though one could reason it might be too late into A3's life cycle already

warped mural
#

yes please gib well explained guide so i dont have to watch 8yo 5h long yt videos for troubleshooting something minor

lots of ppl here have plenty of knowledge that could be used to make a sort of 'book' about different aspects of modding arma that could be very useful to non experienced modders

ofc its not like you guys would get paid to make it, you would be making it of your own free time and will, but it sure would help plenty of ppl

stuck oyster
#

but we dont really have that kind of time

#

or energy

#

or skill to write it

#

its not like people hoard the knowledge

#

but its not always very easy to share in easy to digest coherent way

#

I doubt you would read 100 page book to solve that minor thing either

warped mural
stuck oyster
#

like how do you explain/write down 10 years of experience in this stuff

#

I sometimes conteplate it

warped mural
#

a text document can be searched for specifics
for videos i feel like the transcript isnt reliable, could end up wasteing time trying to find something that isnt there

stuck oyster
#

oh yeah video is not good format for this

#

I contemplate writing more stuff down sometimes but it usually ends up trying to figure out how far down does the guide need to go to be useful

#

"to turn on the computer make sure its plugged in and press the power button"

#

so best I've managed are the horribletips I sometimes pin on these channels

warped mural
#

im thinking of maybe a tutorial going step by step on how to add lets say a weapon into the game from scratch, then its sectioned off into 3d modeling, model config, config, functions, animations, other stuff idk, then it has comments in all lines giving a brief explanation of what each line does. Somewhere near the end of that section it could have a longer explanation or different example for the more complicated lines of code.

stuck oyster
#

yeeeh

stuck oyster
#

thats a ton of work 😅

warped mural
#

yea, one can only dream😢

celest arch
#

I wanted to switch from dammage tree to dammage wall (a2 to a3)

#

did it by hand 200 models 😐

hollow fulcrum
#

thats sub optimal

celest arch
#

definitely not optimal for my wrist

hollow fulcrum
#

you have more to do, or was that all of them?

celest arch
#

for that property, it was all of them

#

but maybe in the future I'll need to bulk edit some more stuff.... far future 😄

hollow fulcrum
#

haha gotcha. holla if it happens again. pretty sure it can be automated without too much buffoonery.

obtuse rain
#

Are these unbinarized? O2 has SQF scripting support and a command line version to run batch jobs.

celest arch
#

mlods yeah.... ok I'll check it out!

obtuse rain
#

Failing that I could probably whip up something, but I'm pretty sure that'll work.

celest arch
#

thanks 😃

obtuse rain
#

O2Script.exe is the command line version.

#

And there's a folder in there with existing scripts and a command reference.

celest arch
#

/*
Named selections manager 1.3:

File:
namedSelections.bio2s.

Author:
Joris-Jan van 't Land
Bohemia Interactive Studio

Description:
This tool is used for managing named selections in models.

#

there it is

#

no sorry fail

#

but yeah, guess I could arrange somehting up

hollow talon
#

I created a building and when I'm running around on it, it suddenly disapears, but then reappears as soon as you look back or to a different angle. What would cause this issue?

#

The building is 20m x 20m x 32m high

hollow fulcrum
#

the size should be fine so long as it's centered on the origin.

#

if it's not that could cause issues. how many res lods do you have?

#

there is a thought rolling around in the back of my head somewhere that is 'the typical' cause of this. but for the life of me i can't recall what it is.

north sundial
#

Webknight does alot of his stuff as open source

#

Things like buildings, weapons and vehicles are quite clearly documented in the a3 samples

obtuse rain
#

Is your geometry LOD representative of the bounds of the house? If the bounding box ends up wrong (which you can check in eliteness) it might be culled from drawing based on that.

sullen jasper
#

Right now im learning modeling for my group

#

But true trying to find some good tutorials is hard

hollow talon
#

k, I'm back, well I don't think the building is perfectly centered. And the Geometry LOD isn't one object, it's a few different objects. Also I'm using proxies for the different parts of the building, because there would be too many verties if it was in a single file

#

I only have 1 Res Lod, a Geometry Lod, Fire Geometry Lod, and then a Roadway Lod

#

I'll be adding more Res Lods, just haven't gotten that far yet

marsh canyon
#

"Don't ask to ask just ask"

obtuse rain
#

Do the proxies extend outside the primary geometry substantially?

#

If so you might need to move the geometry into the main model.

#

The BIS buildings often just have LOD 1 in proxies and every other LOD in the main model.

grizzled halo
# north sundial Webknight does alot of his stuff as open source

yep, but you got to consider that a lot of the stuff WBK does is out of the ordinary. Very few people have the time or expertise to do the kind of mods he does, especially custom creatures. Without a stablished framework and a strong animation team, its next to impossible. I assume that why he does it open sourced as much as possible, to avoid people bombarding him day and night in how he did x y or z in his mods.

It's not like people go and ask him VERY specific questions in how to achieve similar functions that could be answered concisely because people who know what they are trying to achieve usually tend to do their own solutions, like Phenosi for example, but the grand majority just straight ask him "wow, how did you do it?" It just saves time for everyone asking and for him explaining

hollow talon
#

k, and yes the proxies do extend outside the primary geometry lod. I'll go ahead and put in the geometry lod of all the proxies into the main file

north sundial
#

Yeah that was my point, the files are open sourced so people can learn from them as they are abit left field. Standard stuff like the types of things I mentioned previously are appropriately documented in the a3 samples so poeple can learn from them

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Nearly everything is commented in the code

south badge
#

Appropriately documented

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A3 samples

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Pick one

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I found them to be rather rubbish

grizzled halo
#

yeah, documentation for modding A3 is a bit weird, I understand why coding is the main focus, but the wiki has a severe issue of redundant info or separated/orphaned info that can lack context. There is also the issue that a lot of the things in there are written in a way that feels like you need to have previous modding experience that while make sense once you dip yourself in how to do stuff, for a total newbie can be quite cryptic.

bold flare
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we need newcomers who recently understood how it works, to do wiki editing and explain it on a newcomer level

south badge
#

What should be my goal when it comes to the last resolution LOD of a vehicle?

Should all misc objects on the outside of the vehicle (antennas, hatches, tools, whatevers) be reduced down to their most primitive shapes, or should they be completed deleted?

If I delete them I end up with a lower polycount, but then I run into the issue of some chunks of geometry "appearing" out of thin air when the game switches from the last LOD to the penultimate one

grizzled halo
#

irl, antennas basically blur with env and vehicle shape +200m unless observed with high clarity magnification, I just end up removing them beside 3rd lod

south badge
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Maybe this is my problem during the texturing process, but when using procedural masks in SP practically all objects like this get a layer of dirt under them (due to AO), and when I remove them from the model completely it uncovers the dirt and it is pretty visible even at longer ranges

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Mostly flatter, rectangular components that cover up some "space"

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hatches, ropes etc like this are a pretty good example

grizzled halo
#

its kinda normal unless you make your own materials. I recently had to tweak mine to make dirt less visible too since it was generating coloring artifacts

You could also do a separate CO texture for longer distances if it bothers you that much I guess but that might be a bit extra

rare zodiac
#

New to looking at models, probably a known issue, not seeing any immediate messages about it: trying to open any model in the object viewer, I get an error and the program closes. The log in the same folder mostly has this error when trying to load the extensions:
23:49:28 - [7A60](Plugins) Invalid module. Missing link to InitPluginModule function (127)
Am I missing something on how the program is supposed to work? I've tried through the command line (ObjectBuilder and O2Script) and without steam.

hollow talon
#

the building is still acting up, not sure why, but I'll continue to try different approaches

bold flare
#

Verify files via steam?
Never seen that before

charred bolt
north sundial
#

Idiotic on my part but make sure your roadway mesh only points relatively up haha

charred bolt
stuck oyster
#

@north sundial are these parts actually something one might walk on?

north sundial
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easily

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Its ramped so I thought id put it on to stop people doing the bumpy stuff when interacting with geo without roadway

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mainly just there as a catchall

north sundial
charred bolt
north sundial
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Interesting, breaks in what way?

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like they just fall to the ground?

charred bolt
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Destroys the engines and falls to the ground iirc

north sundial
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Not ideal haha

short marsh
charred bolt
short marsh
short marsh
cosmic blaze
#

Hello. I am trying to make skyscraper models for an arma 3 terrain. Are there any considerations that I should take note of? Like is there an engine constraint on model size and if so how do mods like OPTRE implement skyscrapers in their mod?

stuck oyster
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The model will need very good optimized resolution lods.

lethal anchor
#

Heya all, I am looking to make a custom weapon. I've got some experience in Arma 3 modding (years ago), I'd like to know if there are any updated tools or practices, or even a tutorial. I could take a look at?

charred bolt
icy dirge
#

Hey guys i got this Bench im making but the action point is behind the bench.. How do i change that?

finite stump
#

Is there a setting for a model that when you set it to be simple object and local only in a mission that it wont throw non network object errors?

bold flare
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No. You need to not use any networking commands on it. But often its mods doing it that you have no control over

storm elk
#

I've been working on a uniform and I was wondering what causes this to happen. I've tried playing with the head and neck weightings but it doesn't seem to fix it. I'm hoping I don't have to go back and tweak the mesh lol

terse elm
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hey @hollow fulcrum long time no speak

stuck oyster
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And possibly the suit neck topology is too different cut so it can't follow the vanilla mesh movement

storm elk
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Damn, time to tweak the model I guess
Thanks man

gentle merlin
storm elk
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Thats what I did, I think its just too tight

gentle merlin
# storm elk Thats what I did, I think its just too tight

It mustve not applied right or you didnt match it perfectly cuz otherwise it would wrap around, i can tell especially on the back of the neck that its nowhere near close. It could be 0.0001m tight as long as those elements match and it wouldnt clip

stuck oyster
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Triangulation also needs to match so mesh deforms same way

storm elk
marsh canyon
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If your uniform is (supposedly) compatible with any head in Arma 3, you shouldn't do this but add the head as a proxy

storm elk
marsh canyon
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"But" add the head as a proxy

warped mural
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i think it is, hes just using this head model as a reference

storm elk
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Oh sorry I misunderstood lol, no I was just using the head as a reference for the screenshot

marsh canyon
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I see

stuck oyster
storm elk
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Mm, I see what you mean. Thanks man

stuck oyster
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it might work with right weighting

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but also it might not

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also you will want to triangulate before making textures and exporting to game

gentle merlin
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Yeah what goat said - the topology is vastly different

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You either match the topology or you make it wider and try more weight adjusting

subtle bison
#

since last update my o2 can't start buldozer anymore correctly. it crashes o2. does anyone know what might have happened?

bright echo
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need to remake bin folder etc

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arma3p can do it for you

short marsh
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You gotta copy over some files to the Buldozer folder in order to get it working.

rotund jetty
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Hello, we're building a shooting range in Arma 3 and animating its model. Each booth will have a button. Once there, we'll click it to move forward and then return after shooting.

stuck oyster
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Button actions are configured in the buildings/objects config.cpp user actions and the animation are set up in the model.cfg.
That kind of rail needs only simple translation animations

subtle bison
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also it takes a lot of time for o2 to find a viewer before it even starts

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it's also not buldozer that is crashing, but o2

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hm. maybe this is a model issue.

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ok, i need to do more tests.

south badge
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Sounds like the model is above the bulldozer vertex limit?

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I am getting the same crash if I try to open a model above the limit via bulldozer

subtle bison
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yeah, looks like it for now.. this is a test model with lots of crap in it.

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but it was crashing with everything else before i ran arma3p, and it took a long time to find the viewer, so either way, i fixed something

subtle bison
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started the game, tested something, went back to o2.. now it's searching a long time for a viewer again. this is so annoying.

north sundial
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Do you have the arma 3 launcher open?

subtle bison
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yes, but it was never an issue in the past

north sundial
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I’ve found that conflicts and causes long load times recently

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Close it and restart the viewer

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Works for me at the very least

subtle bison
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god damnit, you are right

north sundial
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Happy to help 🙂

subtle bison
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what an annoying issue

subtle bison
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random question. is it possible to detect if it's "dark" (sun down) via model.cfg?

stuck oyster
subtle bison
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damn. a script it is, then.

grizzled halo
south badge
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Is it possible to make a static weapon work with an extendable tripod / base?

I can´t figure out how how to deal with the gunner proxy.

If I model and setup everything in the lowest position then extending the weapon would presumable lift the player off the ground if I link the proxy to the weapon bone. But if I do not link the proxy to the weapon bone then it will look weird as the player´s position will not move together with the weapon, resulting in it looking bad.

stuck oyster
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and then have legs tied to a legIK bone that negates the body moving up

south badge
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Hmmm 🤔

stuck oyster
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so the legs stretch down but rest of the body moves up

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alse hands can be tied to the gun itself to keep them on the handles

south badge
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Is there any reference anywhere I could look at?

stuck oyster
south badge
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The hands I do know, didnt know about the legs

stuck oyster
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why so hard questions 🤣

stuck oyster
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same thing controls things like feet moving with pedals

south badge
#

Ah, is there a config entry? I'll have to go take a look

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Okay cheers

stuck oyster
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the config entry defines what vehicle selection hands/legs are tied to

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also same thing for driver

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so hands move with driving wheel etc

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I made pretty nice use of this in the SOGPF TOW jeep

south badge
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Yeah I am aware I have already done that for drivers, didn´t cross my mind I could use this solution for the gunner as well

livid canyon
#

Clearly you haven't made enough helicopters! XD
Also you are solving a 20-yo problem of tripod statics juuust not being able to shoot over a rock or fence 💪

south badge
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or not being able to see due to a single blade of grass clueless

subtle bison
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daily question: anyone knows if it is possible to make those volume light 3d models show up only in NVG mode?

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for example the vehicle proxy lights

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maybe it's rather a texture question, not sure.

charred bolt
raw rivet
#

is this a weighting issue on the shadow lod or a proxy thing even though my shadow lod has no proxies

charred bolt
tacit karma
hollow fulcrum
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@terse elm hey buddy, yeah.. MIA for minute battling white coats.

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back in action though! prepare for more porn. although i haven't touched anything since about 2 days after you all saw me last haha

terse elm
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i would like to borrow your moment of ur time at some point ran into a few issues with some projects, if thats ok

hollow fulcrum
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sure you want to meet me on the AS teamspeak?

terse elm
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cant right now, maybe tomorrow or later tonight?

hollow fulcrum
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later tonight is good. i'll be tied up tomorrow around that time in your world.

solid nexus
#

hey everyone, posting this before I go to bed. How do I properly export my files from substance painter? I seem to be stuck at this preset issue. I followed this guy’s tutorial: https://youtu.be/l5NvcEnS8m4?si=iN9oJgInpKYfsZja but my .sdmi png is not exporting because of a texture set issue. I can send pictures in the morning if that helps

Hi I'm tox I'm brand new to the modding community I just wanted to make a series to try helping new people like me. I'm probably going to get stuff wrong and if I do please let me know so I can fix it. Take care and stay safe out there.

Adobe Substance 3D Painter : https://www.adobe.com/products/catalog.html#category=3d-ar

My google drive for ...

▶ Play video
subtle bison
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(i actually didnt tried it, just assumed)

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ok it actually is affected by it. i really should have tried first

stuck oyster
rotund jetty
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I have a model like this. I adjusted the UVs but they are all intertwined. How can I solve this? I will transfer it to Arma 3 without damaging the UVs. It should be a single mesh.

rotund jetty
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yes

stuck oyster
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what kind of texturing you intent to do on it?

rotund jetty
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We'll just adjust these UVs.

stuck oyster
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overlapping uv is normal if you use multiple materials/textures

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but if its all in one texture, then it can not overlap

rotund jetty
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we will combine it all

stuck oyster
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combining it into single texture would make it look very low resolution

rotund jetty
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Can I send you the model?

stuck oyster
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its just stuff you got to learn

rotund jetty
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When you pack it all in, UV maple gets damaged and grows.

#

v

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I can open a screen for you

vital hare
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Hello, do you know why my object disappears as soon as it is above or below water? thanks for the help

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I've already tested rvmat but that's not the problem, even without rvmat the problem remains

woeful viper
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Hey look, the Hatchet is back 😃

stuck oyster
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Have you both solid and transparent parts on same texture?

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How do you pack the pbo?

vital hare
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I use a wood texture wood_CO.paa and a grid texture grille_CA.paa and I use pbo project for pack

hollow fulcrum
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haha hey buddy, how are things in your world?

woeful viper
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well its getting a bit stressfull... master thesis deadline is soon :/

hollow fulcrum
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oof, better you than me! i did see some imagery of your doings the last couple days. looking stellar as usual.

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still waiting for a tank to drive around and fire massive projectiles at things 😀

woeful viper
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thx... i shouldnt be doing that though xD i spend way too much time with it when there is more important things to do

hollow fulcrum
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meh.. pretty sure thats all of us here.

woeful viper
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doesnt help to have crazy ideas for your virtual fantasy tank toys when trying to write something "academic" with sense

hollow fulcrum
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😆 i could see the conflict there. i hope the thesis goes well for you though. sure you'll be a little lighter on your feet once thats out of the way.

woeful viper
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3 kg at the very least

rotund jetty
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hi I set up a shooting range, but there's something like this: I shoot, and after a certain point, there are no bullet marks left on the shooting board.

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Can anyone help immediately?

hollow fulcrum
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lol

stuck oyster
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they are not permanent

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that is normal

rotund jetty
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No, it doesn't appear when you shoot.

stuck oyster
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you need firegeometry parts too for that

rotund jetty
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There is fire geometry

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@stuck oyster

stuck oyster
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its probably not made properly from convex parts

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each geometry requirements are listed in one of the pinned messages

rotund jetty
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Can you tag me in the message?

stuck oyster
rotund jetty
#

firegeometry lod
-handles bullet/etc hits
-has same build requirements except mass(closed, convex, component,)
-each component can additionally have penetration material that defines the parts hit properties (armor, sand, glass, flesh etc) (P:\A3\Data_f\Penetration)
-is usually the most model accurate lod since it handles visual hits from bullets and the type of effects that might pop out of surface

??

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Is this the message?

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one minute

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Do I need to give mass as in geometry?
@stuck oyster

stuck oyster
rotund jetty
stuck oyster
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for each lod

rotund jetty
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All are available for Fire Geometry

stuck oyster
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I dont understand what is unclear

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just make sure your geometry lods fulfill all the requirements listed

rotund jetty
charred bolt
rotund jetty
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I'm trying now

rotund jetty
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@stuck oyster How do I identify components?

bold flare
# rotund jetty

Do the bullets go through the board (as if the board wasn't there, meaning they are not hitting the fire geometry), or are they stopped by the board but also leave no impact decal?

As in, does the geometry not work, or does it work fine and just the decals don't work

subtle bison
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i'm pretty sure this is becaues you can't really animate stuff like that without breaking the bullet holes

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we have a similar issue with the foldable ballistic shield in ws

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one thing you could try is to make the target a proxy model

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or you will make them separate objects and attach them to the animated mempoint via script later. that's probably the way i would go anyways

bold flare
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But some bullet holes are working on it in the video
Yeah I would also recommend scripting it. It also seems like you might run into geometry size limit, especially when you try to go bigger.
With script you can just attach more metal beams to make it longer

subtle bison
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actually i just retested our ballistic shield and the bullet issue seems to be gone. dont think i ever actively tried to fix it. so either something changed over the past 4 years in the engine or i fixed it without even realizing. 😄 so yeah, weird thing, no idea. still -> script is the better way, imo

charred bolt
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Assuming all geometries are correctly formed, bullet holes not showing is usually because isDiscrete = 0; or the FG mesh is not close enough to matching the res LOD mesh.

stuck oyster
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autocentering actually might be breaking it

bright echo
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you mean turning it off?

stuck oyster
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could fix it yea

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Im thinking autocenter messes with the bounds like it messes with nearly everything else 😅

bright echo
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but like every physx vehicle needs it on, and they generally have working impact marks

stuck oyster
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but less far away animated parts

bright echo
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oh true

rotund jetty
bold flare
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That doesn't answer my question

rotund jetty
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translate does not translate well

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@bold flareBro, what should I do to make the bullet marks visible?

stuck oyster
#

!issuewarning @tribal timber asking for how to steal models.

stuck oyster
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this is your only warning about the subject

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I suppose ban it is then

rotund jetty
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@stuck oysterBro, I downloaded a shooting range, I looked at the model, but it's the same as mine.

tribal timber
stuck oyster
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if its your model you would have the source files

tribal timber
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No .blend saves on a3 adapting

stuck oyster
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where do ready made p3d come from then?

tribal timber
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From my FBX

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I can apply textures, make bindings, but it's a waste of time.

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And I'll say it again... Thank you for your help.

stuck oyster
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your explanation makes no sense

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fbx does not transfer into odol p3d

tribal timber
stuck oyster
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odols are binarized and that happens when a mod is packed

tribal timber
stuck oyster
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so I dont believe these are your p3ds if you dont have the originals

tribal timber
marsh canyon
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The point about unbin the P3D is, it is not allowed even if you are the author. You need to get the source

bold flare
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Ripping models is not supported, even if you're trying to rip your own.
The binarization process is not supposed tobe reversible

tribal timber
#

Thanks

rotund jetty
# rotund jetty

@marsh canyonI modeled a shooting range, but when I shoot at the target, the bullet marks are not visible.

stuck oyster
tribal timber
stuck oyster
#

well make new p3d from the source

tribal timber
#

Thanks

stuck oyster
#

Im not even convinced you are the author of the models.

subtle bison
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i dont understand. i've already posted a suggestion - don't do the whole thing in a model file, but make parts and then assemble it in script. everything else is a waste of time 😄

hollow fulcrum
#

so did any of you guys make anything useful/fun/cool over the holidays?

bold flare
#

And I asked a question for which I still didn't get an answer blobdoggoshruggoogly

dusky dragon
#

i started working on a BvS10 Viking

rotund jetty
subtle bison
#

model animation moves the mesh part away which then causes issue with the fire geo / bullet detection

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just split the objects, there is very likely nothing else you can do to fix this

woeful viper
#

nice Foxone

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i drove around alot in the unarmored version, its amazing how much stuff fits in there and how mobile it is in snowy/muddy terrain

rotund jetty
#

@subtle bisonCan i use proxy?
For split

subtle bison
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i dont know, try it

hollow fulcrum
#

pictures! porn! makes me happy.

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😉

dusky dragon
#

@hollow fulcrum soon my padawan, soon :D

hollow fulcrum
#

lol, im a padawan now. awesome.

dusky dragon
#

You will be granted the rank of jedi upon the release of the BvS10

woeful viper
#

jedi? Hatchet already sits at the jedi council mate

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master jedi more like it

dusky dragon
#

Not accoding to Yoda he doesnt

woeful viper
#

btw - i played jedi academy recently. I only discovered it this christmas, was awesome, despite it's age. Loved Jedi Outcast back in the day

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never knew it had this successor

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best lightsaber game ever...

dusky dragon
#

Nice!

cloud zealot
#

How do we make optics (not scopes)? Is there a tutorial or something anywhere ? I keep looking at everything i can find but all i can see are p3ds with only 1 resolution lod made of vertexes and no selection.

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I'd like to make an optic that only shows the direction and the elevation of the turret

cloud zealot
#

I found a solution actually just need to make a RscUnitInfo

remote peak
#

got a question, i assume i need to learn modelling to add cages to the M1117 yes?

pale valley
wind belfry
#

foxone, are you planning to make it 2 part vehicle where there is driving unit and cargo unit?

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@Brian/Foxone

woeful viper
#

making this vehicle work properly in terms of simulation will propably be a major pain in the arse

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Best bet might actually be a wheeled vehicle as basis, and then use the steering of the vehicle wheel base to animate the units movement in relation to each other

remote peak
#

gotta go find a tutorial i guessconcerning

pale valley
#

@remote peak
The thought of learning to 3d model was daunting to me too, as it turns out, I love it - you might, too

stuck oyster
#

and keep making things.

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3d modeling is really one of those things you keep learning by doing it and eploring how different tools work

remote peak
#

i mean i kind of got that part handled in a fusion360 sense

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dont know how similar it ends up being

stuck oyster
remote peak
#

i see

north sundial
#

Do what I did, learn how to model by modelling in object builder. After that, everything is easy haha

scenic knot
#

Hey guys, this might be a simple question but anybody know how to make sure the cargo passenger's head/camerapos/perspective stay on their head? Its like his head rolls off and straps itself down on an arbitrary spot

charred bolt
worn anvil
#

Hello everyone!

As a beginner creating models on Arma 3, I have two issues with my bulletproof vest. The first is the shadow, which is buggy and I can't seem to fix (see attachment 1), and the second is that when the character moves in a certain way, he or she passes through part of the vest (see attachment 2 - the video). If anyone can help me, I would be very grateful! ^^
https://medal.tv/fr/games/arma-3/clips/ihRVDnv5Hlhu6ttsl?invite=cr-MSw2ZGUsMTkyNDg5Nzcy

Regarde Gilet test de la_caverne_off et des millions d'autres vidéos Arma 3 sur Medal. Tags : Arma 3

▶ Play video
#

I just saw that I even had to move the vest away from the character's body to alleviate the problem but it still persists.....

charred bolt
worn anvil
charred bolt
worn anvil
charred bolt
worn anvil
#

And would you also know how to solve my second problem or not pls ? ^^

stuck oyster
#

making game models requires set of skills

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also since you say youre beginner, wheres the model from?

quasi tangle
#

If I wanted to make something like this in the game, how would I go about doing such a task?

sour bough
umbral shuttle
#

can tankX simulation support being amphibious?

umbral shuttle
real venture
#

New to RV4 modding, is there a way to have or emulate inverse kinematics for vehicles and such?
(not sure if I should be asking here, in #arma3_animation)

marsh canyon
#

For what is the question

real venture
#

Looking into making some walker-type vehicles

marsh canyon
#

So a tank-ish vehicle

real venture
#

yep

marsh canyon
#

The short answer: I believe yes
Longer: You really should to use a decent amount of SQF scripts and massive patience to make it work, it still uses some P3D works

charred bolt
# real venture Looking into making some walker-type vehicles

Basically no IK available for vehicle animations.
Walker-type vehicles are not particularly suited to the Arma engine. They have been attempted a few times by the most experienced (10 year vets) modders, and almost nothing has been released, so that gives you some idea of the immense complexity you would face in trying yourself. I'd recommend not bothering.

gentle merlin
#

Even with that example it is very clear arma isnt friendly to those "vehicles" 😄

runic plover
real venture
#

With scripting it should be somewhat possible?
I figured I can just try to recreate some IK solver but if it's not as simple as that...

runic plover
real venture
#

I'm not too familiar with arma scripting but are rotation and translation of specific parts modifiable through scripts? If they are then making basic IK doesn't sound too difficult unless I'm missing some caveats