#arma3_model

1 messages Β· Page 52 of 1

runic plover
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here i did some experiments with a feature arma 3 has to reconize surface types, bridges dont work still a bug but works fine so far

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yes they are modifiable depends what your plans are

outer pulsar
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Grass Shader Renderer

gentle merlin
#

to be quite honest you're probably better off just making it a unit (skeletally animated with .rtms) instead of a vehicle; you're never gonna get a visually pleasing result with vehicles by virtue of how they're animated alone - adding IK won't resolve the fact it looks like it has 3 linear keyframes for the entire animation

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(then again that's a matter of how far you're willing to go, but IK is very much a visual concern, and right now a much greater visual concern is the animation itself, or rather a lack of it)

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oh replied to the wrong person, whoops @real venture that was meant for you πŸ˜‚ ^

runic plover
# gentle merlin to be quite honest you're probably better off just making it a unit (skeletally ...

yeah thats what i meant, its a hard way to go if you can only use rotation and translation animations at all. but if i would invest more time into my animations i could do it a lot better for sure. but no chance to get it close to a rtm animation.

the method you mean is a good solution like ive said i did this already 2005 but you will have also some bugs in MP games too. Im doing a Command & Conquer mod and i have to struggle a lot with createVehicle commands and more so i do prefer 100% vehicle. Also everything needs to be fully AI compatible and player compatible.

Also as example the Artillery Mech i did with being able to deploy is also a big struggle as character, + how to use Artillery Computer and also being fully AI useable. And there are other Mechs like the 4-Legged one with Multiturrets etc. it depends what plans you follow, kind of unit type and such.

gentle merlin
gentle merlin
runic plover
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my vehicles are also one-man operated (using KK's one-man script) but i do have to do them now via attributes optional being able to switch between one-man operated and standard operated cause some people wanted to play together in one vehicle and with this script its not possible notlikemeow .. so ill add the option to disable one-man operated in the vehicle attributes

runic plover
stuck oyster
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Basically you need to start from something simple until you know enough to know what you need to do to make mechs work.

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There is no manual or guide.

dusky dragon
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@wind belfry i would like to create a couple different rear parts, like: APC, Medic, Cargo, but also the front as a seperate so you can always attach/detach rear ends

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@X3KJ And yes animations will be a pain

round bloom
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@last spindle got a link to whatever the name of that site you use for posting your models is? And if you could be kind enough to link me your profile on there. Cheers

last spindle
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Sketchfab or Artstation?

round bloom
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I found it the second after I asked lel

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Cheers

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Would you be ok with a community I am in potentially using the billboard you published on our server?

last spindle
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of course

round bloom
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Cheers

stuck oyster
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Assets from other games can not be used

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we have 0 tolerance for IP theft

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also Modding can not be paid for.

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so basically everything you want to do there is a NO NO

somber widget
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That billboard is sexy as fuck. I really need to start making models for arma my self.

plain star
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Anyone know whats going on here?

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the viper does not seem to be affected by shadows.

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the shadow LOD from the viper is drawn on the ground but the visual LOD does not show any shadow

quick widget
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Someone clarify something for me.

Payment for an ArmA 3 mod, absolutely haram, breaks ToS.

But am I allowed to pay for an asset and then use Bohemia tools myself to import it into ArmA?

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Like from an asset store or a modeler.

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Because a huge number of mods, including many mainstream mods, use paid assets in their making. Especially gun mods.

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99% of the reason when an author answers me why something isn't open source it's because "I paid for the model"

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Please cite the ToS line that says I can't if it's not allowed.

marsh canyon
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You cannot pay for any Arma-ready, aka you can pay for the source. So there should be no big issue

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Unless, the license of the source anyhow forbids to

marsh canyon
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It is called hiddenSelections

pearl sand
marsh canyon
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Yes

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You cannot pay for a file that is delivered in P3D etc, or cannot pay for something that requires A3 or A3Tools to make

wind belfry
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@dusky dragon Let us know how that end up, what i have heard is that physx will be pain in the arse

dusky dragon
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Well TankX amphibious support is there, since the BvS is amphibious

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I am trying to colab with 3CB, but if they dont respond will hopefully colab with CUP

white oak
stuck oyster
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banned mod.

faint plinth
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dang

grizzled halo
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none at all.

Since you are modelling in CAD, I would suggest you to either get a remesher addon if you don't intent to fully learn blender OR use Plasticity, which is an art-based paid Cad software (worth it imo) that will let you translate your nurbs-based models into blender in real time while having pretty good mesh results. Its been a game changer for me, I do my models in Solidworks and it has really sped up my workflow. And no, im not affiliated to them, this is not a promotion but a recommendation.

stuck oyster
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cad to polygonal mesh conversion automation has gone long way

grizzled halo
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it really has, i was sold the instant I saw their bridge addon to translate directly into blender

round bloom
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What do you need to do in OB or configs/model.cfg for lights on a model? Its not for a vehicle just a stationary item. I tried looking at sample files but can't figure it out fully

round bloom
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Nevermind I have sorted it now

lime mountain
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Hello guys, I'm having some issues making a weapon (Quake 3 Machinegun (cuz yes))... My question is... Is Memory or Proxies that define where things like scope, mag, bipod and muzzle attachment should go? Cuz in the Object Builder when I select Show Proxy Object everything is perfectly aligned with the gun... BUT in game things like scope and bipod arent shown, only Mag and missaligned

stuck oyster
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proxies are for that yes

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do you have them in all lods where proxies should show up?

lime mountain
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Yes

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But also have in Geometry points like Mag, Scope, etc...

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I mean Memory

stuck oyster
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memorypoints dont matter for the proxies

lime mountain
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Ok... So... I made proxis with blender and then merged it with my object builder file and that works inside the OB but dunno if this method is not adequated for arma 3 ingame

stuck oyster
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the method should not matter as long as they are actual proxies

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the game knows nothing of blender

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it only reads the p3d

lime mountain
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Oh! In the cfg file I inherited the properties of the M14 to my weapon... Is there any line that I must include to make work my custom proxies? (sorry if this is not the correct topic to ask this)

stuck oyster
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your proxies need correct naming

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not quite sure what you mean by custom proxies

lime mountain
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the proxies I made for my model. Not creating new names, just moving the ones I need to fit the model

stuck oyster
lime mountain
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Yup

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I'll try moving them a little since I can see the mag (in game) near the position I left in OB

zealous finch
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anybody want to config this?

short marsh
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You're on your own my friend

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I'm doing a UAV but I haven't checked in on somebody UVMapping it for me

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But nothing like that though

zealous finch
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everyone modding reforger now?

south badge
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I guess yes, but for me Reforger just doesnΒ΄t have the Arma vibe

stuck oyster
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configs are not especially fun so there has never been people in line to do them

zealous finch
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all good, thought i would check πŸ˜„

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i have done all the pbo stuff before but dont have time for it now

short marsh
stone oracle
steady elk
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through which lod can I find out the selection for the weapon grip position. Due to the "incredible" idea of the modeler, my laser position goes to the side. Same thing with MAAWS from Tanks DLC.

bold flare
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I would expect it to be memory lod

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The weapon attachment point in the players hand, the "side" proxy, then inside the laser attachment model it has two memory points for laser pos and dir

steady elk
# bold flare The weapon attachment point in the players hand, the "side" proxy, then inside t...

Well, we were given the DrawLaser command which works exactly like a standard IR laser. But to get the position for the laser exit point, you have to make a crutch. Create a simple weapon object, then laser attachments. In addition, sometimes there are weapon models that can have laser intersections where there is nothing.
We weren't even given the ability to disable intersections like the lineIntersects command group.

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To fix this collision I had to do an intersection check and if it stops intersecting then the laser will be displayed correctly.

if (lineIntersects [_posLasWorld, _posLasWorld vectoradd [-1,0,0],_oA]) then {
    
    for "_i" from 0 to 2 step 0.01 do {
if (lineIntersects [_posLasWorld vectoradd [-_i,0,0], _posLasWorld vectoradd [-_i-1,0,0],_oA]) then {
_posLasWorld=_posLasWorld vectoradd [-_i,0,0]; break};
    }; 
};
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I managed to make a 100-line script that can display the correct visible laser on the player's weapon for any weapon. Problems only arise when the weapon model deviates from the standard view. As it was with MAAFS from CUP and DLC Tanks

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Even such a laser is displayed correctly. meowawww

bold flare
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The laser intersects the weapon itself?
That's probably a bug that needs fixing then πŸ˜„

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Ah yeah, normal layers know which object is emitting it, and ignore that in intersection tests.
drawLaser though doesn't get an object, it doesn't know

steady elk
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Captain Obvious sneezed somewhere hmmyes

grizzled halo
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why use drawlaser though? Inherit from the attachment and make a visible laser via config instead, easier for you as the config man and you take advantage of the engine implementation for it

steady elk
steady elk
grizzled halo
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then you will have an additional frame handler per laser that could be solved engine wise, but everyone has their approached I guess

steady elk
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You can try call this in game.

grizzled halo
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no thanks, I already have my own vector solutions for when I need to do stuff like that, but I appreciate the intention.

rotund jetty
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How can I do this with a proxy? @subtle bison

zinc crypt
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Why am I missing my head here?

cloud zealot
zinc crypt
umbral shuttle
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aye lmao im necroing this, the sample files have the --mass distrubtion with components 11,12,13,14. I should NOT do that correct?

charred bolt
sour bough
charred bolt
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Yes

sour bough
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:3

hell yeah

short marsh
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I'm having an issue with revolving barrels on my minigun. The setup is that the minigun is on the left side of the helicopter (MainTurret), and an M2 .50 is on the right Turret. Issue is that everything checks out, and I'm quite sure that everything is correct (no model.cfg errors). I don't know what to do to get the barrels rotating, and figure it's an Arma thing, but decided to come here and see what the issue could be.

stuck oyster
short marsh
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I think it's there, but maybe should look, and probably not

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I provbably need to do that, thanks

stuck oyster
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Animations specific to a weapon need that yeah

short marsh
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Yeah I didn't, whoops! Thanks man

stuck oyster
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πŸ‘

umbral shuttle
charred bolt
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If the artificial gravity boxes are fully contained within the vehicle then it doesn't make much odds. But the Samples are also wrong on so many aspects that they sadly can't be taken as best practise.

lapis basin
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Hi ! I'm currently trying understand UVAnimations, so I searched a bit and I have this config.
The problem is, my animationPhase value doesn't change, it stays at zero, subsequently, my animation doesn't change.

There is my model.cfg :

class CfgSkeletons
{
    class Default;

    class hyperspace_skeleton : Default {
        skeletonInherit = "";
        skeletonBones[] = {
            "camo1", ""
        };
    };
};

class CfgModels{
    class Default;

    class Hyperspace_F : Default {
        sectionsInherit = "";
        sections[] = {
            "camo1"
        };
        skeletonName = "hyperspace_skeleton";
        class Animations {
            class hyperSpaceSource{
                type = "translation";
                source = "hyperSpaceSource";
                selection = "camo1";
                sourceAddress = "loop";
                minValue = 0;
                maxValue = 1;
                offset0[] = {0,0};
                offset1[] = {0,1};
            };
        };
    };
}

There is my UVanimation and AnimationSource code in my CfgVehicles :

        class UVAnimations{
            class hyperSpaceUVAnim {
                type = "translation";
                source = "hyperSpaceSource";
                sourceAddress = "loop";
                section = "camo1";
                minValue = 0;
                maxValue = 1;
                offset0[] = {0,0};
                offset1[] = {0,0.5};
            };
        };
        class AnimationSources{
            class hyperSpaceSource{
                source = "time";
                animPeriod = 0.5;
                initPhase = 0;
            };
        };

And there is the code i use to test it :

hyperspace animateSource ["hyperSpaceUVAnim",0.5];
hyperspace animationSourcePhase "hyperSpaceUVAnim";
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NVM i've found the fix, i've put "time" as source in both the AnimationSources (in the CfgVehicles) and Animations (model.cfg)

stuck oyster
umbral shuttle
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and on a compleltly unrelated topic, for backpacks is there a way to have a differnet model show when its on ground? maybe a model cfg animation to translate it down a bit as I see backpacks kinda float when placed on ground

stuck oyster
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Model cfg animations don't work.

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I don't remember if the ground item is separate entry with backpacks. πŸ€”

mossy violet
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Hello, I am looking for some suggestions. I have a Sci-Fi Tank that has a duel barrel autocannon. I want to make it so that the recoil animation (and Muzzle flash) only plays one at a time before moving onto the next one while autofiring. Anyone got any suggestions on how this could work? (I've seen in done before in the past but can't find any examples now).

rotund jetty
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I am getting this error message when saving the object in object builder.

rotund jetty
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It records on any model but not on this one.

stuck oyster
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No can't take a look right now.try save to different file. You might have gotten it locked in the file system by dome other operation

rotund jetty
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how do i do

stuck oyster
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Save as, type in new file name...

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Like in any program

umbral shuttle
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well last I tried

cobalt tundra
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Hello, does anyone know about porting custom uniform models to arma 3?

stuck oyster
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how the channel works is you put down the actual question you have

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instead of ask if anyone is X

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that we its right to the point

cobalt tundra
stuck oyster
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is alright

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thats why we tell how best operate

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one other thing to know is that models from other games cant be used

stuck oyster
cobalt tundra
cobalt tundra
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Port it to Arma 3

stuck oyster
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So something you made

cobalt tundra
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Yeah

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Port it to arma 3

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Im trying to start off by making a custom uniform first

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Like a custom battle uniform you know

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But i couldnt find any resources online and youtube for it

stuck oyster
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You are probably trying to look for something too specific.
But you'll also want to start your journey into the mod technical side like configs from something simpler

cobalt tundra
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I have experience in gmod modding

cobalt tundra
cobalt tundra
cobalt tundra
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Kinda similar to this but this one is for reforger only

cobalt tundra
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Can anyone help pls?

gritty vigil
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When making a uniform mod, do I need to model and texture my own arms into the uniform or does the engine tack them on for me?

Thinking like rolled sleeve or tee shirt or something

cobalt tundra
cobalt tundra
marsh canyon
cobalt tundra
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Tried finding one but failed

marsh canyon
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  1. Please don't ping everyone around to get attention
  2. Arma 3 Samples
cobalt tundra
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Ok πŸ‘

lime mountain
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Hello guys, do Vest models need a proxy for a correct placement? If yes... What's the proxy name?

stuck oyster
subtle bison
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is it possible to shift mass in the model via animation? like, changing the position of mass cubes?

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i'm doing some tests right now, but when checking with getCenterOfMass it seems like nothing changed? (or i am doing something wrong, also possible)

grizzled halo
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isnt CoM defined by model origin itself?

subtle bison
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i know that moving the driver proxy will shift weight

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but it seems moving geo blocks doesnt. big sad

livid canyon
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Do you mean proxy in geo lod?

white oak
subtle bison
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and it changed the vehicle physics noticeably

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my guess is that vehicle passengers weight is handled different from the vehicle

charred bolt
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Vehicles react when adding mass via sling loading or ViV although probably different effects for helis between SFM and AFM. Not sure I've ever tested moving significant masses via animation though, seems like an edge case kind of thing to want to do though.

subtle bison
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yeah, i grew tired of number pushing and wanted to bruteforce it

lime mountain
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My vest should have an Armature Modifier in order to move with the A3 skel or is enough no have the weight paint and vertex groups when I export it as p3d?

stuck oyster
lime mountain
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ok! thanks! πŸ˜„

lime mountain
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For some reason when exporting as p3d and looking at Object Builder, it creates some specular errors or dark spots in the coo... I did everything as I did with other models that did not gave me this kind of error

Any suggestions?

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its the specular map :/ but dunno why OB changed some parts

stuck oyster
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uvmapping might get messed up

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or rvmat is set wrong

lime mountain
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turned off specular map and shows correctly

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I'll try to bake again the specular

lime mountain
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fixed, baked the same specular and worked 🫠🫠🫠🫠🫠🫠🫠🫠

lime mountain
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Any suggestion about why my vest is underground? I already apllied autocenter in geometry, applied equipment proxy, model done matching a3 character model

sour bough
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model.cfg is correct?

lime mountain
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Tried to search but could not understand a lot πŸ˜…

sour bough
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Same as for a uniform

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Or a helmet

lime mountain
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Strange cuz I did a helmet without that and works 🫠

white jay
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hello, im trying to make a uniform but i think i run to some error

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(i cant send image unfortunately)

white jay
lime mountain
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Lol!

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Tried to make the model.cfg but I don't know what I need to incluide or whaat. A wiki article says is enough to write Class MyModel : ArmaMan but dont work for me

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heres what I made

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class CfgModels
{
class ArmaMan;
class fbg_nsarmor : ArmaMan {};
};
class CfgSkeletons
{
class OFP2_ManSkeleton;
class fbg_nsarmor : OFP2_ManSkeleton {};
};

white jay
#

man they gotta make more detailed resources for making mods

white jay
lime mountain
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I bet there was... I have heard that in Armalcoholic there was a lot of info but website shut down long time ago

lime mountain
white jay
lime mountain
white jay
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is it the hiddenSelectionsTextures one?

lime mountain
#

yep

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as far as I know

white jay
#

class CfgModels
{
class Default
{
sectionsInherit="";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\soldierman\data\base.paa"};
};

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this?

stuck oyster
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@lime mountain the arma3 samples have uniform, vest and helmet files

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the pinned message about headgear requirements basically applies to unifroms and vests too

lime mountain
stuck oyster
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you copy paste the skeleton config

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and then you need model.cfg class with same name as your p3d

lime mountain
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even adding p3d at the end? πŸ‘‰πŸ‘ˆ

stuck oyster
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no

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compare the sample files and the sample model.cfg

white jay
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if we keep on "comparing" or "looking" on sample files, what much are we really gonna know?

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respectfully, we could use some good learning material on how to really port a custom-made uniform, helmet, vest, or gear on Arma 3.

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instead of just "looking" into cfg files without any help at all.

stuck oyster
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so you know

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you need to do the learning the hard way like everyone else

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the questions you guys had are solved by following the structure of the sample files though.

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and yes the sample files dont tell you everything

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but complaining that the people who learned this stuff before didnt spend time to write extensive documentation for you to follow now is not really cool

lime mountain
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This is what I could understand and did, Dont work... I dont know if I'm writing in the right part the stuff I need

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any feedback will be welcome, for now I'll take a break πŸ˜…

subtle bison
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comparing sample files is literally why they exist

white jay
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but is there like a specific documentation on a website so we can fully understand the model.cfg file for vests, characters, helmets

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if so, please send it here

subtle bison
tight patio
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how do i add path LODs to my structure? (in the object builder)

stuck oyster
#

it is far easier to model in more modern tools before going into OB

white jay
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should i use the A3_character_template.p3d for creating the uniform?

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or for making vests?

stuck oyster
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yes for both

white jay
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(just checking)

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is the cfgUniforms.hpp and cfgVests.hpp required

stuck oyster
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Macsers Armarig is what most use

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the HPP files are just one way to organize config.cpp

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you can also write their contents directly into the config.cpp instead using the include commands

white jay
stuck oyster
#

those are the basic parts yes

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you also want textures if you meant to have colors on it

white jay
#

ahh okay

white jay
stuck oyster
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if you know how to set up everything in blender and export to p3d you might not need O2

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but usually people who start dont have that much skills yet

white jay
late mauve
#

Hey all, sorry if this is the wrong channel. But I had a quick question. Does Bulldozer work with W11? Ever since I switched to it my Bulldozer is throwing errors - so curious if it's an OS thing

charred bolt
late mauve
#

ohh thanks I'll give that a try!

glass pine
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Is there any kind of documentation whatsoever on the process of creating a larger, scaled-up unit skeleton for a model? Basically just making a bigger arma man skeleton. I know the OPTRE guys managed it but it seems like the person who worked on those skeletons is MIA(?) so I'm kinda stuck figuring out where to begin here.

stuck oyster
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not really

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it expects you to understand A modeling, B animating C Arma configs in great depth so you can connect what parts work together

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its complex thing

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a different shaped/sized character basically needs all new animations

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this is the largest piece of work

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since for full movement you need few hundred different moves

glass pine
#

Yeah, from what I can understand of how the OPTRE guys did it, it seems like they took every single one of the vanilla arma man RTM's and scaled them up to a rate of about 1.6 times the normal skeleton scale (no idea how accurate this guess is). Main confusing part seems to be setting up the configs

white jay
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i encountered an error when i packed my model from pbomanager

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config.cpp error

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it didnt happen when it was using addon builder to pack it but it did happen when i packed it to pbomanager..

pallid nexus
#

Not certain about pboManager
I know pboProject catches a lot of stuff that addon builder ignores, some of which breaks mods, and some of which is just bad coding practice

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You could try making certain that there's a trailing ; for each line as appropriate, including closing blocks

white jay
#

someone said this on reddit

"Malt_The_Magpie
β€’
5h ago
Pack with pboproject, that will point out the most common errors people make"

white jay
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error happened in line 45

pallid nexus
#

So on line 45, you have an error in your config, or in an hpp file included in your config

white jay
#

i can send the file here

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dang it i cant

pallid nexus
white jay
#

class cfgWeapons
{
class Uniform_Base;
class UniformItem;

class M40_man_unit : Uniform_Base
{
    scope = 2;
    displayName = "Marine Uniform";
    author = "lol";
    picture = ""; // optional icon
    model = "\marinecorps\marinecorps.p3d";
    hiddenSelections[] =
    {
        "Camo1"
    };
    hiddenSelectionsTextures[] =
    {
        "\marinecorps\data\base.paa
    }; 

};

};

class cfgMods
{
author="lol";
timepacked="1667894436";
};

#

from line 28 to line 56

white jay
#

{ -line 45
"\marinecorps\data\base.paa - line 46
}; - line 47

pallid nexus
# white jay class cfgWeapons { class Uniform_Base; class UniformItem; class M40...

Based on that, looks like the issue is you might need a _co texture for base.paa
The letter code also controls the format conversion in texView2 and ImageToPaa
_CO is a colour texture, and the other letter codes mean different types of textures
_NOHQ is normal, _SMDI is the specular map, _AS is ambient shadow, _TI is thermal (i think)
https://community.bohemia.net/wiki/Arma:_Texture_Naming_Rules

white jay
#

ooo

#

i see

pallid nexus
#

It's a bit of a pain to convert from PBR, but the _SMDI and _AS maps give you a lot more control over the material
There's a guide for conversion and some tools pinned in one of the channels

white jay
#

but i dont understand a bit

pallid nexus
white jay
#

ahh okay

#

ah damn it

#

line 45: end of line encountered after marinecorps\data\base_co.paa

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(yes i renamed it to _co)

pallid nexus
#

Missing " maybe?
An unclosed string will break it every time

white jay
#

youre right

pallid nexus
#

Works now?

white jay
#

arma 3 boots up which is good news

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but theres still one error to fix

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and i cant seem to send the image here haha

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me and some dude were troubleshooting it together

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yep i knew it!

#

model.cfg line 165: /cfgmodels/: Missing '}'

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damnit

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that went 0 to 100

#

{
sections[] = {"camo", "insignia"}; //
skeletonName = "OFP2_ManSkeleton"; - line 165
};

#

hmm

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ah dang

#

now i have new issue

#

my custom uniform appears as a vanilla uniform, which i assume wrong model

stuck oyster
#

however the animation files dont automatically scale so you would need to know how to set that up

white jay
white jay
pallid nexus
white jay
#

class CfgWeapons
{
class Uniform_Base;
class UniformItem;

class U_B_soldier_new : Uniform_Base
{
    author = "Splendid Modder";
    scope = 2;
    displayName = "New Uniform";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
    hiddenSelections[] = { "camo" };
    hiddenSelectionsTextures[] = { "\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa" };

    class ItemInfo : UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};

};

like this the example?

pallid nexus
#

Edit: actually CfgVehicles...
CfgCharacters is for other stuff, been a while since I've done a uniform config

white jay
#

i only have the model cfg and config cpp

#

i hope im not missing anything

glass pine
white jay
white jay
#

soo.. i managed to export my custom uniform succesfully.. but with a cost..

#

good news is it was able to export successfully

#

but the bad news is..

#

well i cant send images here yet

#

oh i can

#

yeah this one...

#

(it has four textures btw)

dawn badger
#

I’d send an example config of mine, but im not at my pc atm.

dawn badger
#

I am also very much a novice at modding, so I might be a bit wrong. But I had the same issue and this fixed it.

stuck oyster
#

hiddenseletctions are really meant for texture swapping. default textures assigned on the model should come up wihthout hiddenselections setup

dawn badger
stuck oyster
#

but preferably it would be fixed on the model and mod project file structure

dawn badger
#

Still have the photo of it. (Also had the wrong filepath for bysta proxy)

stuck oyster
#

different textures/materials can share same uvspace even if uvs overlap as the overlapping parts dont share texture

dawn badger
dawn badger
white jay
white jay
stuck oyster
#

whats that?

white jay
#

ok lets not focus on textures for now

stuck oyster
#

not seeing textures typically means you did not path the textures correctly

white jay
#

Like

uniform\data\texture.paa

stuck oyster
#

well that is good practice yes

#

but technically the folders can be anything

white jay
#

yeah it was like that

#

contained like .paa files

stuck oyster
#

I prefer to use project setup of
P:\MyTAG\MyTAG_mymod\ the mods files in respectice folders

white jay
stuck oyster
#

tagging your files like MyTAG_myNewUniform_01.p3d keeps your file names unique

white jay
# white jay

idk if i did something wrong πŸ€·β€β™‚οΈ

stuck oyster
#

config.cpp and model.cfg are mod system files so they dont get prefixes

stuck oyster
#

same goes with config classes

#

class myTAG_myNewUniform_01 {};

white jay
#

i see

stuck oyster
#

keeps your added things well organized

#

and unique named

#

as if you did class myNewUniform

#

and I make class myNewUniform

#

that will break things

white jay
# white jay

sorry if i keep bugging you with this.. but idk what tf did i do 🀣

stuck oyster
#

youll have to fix your paths in the p3d

white jay
#

ah, what path

stuck oyster
#

path to the textures

#

that you assing on the model

#

so it can use the textures

white jay
#

doesnt explain to me why the body one was invisible

stuck oyster
#

path is wrong = cant load texture

white jay
#

ohhhhh

stuck oyster
#

or you have not even exported the mesh

white jay
#

but the arms and legs were appearing brown

stuck oyster
#

you should open the p3d up in Object Builder and see how it is in the buldozer previewer

white jay
stuck oyster
#

thats the fastes way to check if p3d is set up right

white jay
stuck oyster
stuck oyster
white jay
stuck oyster
#

so no

#

youll want to set up P drive with Mikeros toolset Arma3P (no to dubbing when it asks)

stuck oyster
stuck oyster
# white jay

you went and used the armaTools setup didnt you?

white jay
#

my bad

stuck oyster
#

well you can look up the chat history about mikero tools

#

I have things to do

white jay
#

ArmA3p.1.68.9.71.Installer.exe

pallid nexus
white jay
#

thanks sir

white jay
#

C:\Mikero\DePboTools

white jay
#

Anyone know some good videos on how to model vest and stuff and also if there a place that has ready to use models that you can just put stuff together

stuck oyster
#

also models that can be put together is not really a thing either

#

such mashup would work very poorly if at all as game model

#

what you need is how to use these modeling tools kind of tutorials so you learn how the tools work and then can start to apply to on the "I want to make X"

feral mango
#

would anyone be able to help with an issue im having where when i try to open the model viewer, it just says "external viewer: attach failed. no viewer found"

stuck oyster
#

as I recommended above Ive found setting up things with Mikeros Arma3P be most reliable way

#

you basically run armaTools launcher 1 time so it makes the startup registry

#

then never again and start all programs from their own exes/shortcuts

feral mango
#

ill look into it, thanks

stuck oyster
# feral mango ill look into it, thanks

what Aram3P also does for you is to set the buldozer viewer paths to use the game exes directly instead of the buldozer exe copy that the vanilla setup uses

#

which has worked better

white jay
stuck oyster
#

you would also install them

white jay
#

oh ok. where to btw (im so lost sooo)

stuck oyster
#

might as well do all except the dayz2p

#

you dont need that

stuck oyster
#

Mikeros store page at ByteX website that was linked earlier has also free all in one installer

#

it takes care of the whole thing by couple of clicks

white jay
#

okay so i got them installed except for dayz2-

stuck oyster
#

do you have P drive mounted from the tools launcher?

#

if yes

#

you want to disable that

white jay
#

hmm how to do that

stuck oyster
white jay
stuck oyster
white jay
#

i put in "P" correct?

stuck oyster
white jay
#

yes i read it

stuck oyster
white jay
#

no lol

#

lmao bro ik its confusing af but im trying my best haha

white jay
#

so

#

i did the bat file

#

my P drive still exists

stuck oyster
#

that is correct

#

in this setup P drive is virtual drive that is loaded from a another folder on your system

#

in the mapdisk bat you defnied where P drive is loaded from

#

then you run Arma3P to set up the vanilla A3 files on it so stuff like BUldozer can work right

white jay
#

subst p: /d
subst p: "c:\arma3work"

like thisright

#

do i just enter "P"

#

in the command

stuck oyster
#

P

#

then N when it asks about dubbing

white jay
white jay
#

yeah i pressed 'N'

stuck oyster
# white jay

get the all in one installer so it sets you up with all the necessary parts

white jay
#

i got the installe

#

but idk where tf are the installed files at

stuck oyster
white jay
#

idk wtf im doing wrong

white jay
#

i think i messed it up again with this mikero tool

white jay
stuck oyster
white jay
#

oh

stuck oyster
#

it extracts A3 data on your P drive so when your reference files from it packing can check the paths are right

#

also youll have the files to use as refrence and example

white jay
#

imma just skip this thing for now and work on this...

white jay
stuck oyster
white jay
#

but which is the easiest

stuck oyster
#

I prefer to set up the source model in blender fully ready

#

that said im bit curioust, wheres the model from?

white jay
#

why do u ask

stuck oyster
#

Why do you deflect?

white jay
#

ww3. i have made it work with garrys mod so

stuck oyster
#

models from other games can not be used

white jay
#

its not like i plan to publish it anyway

stuck oyster
#

we have 0 tolerance for model/IP theft

stuck oyster
#

whatever you do in garrysmod is their moderation business

#

here we dont allow that kind of stuff

#

its very disrespectful

white jay
#

so i guess u wont help me then

#

dammit

stuck oyster
#

I consider it waste of my time to help with models that are stolen from somewhere.

#

If you want to do mods you can start from blender tutorials

white jay
#

wow

stuck oyster
#

but also we do have rules against content like that #rules

#

so this is your one and only warning about it

white jay
#

wel thanks for the help ig

sullen jasper
#

Hi i have a problem with model cannot load textures also i cant put it on head

stuck oyster
stuck oyster
# white jay wel thanks for the help ig

I hope you can understand that we respect the work people put into making models and art. and we respect the ownership rights of people for their work were it a single artist or a game company.
You are still welcome on this channel as long as you seek help with your own creations instead of things taken from others.

steep inlet
#

what causes this

stuck oyster
steep inlet
#

well

#

elaborate

#

if you may

#

πŸ™‚

stuck oyster
#

I assume you are making a new uniform?

steep inlet
#

yup

#

got the model from Jamie

stuck oyster
#

Above there I mentioned a pinned message for requirements for headgear to work. Uniforms have basically same requirements, just more complex weighting

steep inlet
#

is it the one by Vespade?

stuck oyster
#

no by me

steep inlet
#

i see

stuck oyster
#

it has big bold header

steep inlet
#

i think i just need a model.cfg

sullen jasper
stuck oyster
#

the arma 3 samples on steam has character model.cfg you can use @steep inlet@sullen jasper

steep inlet
mint hazel
#

So I am working on an VTOL so I can give it to my starsim unit, however, I'm at the limit of what I know how to do, and after 2 days of looking online I can't find any solid resources to continue. Does anyone have resources that I can use to continue working on this mod? I'm at the point I need to start adding the memory points but I don't know where I got to put them

livid canyon
mint hazel
#

I haven't even thought of that, I'll give it a shot

tender gull
#

Hi, where could I get an Arma human armature for Blender?

stuck oyster
tender gull
#

I already have that. Is there an armature for the face?

stuck oyster
#

but other than that, no

#

people dont typically need it

tender gull
#

Well crap

#

No-one's made one either?

tender gull
#

I'll look around

lone robin
#

I’ve been running into an issue with my tree shadows not working. Everything in terms of geometry named properties, shadow LODs with appropriate textures and correct specifications is there. I’ve even tried just doing visualEx and that’s not working. Where else should I be looking to correct this issue ?

stuck oyster
#

check the sample tree

quiet aurora
#

im trying to make a mod using raspus APL-SA models but for some reason the backpacks are attaching at the wrong point, does anyone know what ive done wrong?

im also having a similiar issue with some uniform models im trying to add to the game

stuck oyster
#

@quiet aurora ?

quiet aurora
# stuck oyster <@284372480620101633> ?

is there a way to debimarize them? should i be doing that, i got the uniform files already unbinarised from the authors google drive download link and then the backpacks i got them off github, im not sure if they are binarised or not as it doesnt say but i have my build script binarise non binarised p3ds and copy allready binerized p3ds, could that be the issue?

#

i just tried to open the backpack models in object builder, and it crashes object builder so i think they are allready binarized.

#

okay i think the backpack issue is with how my script is building the mod as if i just load the PBOs directly without building them it works fine, but i still have the issue with the uniforms

stuck oyster
#

you can not edit them at all

#

aplasa distributed models are not really super useful since they have hard set paths and if they have bugs they cant be fixed

#

Id recommend against using such

#

whats raspus anyway? πŸ˜…

quiet aurora
#

i fixed the backpacks anyway, i just changed how armake was handling them to just copying them instead of doing any processing on them, but the uniforms still load broken, they were provided unbinarized by the mod author so these i can open in object builder and edit them

quiet aurora
crimson zodiac
#

Is there any way to unbinarize the vanilla p3d files?

obtuse rain
#

For what purpose? There's the sample models and Eliteness that let you do most of the legit things you might want to do.

crimson zodiac
#

I'd like to reskin the PO7

#

where can I find the sample models?

#

When I unpack with Eliteness and try to open the P3D files, O2 crashes. I was told this is due to binarization.

bleak tangle
crimson zodiac
#

Thanks! πŸ˜ƒ

restive pond
#

what is the general workflow when modeling uniforms for Arma 3? Trying to get my hands on it

north sundial
#

The p3d files are binerized, O2 crashes because it cant read the file

#

Just as a note

short marsh
#

I'm having an issue with my muzzleflash (zasleh). It works as intended, it "fires" when it needs to, but the issue is that for my container with a turreted cannon, it's not moving with the turret, it stays at the front of the container, and naturally I'm trying to get it to move with the single barrel.

sour bough
short marsh
sour bough
short marsh
#

Yeah thought so, thanks

sour bough
#

yeah

short marsh
#

Did the trick, thanks again

shell trout
#

ok lets say theres a standart soldier model, at what distances the LOD will change depending on the verticies

#

lets say object quality preference is maxed out too

sour bough
#

the answer is really "when the game decides it should swap lods"

shell trout
#

?

sour bough
#

hardware dependent, situation dependent, just lod normally and it'll be fine

stuck oyster
short marsh
stuck oyster
#

highpoly meaning possible face count in millions

short marsh
#

Okay.

stuck oyster
#

lowpoly meaning the reduced game ready model that gets all teh details baked on

short marsh
#

Oh, okay, now I get you.

quasi matrix
#

im trying to figure out how to add tattoos to my unifrom, its a t-shirt so im trying to retexture my arms but i cant get it to work , anyone have any ideas? the reason im doing this is to be able to have different tattoos on each arm, and not like a tattoo face. i know its possible but i cant figure out how he did it

stuck oyster
#

tattoos are not part of uniform, they are part of the identity

restive pond
#

first time implementing uniforms. Hands and shadows are missing? Why is the head also flickering like in the picture?

I used the character template file in the A3 samples and just "slapped" my (weighted) uniforms in the available LODs without changing anything

stuck oyster
#

textures not showing means either you didnt actually assign them on the model or your paths are wrong compared to what gets packed into the pbo

restive pond
#

1,2 and viewpilot do not

stuck oyster
restive pond
#

alright will try that

#

what about the missing hands?

#

still doesnt work head still flickers, also i found out the hands are kind of visible (in a broken way) when seen from a distance

stuck oyster
#

you have applied hiddenselection on the shadowlod

#

remove that

restive pond
#

also when in game it shows "no entry .model"

stuck oyster
#

so you have stuff like "camo" selections or other texture swap selections on there

#

also use pboproject or hemmt to pack so they can check what you do wrong πŸ˜…

restive pond
#

here is the pboproject noise

stuck oyster
#

on the shadowlod

restive pond
#

um i didnt know that exists, how do you do that exactly?

stuck oyster
#

Im not quite sure how to help you at this point.

restive pond
#

i dont have a "camo" vertex group on the shadow lods

#

is that it?

restive pond
#

i didnt touch any of the LODs other than res. Everything else is from the .p3d sample

charred bolt
# restive pond i didnt touch any of the LODs other than res. Everything else is from the .p3d s...

In your p3d you have a Shadow LOD 0.
The mesh in that LOD can have selection names applied to it, especially for parts that are animated, such as door1.
In the resolution LOD's (like LOD 0) you can also apply selection names such as camo1 to the mesh, which are used by the hiddenSelections functions to change textures in game.
You DO NOT want any hiddenSelection selections names (such as camo1) in your Shadow LOD.

restive pond
#

Another thing I noticed is that the model works fine when I put it on the ground. I use the same .p3d for the CfgWeapons and CfgVehicles classes for now.

charred bolt
# restive pond Rechecked, I do not have "camo" or "insignia" selection names on my shadow LODs....

You probably want to focus on just one issue at a time, especially if you're asking for help on it.
For example, you seemed to indicate that the shadows weren't showing at all, so maybe stick with that until you have found the solution, then move on to the next bit. Otherwise people trying to help will get confused and perhaps give up making suggestions.
Ref the shadows, have you made sure your Shadow LOD follows all the rules for it? closed, triangulated, sharp?

restive pond
#

Ok, shadows seems to follow the rules. I have not touched them at all.

charred bolt
#

You might want to check it in Object Builder using the OB tools

restive pond
#

seems fine too

restive pond
quasi matrix
stuck oyster
quasi matrix
stuck oyster
#

Well looks like you use other mods as well for changes in the interface. but most likely the mod uses hiddenselections on the arms instead of the HL identity selection

#

like if you choose dark skin character the arms probably stay white

quasi matrix
#

how does that work? with the HL Identity?

#

ive just learned to not touch those standard settings

stuck oyster
#

you can see in the sample character that all skin parts of the model are part of HL selection and that marks those surfaces to be swapped with the skin textures of used identity

quasi matrix
#

so would i remove the HL section in the Model.cfg? or what do you mean?

#

im just very confused how he managed this Confused1 , i tried doing it the same way, making a proxy and making it a hidden selection and that didnt work for me

stuck oyster
warped mural
stuck oyster
#

no cant have both

quasi matrix
sturdy finch
#

Hello, I'm making an unarmed apc and I have some questions

#

firstly, how do I remove the gunner seat?

stuck oyster
sturdy finch
#

I'm not, its a new model

#

Right now there's a gunner seat

#

Not physically in the model but you can get in the "gunner" seat in game if you know what i mean

#

How do I get rid of that?

stuck oyster
#

its not tied to the model. its how your config for it is set up

sturdy finch
#

Ah okay, should I send my config file in that channel?

stuck oyster
#

well no

#

youll have to learn to understand it

#

where is the config from?

sturdy finch
#

I'm using the sample test tank config, the only thing I've done is rename the filepaths and remove the weapons

#

I know my way (relatively) well around configs

stuck oyster
#

well next thing would be to remove the turret class then

#

you can also check the cfgVehicle config reference

#

and read the comments of the sample config to see what part does what

sturdy finch
#

Alright I'll have a look at those thanks

#

Also, how do I animate the tracks?

stuck oyster
#

what kind of tracks you have?

sturdy finch
#

They are just standard apc/tank tracks I have a selection for each whole track, and a selection for each of the wheels inside

stuck oyster
#

Arma3 standard tracks?

#

or some other standard

#

(picture can be good for this)

sturdy finch
#

They're just from the model I downloaded so I'm not sure, is there a certain way they have to be set up?

stuck oyster
#

ok so we will need to backtack a bit since youve not actually made the model

#

whats it source?

#

as models from other games can not be used

#

so youll have to be sure you can use it

sturdy finch
#

Sketchfab, Im not sure if its from another game

#

I dont plan on publishing this though

#

Its just a test for my first attempt at a vehicle

stuck oyster
#

it is best to learn without injecting any bad habits like that into the workflow

sturdy finch
#

Alright, I see

stuck oyster
#

you can DM me the link you got it from

finite stump
#

it looks to be CC license according to sketchfab

stuck oyster
#

so there is no way to know he has the permission to actually share the model

finite stump
#

Oh, the Broken Arrow game makers and it was just uploaded 2 days ago

crimson zodiac
#

So is there any way I could unbinarize it? Because I want to reskin the PO7 model, but the only way that I know of doing that is to do it directly through the P3D model.

bleak tangle
woeful viper
#

read tutorials how to create retextures... it's not that hard to google eyeroll

crimson zodiac
#

I know how to retexture, it's just different for weapons because the textures are actually bound to the .p3d. I'm sorry for asking, but I thought that's what the channel's for.

woeful viper
#

well, its illegal, so if you want to get banned over a worthless weapon reskin, go ahead.

bleak cedar
#

i'm extremely new to the modding things but my friends and i were wanting to make some inside joke thing (a guy wearing a spam shirt)

i used armatoolbox in blender to open up a3_character_example and i got this

i was wondering why the guy is inside a tube and there's triangles sticking out of him + i could still see triangles when i used a3tools object builder. does it serve an important purpose?

stuck oyster
#

and the triangles are called proxies and connect various engine things to the model

#

like where weapons are attached

#

in blender you see all the different lods as separate objects

#

if its just retexture you are looking to do, you dont need to touch the 3d model though

bleak cedar
#

oh, i guess modeling is a bit harder

bleak cedar
stuck oyster
stuck oyster
bleak cedar
#

so i'd guess the collision blob and triangles are done AFTER modeling?

stuck oyster
#

since those dont need altering

bleak cedar
#

ohhhh, i see

#

so it's not that much of a hassle then?

#

thanks a lot !! i kinda got scared to model after seeing the tube and triangle LOL

stuck oyster
#

the proxies you should also just copy from the sample once you have done your model

#

and also you should copy the hands of the sample as those are set up for the default skin textures and identity swap system

crimson zodiac
#

Yea okay I get that lol, no need to get salty about it.

grizzled halo
#

are there bullet proxies to include in magazine models or do I have to model and reference my own?

bleak tangle
#

Anyone seen this in action "Our programmers have decided to make the lives of content creators easier, mainly for those creating new models. They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD."? (from this sitrep http://dev.arma3.com/post/sitrep-00138)

wise coral
#

so I have a p3d thats got the wrong path on a proxy. how do I bring up the proxy path in object builder?

#

missing \p:\a3\data_f\proxies\quadbike\driver.p3d

finite siren
#

Does anyone in this channel by chance have a blue dpm camo model retexture for Arma 3?

cloud zealot
spare roost
#

I assume they mean the pattern used by the British Army as Opfor forces in training.

grizzled halo
stuck oyster
#

magazine models dont have separate ammo entity anymore

grizzled halo
stuck oyster
#

but you cant swap ammo mesh inside a magazine

north sundial
#

Using arma toolbox for blender, im being given an headache haha
The normals for an object seem to be flipping on export or something

#

This is in blender

#

Then this is in object builder

#

These are my settings in blender when previewing the normals

#

And its on tangent space

#

I've applied the transforms before export

#

Just not sure what else i'm missing as usually its not applying transforms

#

Both previews are using the same _Nohq file but in paa for arma and tga for blender

stuck oyster
#

so yes it gets flipped looking

#

you can either export with Y- or invert the green color channel in the exported texture

north sundial
#

So it should be going in, on the normal it looks like its going inwards. Should it look like its going outwards then?

stuck oyster
#

but in engine it looks right

north sundial
#

Thanks, on my marmoset bake I accidentally turned off flip Y

grizzled halo
# stuck oyster yes

its alright, as long as the magazine components are able to be hidden/other using the animationsources its more than enough. Thanks, this bit of info is missing in the magazine proxy section for the weapon creation tutorial and might be a good thing to add if possible

stuck oyster
#

would be nice but I dont think it will happen unless community makes them

grizzled halo
stuck oyster
#

πŸ˜„

north sundial
#

I had something similar last night, I was having issues where using the init eventhandler in cfg vehicles was too fast so I put in a sleep to get around it. Then got shown the note above its section on the wiki telling you to use postinit for operations like settingobjecttexture that I looked at but just didn't register haha

grizzled halo
#

its just too much info to keep track at once

#

and then running on coffee and hope just makes it worse

stuck oyster
#

blobcatsweats it is a lot yeah

crimson zodiac
#

@bleak tangle Does that mean there wouldn't be a need for a separate shadow model?

finite siren
shell igloo
#

I’m extremely late to the game but what’s the chances of someone making a modded vehicle on commission or however that works

bold flare
umbral shuttle
#

for am amphibious apc what memory points are needed? I vaugely recalling something with stopa or some engine effect point or the memory point where it puts the ground track effect from wheel

umbral shuttle
#

even when using the geo bouyancy of a boat I have

charred bolt
umbral shuttle
charred bolt
#

bouyancy

#

buoyancy

umbral shuttle
#

thats crazy

#

trying now

#

great success

#

ty

rapid tree
steady marsh
#

New to modeling and blender here, I tried to make PMX/MMD model into Arma3 but when I tried to add texture via face property in Object builder The texture look really mess up How i can fix this??

mossy nimbus
#

Anyone else having issues with discord

#

They won't let me DM

#

@orchid briar @twin narwhal let's continue our conversation on victorn001 add me up

stuck oyster
#

please pay attention to what channels you use

stuck oyster
#

this is not good way to learn since you just get crypic obstacles.

#

Next thing is model licensing and that you cant just put in whatever you want, the model has to be either owned buy you or licensed to be free to use.

mossy nimbus
stuck oyster
finite siren
#

Anyone got this version of the ford f-350 model in arma 3? Would be great if you had the template for it too

willow nacelle
#

Hi, can someone help me with a helmet error I'm having? When I enter Arma 3 and equip the helmet, it sits below the neck, not on the head.

#

I just started recently in this modeling thing and I really don't know much.

stuck oyster
steady marsh
#

and yeah it might be really dumb to tried something really hard first time but at least it worth a try

umbral shuttle
#

For apc geo phyx lod, do I just put the hull or include turret as well?

charred bolt
umbral shuttle
charred bolt
#

Well done. So many interconnected things that need to be done right for physx to work well. Almost all vehicles work best with CofG centered so that should always be starting point.

umbral shuttle
charred bolt
#

Any reason not to shift it across so that it is centred? Your life will be immeasurably happier for it.

limber abyss
#

One message removed from a suspended account.

stuck oyster
#

those are all there is

umbral shuttle
limber abyss
umbral shuttle
#

Fate is in ur hands

sour bough
#

you know

#

The Car

umbral shuttle
#

For Norman reeedus

sour bough
#

and the funky feedus

gritty vigil
#

to someone who is a better artist than I, I'm struggling to block out some plate carriers against the template man's body. It feels like the character's chest is really pointy compared to my own or any reference photos of people wearing it, and it's leading to what feels like a really big gap at the top and bottom of the plate

Any ideas on how to make it fit a bit better?

umbral shuttle
#

with how in geo -- mass distribution will have it not be considered for collision, is there any problems if I have selections in res lod with -- in front?

charred bolt
umbral shuttle
#

Okay very cool thx

cloud zealot
#

What does determine where the blood should be applied on a uniform ? I thought it was "injury_hand", "injury_body" and "injury_leg" selections but these selections doesn't seem to change anything

unreal fox
#

is there a config value which detemines the volume of outside sound when someone is inside a vehicle?

stuck oyster
gritty vigil
#

Aye, that is a good point. The template man is unclothed right? The slimmest a person could be normally?

stuck oyster
#

just a tshirt

#

you can check out the sample vest for reference too

#

import it into same scene

gritty vigil
#

Is there a template man model that matches something like the vanilla combat uniform?

stuck oyster
#

it gives some idea of the dimensions

gritty vigil
#

ah ye I'll give that a shot too

stuck oyster
celest arch
#

guys I cant find it anywhere, whats the hotkey for painting in ortho view in 3do 2.0 ?

#

P gives me an ortho side view but how to rotate it 90 degrees?

flat moss
#

I/J/K/L according to the shortcut spreadsheet they have in the Quixel tools facebook group

celest arch
#

oh ok have u got a link handy?

#

thanks btw

celest arch
#

and yeah works like a charm

flat moss
#

But I'm not sure you'd be able to access it unless you join that group

celest arch
#

I am in that group tbh I forgot about it

flat moss
#

Ah, never mind then

celest arch
#

the normal from paint stroke is still a bit buggy to me

lethal anchor
#

Hey all,

I am trying to import a custom weapon using a fairly new tutorial (https://www.youtube.com/watch?v=ZMDBBqqtxDE)

I've gotten to the stage of importing it, however, it isnt throwing me any errors when I launch the game, or when I build the pbo in Addon builder. Is there an issue with my model.cfg or my config?

Config CPP - https://pastebin.com/LLYZTgt8
Model Cfg - https://pastebin.com/Y4YCnxGy

(I've attempted to adapt the Samples Config and Model Cfg from the Test_Weapon_1 in samples)

This is a basic tutorial on how to get a weapon into arma - there may be better ways but this works for me

AR15 Model by MUAR
https://sketchfab.com/3d-models/ar15-modules-lods-60923381691a40dbbaa67b8bb3d342d3

MrClock's Arma 3 toolbox
https://github.com/MrClock8163/Arma3ObjectBuilder

Arma 3 LODs
https://community.bistudio.com/wiki/LOD

Project...

β–Ά Play video
white jay
#

Hello people, is there is someone who can teach me how to model stuff for arma 3? Are there any courses or places where I can receieve a consistent amount of information from?

cloud zealot
white jay
cloud zealot
#

If someone had to teach you it would take years....

white jay
#

fair enough, thank you

stuck oyster
#

Does it guide how to set up P drive and the modding development environment?

lethal anchor
#

I've got an understanding of Arma modding just not in regards to weapons

#

I am convinced its an issue in my cfg and cpp

cloud zealot
#

i guess your weapon has hand anim

#

if i remember correctly addon builder doesn't binarioze rtm

#

you need to use pboProject

lethal anchor
#

Got no errors when I opened it up in the arsenal either

cloud zealot
lethal anchor
#

sorry if that wasnt explained well

stuck oyster
#

pboProject is likely going to throw you some issues

#

addonbuilder does not do much error reporting like that

lethal anchor
#

ye its thrown me the error in my modal cfg in regards to Rifle class

cloud zealot
#

What error do you have exactly ?

#

show me a screenshot

lethal anchor
#
creating joblist

Processing \AR15\mod\@test_mod\addons\test_weapon...

verifying model.cfgs(if any)...

testing chain for \AR15\mod\@test_mod\addons\test_weapon\model.cfg
        verifying \AR15\mod\@test_mod\addons\test_weapon\model.cfg
inherit class 'Rifle' does not exist

\AR15\mod\@test_mod\addons\test_weapon\model.cfg Rapify:circa Line 31 rap: missing inheritence class(es)
cloud zealot
#

Well the error said everything you need to know, you need to add a reference to Rifle class in your model.cfg

lethal anchor
#

So I'm getting somewhere, it is saying that Rifle my base class doesnt exist in my model cfg. What base class should I use to inherit from?

class CfgModels
{
    class Rifle;

    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };
    class TestAR: Rifle
    {
        skeletonName = "ws_TestAR_skele";
        sectionsInherit = "";
        sections[] = {"zasleh","camo"};
        class Animations
        {
cloud zealot
#
class blabla: Rifle {
......
};```
#

aaaah

lethal anchor
cloud zealot
#

that's because all model.cfg files are independent. You cannot inherit from a Rifle class defined in an other model.cfg file. You need to redefine entirely Rifle in your model.cfg

lethal anchor
#

Ah I see - so should I copy the Model.Cfg from the Sample again and change it?

#

Or is there a better example for me to copy and paste from

cloud zealot
#

You need to copy the entire definition of Rifle from the samples

lethal anchor
#

Cool I'll do that now

cloud zealot
#

If rifle inherits from another class you need to copy it too

lethal anchor
#

For future reference is this the standard way to do it?

#

Or is there a smarter way

cloud zealot
#

You need to copy everything from Rifle to Default

lethal anchor
#

so I may aswell just copy the entire model cfg from the sample and change the model and name fields?

cloud zealot
#

if you feel better this way then do it

lethal anchor
#

Ye no errors I can see for my mod

#

test_mod it is called

cloud zealot
#

then your weapon is not properly defined

#

your config is probably too minimal

#

the samples shows you the minimum viable example

lethal anchor
#
AR15\mod\@test_mod\addons\test_weapon\config.cpp circa Line 27: \test_weapon\TestAR.p3d
**********missing file(s)***************

\AR15\mod\@test_mod\addons\test_weapon\config.cpp Rapify:**********missing file(s)***************

Failed.View->output logs for \AR15\mod\@test_mod\addons\test_weapon

model = "\test_weapon\TestAR.p3d"; (Pbo Project Complains)

Its the / if I switch it to /, it works but the model doesn't appear in game

lethal anchor
#

Used Relative path and now its got no build errors

lethal anchor
#

(sorry didnt mean to ping)

stuck oyster
#

ok so the tutorial you used instructed on very complex folder structure you dont need and what will just confuse you

lethal anchor
#

Config CPP -

#
class CfgPatches
{
    class Test_Weapons_F
    {
        units[] = {};
        weapons[] = {"TestAR"};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Weapons_F"}; // ensure MX base is loaded
    };
};


class CfgWeapons
{
    class arifle_MX_F; // base class from A3

    class TestAR : arifle_MX_F
    {
        scope = 2;            // visible in editor/arsenal
        scopeArsenal = 2;     // explicitly visible in arsenal
        scopeCurator = 2;     // visible in Zeus
        baseWeapon = "TestAR";
        author = "You";
        displayName = "[Test] Test weapon";


        model = "TestAR.p3d";

        // keep simple for now
        muzzles[] = {"this"};
    };
};
#

Thats my current config cpp and my model.cfg is quite big tbh

stuck oyster
#

simplest solid way you can organize it is simply.

P:\Yourmod\Yourmod_YourThingLikeWeapons[[config, p3d go here]] \data\ textures, rvmats go here

lethal anchor
stuck oyster
#

this way you use Yourmod\yourmod_Weapons\yourmod_weaponname.p3d as path

#

and so on

stuck oyster
#

(at)folder and addons folder do not belong to P drive

#

@yourmod\addons is the local mod folder where your pbos go and you run your mod from in game

#

it belongs somewhere else than P drive

#

P drive is only for mod development files

lethal anchor
#

Okay I understand, I'll move the directory now

#

but what about the actual issue with the p3d not opening properly in game

stuck oyster
#

start from getting your paths right

lethal anchor
#

So the left one is the one which will be used in game with the generated pbos from PboProject, right side is the working P dir

stuck oyster
#

if many people use generic names like house.p3d or ar15.p3d there is bound to be conflicts

#

config and model.cfg files are hard named like they are. no changes

#

but models textures materials should be tagged

#

and classnames too

#

Arma3 data uses the A3\ folder as myModFolder\

#

and _F suffix in the model names to refer to codename Futura

#

however the yourMod_ prefix tag is easier to manage

lethal anchor
#

I've manged to mess around, see if I got it working

lethal anchor
stuck oyster
lethal anchor
#

test_weapon\TestAR.p3d

#

That would be the path correct

#

or \test_weapon\TestAR.p3d

#

Okay think I got my head around it

#

And what you meant - I was a bit confused at first but I understand what you meant now

stuck oyster
#

P:\tag\tag_weapon\tag_gun.p3d -> in config model= "tag\tag_weapon\tag_gun.p3d"

lethal anchor
#

So P:\ws\ws_test_weapon\TestAr.p3d and \ws_test_weapon\TestAr.p3d

stuck oyster
#

ws\ at the front

lethal anchor
#

Awsome I got it working now - I remember their being a wiki donkeys ago I am trying to find the CfgWeapons documentation

#

Do you happen to know where it is?

#

Want to read up on how to do the magazine proxies, reload stuff etc

stuck oyster
lethal anchor
#

2016? πŸ˜‚

#

Or is there a sooner one, I'll take a gander

#

thanks for the help mate

stuck oyster
lethal anchor
#

Thank you

rare zodiac
#

I was searching for this specific error and found it mentioned in the channel just a few messages up...
Warning Message: Cannot open object c130_droptanks.p3d
This model is being loaded as a proxy for another model, which is the base c130 model. The proxies search starting in the same folder as the original model, right? I'm not sure if there's another reason it might not be picked up properly, I've tried changing the proxy path in object builder but it still doesnt seem to be able to find it.

umbral shuttle
#

what is A3_NewFireGeometryTemplate.p3d in samples for again?

#

and additionally I was looking for uniform p3d template but I guess there isnt one? oh chracater example

cloud zealot
cloud zealot
#

Or maybe does anyone have already seen a custom uniform with blood ?

marsh canyon
#

You may have not done config to set the injury tex and mat

cloud zealot
bright echo
#

you need to look at hte unit the uniform is tied to not the uniform

stuck oyster
#

they are usually defined in early base classes for whole set of sub characters

bright echo
#

and are defined in 'wounds' and not 'damage' like other sims

rare zodiac
# stuck oyster do you use P drive?

I ended up getting it working by giving it an absolute path and later using an x/mod/pbo path which worked for loading it as a local mod. Another question though: I'm trying to convert this model from those P drive paths to the mod paths, and even though I changed the paths on the proxies (and the assets seem to load fine in-game) there are still errors from the old path and there's indeed several mentions of the old paths still in the binary, but I can't direct-edit them without causing different errors like Unsupported version 2105345.01. Do you know where else those paths would be in object builder beyond the basic proxies in the selection menu? This includes the vehicle wreck, which I havent seen anything of yet

woeful viper
#

it also seems to like to paint through multiple walls...

#

i dont think that shadow creation thing has been "deployed" yet... sounded more like an announcement to me

stuck oyster
#

can you explain a bit more what the situation here is?

rare zodiac
# stuck oyster can you explain a bit more what the situation here is?

Sure. So I have a complete asset with all models, sounds, textures, that I'm trying to integrate into a mod. It's not originally my asset but I've been given permission / been asked to integrate it and I dont know if the author is still reachable, which is why I'm doing this while I'm not too familiar with Object Builder. This comes down to changing every file path in the model from the P drive, in the form of \asset\proxy, to something compatible with a mod, so x\mod\pbo\asset\proxy, so I can move all of the files over and have it load properly. Most of the model worked fine, just a few references to proxies (specifically here the droptanks, internal seating, rotor blur, and vehicle wreck) were faulty and still used the old path. In the object builder, I went and looked at the selections in this central panel and changed the paths of the proxies, which has mostly fixed the issues and stuff shows up in-game properly, but there are still extra references to those file paths that didnt get effected and are still causing onscreen errors of Cannot open object c130\c130_droptanks.p3d. Opening up the p3d in a text editor (which you're not supposed to do, but I had to check it) confirmed that the old paths were still present. So I was wondering if you had to register the proxies anywhere or do anything else besides have them in the selections list, where it would be failing to pull the correct models. This includes the vehicle wreck; I assume thats just an easy setting somewhere but I couldn't find where to change/update it.

plush forge
#

@stuck oyster
You encountered glass destruction particles (for windows on a building, 12 total) not working before? Literally everything else works fine. (The window hide and unhide animations, the sound effects, they all actually break so the hitpoints are working) Setup as I have done dozens of times before. The other 5 buildings in this set work fine, don't think I messed up anything encoding wise, I copied config of this one for two others and they are working. Very puzzled.

lethal anchor
#

Hey all - so I've reset my proxies, but this issue still presists can anyone explain to me why this is happening

#

If a suppressor is enabled, it doesnt have this issue

stuck oyster
#

remove proxies from other lods (mark down what proxies are in each lod)

#

repath proxies in the edit lod

#

copy them into other lods

rare zodiac
#

gotcha, will give it a shot, thank you

stuck oyster
#

Id wager you didnt get all of them in all the lods.

#

reading what you said again, who asked you to implement if if the original author is not reachable?

#

are the source files open source or how did you come by them

hollow fulcrum
#

β˜•

stuck oyster
#

dammage = no and all that

plush forge
#

It is. But so are all the others. I got 15 other buildings that work fine, all with broadly the same setup. Just this one being weird.

stuck oyster
#

I do recall there was similar issue with the hanoi station at one point

#

it too has lot of windows

plush forge
#

I am well under the bone limit.

stuck oyster
#

in the effects

plush forge
#

Effects definition is macrod

#

Same one being called by all the other buildings.

stuck oyster
#

do the effects appear in the model center? like default 0,0,0

#

as in not connecting with the mem points for the effects

plush forge
#

Not checked that. Would be hard to see but I can try.

rare zodiac
# stuck oyster reading what you said again, who asked you to implement if if the original autho...

our team got sent the files with the intent to put them into a mod about 2 years ago, before I was around, and no one ever actually got to it due to git complications, so I'm working on it now. I dont know the history of it but regardless it is clearly APL labeled in the files, so nothing shady. Just thought I would clarify in the message to help frame that I havent touched object builder except for a few samples, so thanks a ton for your help.

woeful viper
#

cheers

hollow fulcrum
#

whats new?

dusky dragon
#

3CB didnt want to colab on the BvS10 as the just dont have enough people for it 😦 ( I completely understand though), so we will probs see it in CUP

woeful viper
#

what do you mean with colab?