#arma3_model
1 messages Β· Page 52 of 1
yes they are modifiable depends what your plans are
https://media.discordapp.net/attachments/731541343201001483/1352197484767608944/image-100.png?ex=687dfa8a&is=687ca90a&hm=409d8bfd5e372298a2da2138fde04aad87f7206f249ce28412ad8fdad07447d6&=&format=webp&quality=lossless&width=1115&height=627
as example middle one is able to deploy into working artillery, my most hard work i did so far
Grass Shader Renderer
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
(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)
oh replied to the wrong person, whoops @real venture that was meant for you π ^
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.
yeah and obviously mine is not a definitive solution if you intend to have multiple people in the mech, that's only doable with vehicles (unless you really, really, really get into hacky territory); for one-man mech pilots though it works
those look pretty well made btw π
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
.. so ill add the option to disable one-man operated in the vehicle attributes
thank you 
Basically you need to start from something simple until you know enough to know what you need to do to make mechs work.
There is no manual or guide.
@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
@X3KJ And yes animations will be a pain
@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
I found it the second after I asked lel
Cheers
Would you be ok with a community I am in potentially using the billboard you published on our server?
of course
Cheers
Assets from other games can not be used
we have 0 tolerance for IP theft
also Modding can not be paid for.
so basically everything you want to do there is a NO NO
That billboard is sexy as fuck. I really need to start making models for arma my self.
Anyone know whats going on here?
the viper does not seem to be affected by shadows.
the shadow LOD from the viper is drawn on the ground but the visual LOD does not show any shadow
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?
Like from an asset store or a modeler.
Because a huge number of mods, including many mainstream mods, use paid assets in their making. Especially gun mods.
99% of the reason when an author answers me why something isn't open source it's because "I paid for the model"
Please cite the ToS line that says I can't if it's not allowed.
You cannot pay for any Arma-ready, aka you can pay for the source. So there should be no big issue
Unless, the license of the source anyhow forbids to
It is called hiddenSelections
Assume the same goes for commissions?
Yes
You cannot pay for a file that is delivered in P3D etc, or cannot pay for something that requires A3 or A3Tools to make
@dusky dragon Let us know how that end up, what i have heard is that physx will be pain in the arse
Well TankX amphibious support is there, since the BvS is amphibious
I am trying to colab with 3CB, but if they dont respond will hopefully colab with CUP
How does it apply to blendertools?
Where is the line on that one since it interacts with the tools
you can pay for a blend.
banned mod.
dang
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.
cad to polygonal mesh conversion automation has gone long way
it really has, i was sold the instant I saw their bridge addon to translate directly into blender
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
Nevermind I have sorted it now
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
proxies are for that yes
do you have them in all lods where proxies should show up?
memorypoints dont matter for the proxies
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
the method should not matter as long as they are actual proxies
the game knows nothing of blender
it only reads the p3d
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)
the proxies I made for my model. Not creating new names, just moving the ones I need to fit the model
ok so are the named the same way as in the sample weapon?
Yup
I'll try moving them a little since I can see the mag (in game) near the position I left in OB
anybody want to config this?
You're on your own my friend
I'm doing a UAV but I haven't checked in on somebody UVMapping it for me
But nothing like that though
everyone modding reforger now?
I guess yes, but for me Reforger just doesnΒ΄t have the Arma vibe
not really but everyone who wants something in game basically learns how to do it
configs are not especially fun so there has never been people in line to do them
all good, thought i would check π
i have done all the pbo stuff before but dont have time for it now
No, I don't like Reforger, and will move on to A4 probably when it comes out
There a thousands mods for reforger. Check wcs server its lots cool mods.
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.
I would expect it to be memory lod
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
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.
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};
};
};
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
Even such a laser is displayed correctly. 
The laser intersects the weapon itself?
That's probably a bug that needs fixing then π
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
Captain Obvious sneezed somewhere 
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
Try to do it without config. I do it without config. I wanted to do it without config. Without mods. And short in 100-110 lines of code (not counting comments and transitions to a new line)
then you will have an additional frame handler per laser that could be solved engine wise, but everyone has their approached I guess
You can try call this in game.
no thanks, I already have my own vector solutions for when I need to do stuff like that, but I appreciate the intention.
How can I do this with a proxy? @subtle bison
Why am I missing my head here?
i would say you're missing some proxies in your resolution lods
I got it, just needed a view pilot actually
aye lmao im necroing this, the sample files have the --mass distrubtion with components 11,12,13,14. I should NOT do that correct?
The artificial mass boxes should definitely NOT have Component selection names as you don't want them to take part in collisions, but their mass will still contribute towards the total and help to fine adjust the centre of gravity.
The artificial mass boxes also contribute to moment of inertia, right?
Yes
:3
hell yeah
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.
Have you defined a animationSources class for the weapon in the vehicles config cpp
I think it's there, but maybe should look, and probably not
I provbably need to do that, thanks
Animations specific to a weapon need that yeah
Yeah I didn't, whoops! Thanks man
π
Okay cool, the sample files have it with components π
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.
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";
NVM i've found the fix, i've put "time" as source in both the AnimationSources (in the CfgVehicles) and Animations (model.cfg)
Correct yes, model.cfg animations need to also be enabled.
its okay I am used to being lied to
wats one more thing lol
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
Is that apparent with all backpacks?
Model cfg animations don't work.
I don't remember if the ground item is separate entry with backpacks. π€
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).
I am getting this error message when saving the object in object builder.
What did you do?
I didn't do anything. Can I send you the model so you can take a look?
It records on any model but not on this one.
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
how do i do
yeah even with base game backpacks u can kinda see them float a bit above ground
well last I tried
Hello, does anyone know about porting custom uniform models to arma 3?
many do
how the channel works is you put down the actual question you have
instead of ask if anyone is X
that we its right to the point
Sorry its my first time soo
is alright
thats why we tell how best operate
one other thing to know is that models from other games cant be used
did you have some questions regarding uniforms?
Yes, and its actually my first time doing it, i do plan to port gears and accessories though.
The thing is ive searched online back and fourth for resources and samples for these stuff but i couldnβt find anything
Port from where?
Port it to Arma 3
So something you made
Yeah
Port it to arma 3
Im trying to start off by making a custom uniform first
Like a custom battle uniform you know
But i couldnt find any resources online and youtube for it
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
I have experience in gmod modding
Ok, ill stick to adding custom gear to arma 3 for now
Im trying to add a custom uniform to arma 3
Can anyone help pls?
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
wait bro are you making a uniform mod rn for arma 3 or reforger?
to answer your question i think the engine does it but im not sure yet
The arms is a part of uniform. Check Arma 3 Samples' sample uniform
Hi sorry to bother, is there any website or resource i can best find for arma 3 rigs for custom uniforms?
Tried finding one but failed
- Please don't ping everyone around to get attention
- Arma 3 Samples
Ok π
Hello guys, do Vest models need a proxy for a correct placement? If yes... What's the proxy name?
You can copy proxies from the sample character.
is it possible to shift mass in the model via animation? like, changing the position of mass cubes?
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)
isnt CoM defined by model origin itself?
It doesn't seem to =(
i know that moving the driver proxy will shift weight
but it seems moving geo blocks doesnt. big sad
Do you mean proxy in geo lod?
How about making a "ballast" proxy then?
didnt test that. i was moving the actual driver
and it changed the vehicle physics noticeably
my guess is that vehicle passengers weight is handled different from the vehicle
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.
yeah, i grew tired of number pushing and wanted to bruteforce it
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?
weighting is only thing that exports out regarding that. the armature is just for Blender internal animating
ok! thanks! π
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?
its the specular map :/ but dunno why OB changed some parts
fixed, baked the same specular and worked π« π« π« π« π« π« π« π«
Any suggestion about why my vest is underground? I already apllied autocenter in geometry, applied equipment proxy, model done matching a3 character model
model.cfg is correct?
Oh... How can I do that for vest?
Tried to search but could not understand a lot π
Strange cuz I did a helmet without that and works π«
https://pmc.editing.wiki/doku.php?id=arma3:config:ravendk-vest-config-example
its the part of the class cfgmodels from this wiki article that I need to writte in my config file, isnt it?
hello, im trying to make a uniform but i think i run to some error
(i cant send image unfortunately)
problem is similar like this
Lol!
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
heres what I made
class CfgModels
{
class ArmaMan;
class fbg_nsarmor : ArmaMan {};
};
class CfgSkeletons
{
class OFP2_ManSkeleton;
class fbg_nsarmor : OFP2_ManSkeleton {};
};
man they gotta make more detailed resources for making mods
this is for your armor, yes?
I bet there was... I have heard that in Armalcoholic there was a lot of info but website shut down long time ago
yep, but dont work. Still seen my armor in the ground
man same here, my uniform has a white blank texture and its on the ground...
really?
well for texture try to check if you type correctly your texture in cfg also in the 3d software if you are using something like blender with arma tools
yeah i use blender arma tools...
is it the hiddenSelectionsTextures one?
class CfgModels
{
class Default
{
sectionsInherit="";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\soldierman\data\base.paa"};
};
this?
@lime mountain the arma3 samples have uniform, vest and helmet files
the pinned message about headgear requirements basically applies to unifroms and vests too
Yeah, I saw the model.cfg from samples, but I cant understand if I just need to copy and paste that sample into my mod folder and cant imagine the order written to make my class compatible with arma skel (sorry, I'm pretty green with config)
you copy paste the skeleton config
and then you need model.cfg class with same name as your p3d
even adding p3d at the end? ππ
if we keep on "comparing" or "looking" on sample files, what much are we really gonna know?
respectfully, we could use some good learning material on how to really port a custom-made uniform, helmet, vest, or gear on Arma 3.
instead of just "looking" into cfg files without any help at all.
sure. but good comprehensive learning material does not grow in trees
so you know
you need to do the learning the hard way like everyone else
the questions you guys had are solved by following the structure of the sample files though.
and yes the sample files dont tell you everything
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
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
any feedback will be welcome, for now I'll take a break π
comparing sample files is literally why they exist
but is there like a specific documentation on a website so we can fully understand the model.cfg file for vests, characters, helmets
if so, please send it here
10 seconds using google duckduckgo https://pmc.editing.wiki/doku.php?id=arma3:config:ravendk-vest-config-example
fully. no
how do i add path LODs to my structure? (in the object builder)
you create mesh and mark in and pos points
it is far easier to model in more modern tools before going into OB
should i use the A3_character_template.p3d for creating the uniform?
or for making vests?
yes for both
they dont need a skeletong rig, right?
(just checking)
is the cfgUniforms.hpp and cfgVests.hpp required
rig can be helpful to test weighting. but not mandatory
Macsers Armarig is what most use
the HPP files are just one way to organize config.cpp
you can also write their contents directly into the config.cpp instead using the include commands
soo..
All contents i need is just:
model.cfg
config.cpp
a .p3d file
those are the basic parts yes
you also want textures if you meant to have colors on it
ahh okay
do i have to put my model
To O2 afterwards?
if you know how to set up everything in blender and export to p3d you might not need O2
but usually people who start dont have that much skills yet
yeah i exported it from blender on .p3d
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
Yes it does.
Try pointing your buldozer executable at the arma3_x64.exe in your game folder.
ohh thanks I'll give that a try!
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.
no
not really
it expects you to understand A modeling, B animating C Arma configs in great depth so you can connect what parts work together
its complex thing
a different shaped/sized character basically needs all new animations
this is the largest piece of work
since for full movement you need few hundred different moves
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
i encountered an error when i packed my model from pbomanager
config.cpp error
it didnt happen when it was using addon builder to pack it but it did happen when i packed it to pbomanager..
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
You could try making certain that there's a trailing ; for each line as appropriate, including closing blocks
someone said this on reddit
"Malt_The_Magpie
β’
5h ago
Pack with pboproject, that will point out the most common errors people make"
config.cpp
error happened in line 45
So on line 45, you have an error in your config, or in an hpp file included in your config
Maybe move to #arma3_config, since it's a config issue
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
β
{ -line 45
"\marinecorps\data\base.paa - line 46
}; - line 47
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
_TI information is here: https://community.bohemia.net/wiki/Thermal_Imaging_Maps, if it's important for your model
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
the base.paa in question is my diffise texture..
but i dont understand a bit
Yeah
Diffuse textures should be _CO.paa if no alpha
Or _CA.paa if there is alpha
So your texture should be base_co.paa
(I don't think caps matters here)
These might be worth reading, for a better idea of how the rendering materials work
https://community.bistudio.com/wiki/RVMAT_basics
https://community.bistudio.com/wiki/Super_shader
ahh okay
ah damn it
line 45: end of line encountered after marinecorps\data\base_co.paa
(yes i renamed it to _co)
Missing " maybe?
An unclosed string will break it every time
youre right
Works now?
arma 3 boots up which is good news
but theres still one error to fix
and i cant seem to send the image here haha
me and some dude were troubleshooting it together
yep i knew it!
model.cfg line 165: /cfgmodels/: Missing '}'
damnit
that went 0 to 100
{
sections[] = {"camo", "insignia"}; //
skeletonName = "OFP2_ManSkeleton"; - line 165
};
hmm
ah dang
now i have new issue
my custom uniform appears as a vanilla uniform, which i assume wrong model
yes thats about right. The configs in that case can be pretty much copy paste with paths remade to point to the new animation files
however the animation files dont automatically scale so you would need to know how to set that up
im thinking its a cfg issue
is it a config.cpp or model.cfg issue if my custom uniform displays the wrong uniform (it displayed mine to some random vanilla uniform)?
Do you have the linked character configured properly?
Every uniform needs a matching CfgVehicles entry: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_Configuration
The model in CfgVehicles is the actual uniform model, while the CfgWeapons model is just the suitpack, how it looks on the ground
ill go check the website you provided
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?
Edit: actually CfgVehicles...
CfgCharacters is for other stuff, been a while since I've done a uniform config
Cool, thanks. So on paper, the process is essentially go through every single vanilla arma man animation rtm, scale up every single one to the same ratio, then just rework the configs as a basis to fit the new animations? At least it sounds straightforward enough.
oh i see.
CfgUniforms or.. model cfg or config cpp
on paper. yes
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)
If the textures are on separate UV maps, make hidden selections for each part and define the textures in hiddenselection textures
Iβd send an example config of mine, but im not at my pc atm.
Define the selections by assigning them to vertex groups in Blender (if thatβs your software of choice), then in model.cfg you gotta list them and in config.cpp you gotta make a hiddenselections where you list all the selections and then hiddenselection textures where you lay out the file paths to each texture
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.
hiddenseletctions are really meant for texture swapping. default textures assigned on the model should come up wihthout hiddenselections setup
Huh, good to know. I had a similar issue and just used hiddenselections to fix it, but apparently thats not the way to do it then π
well you are kinda on right track as the hiddenselections would then have bandaid the broken or nonexisting texture paths your model has
but preferably it would be fixed on the model and mod project file structure
Im not sure what my specific problem was, but I suspect all the UV maps were laid on top of eachother or something weird. Since I had four different texture sets all with their own UV maps, but when imported to Arma the model seemed to only use one texture, but nothing was invisible. Textures worked fine in object builder though.
Still have the photo of it. (Also had the wrong filepath for bysta proxy)
Arma uses only 1 uvset and models may be made with multiple uvsets that dont combine correctly when exporting to p3d
different textures/materials can share same uvspace even if uvs overlap as the overlapping parts dont share texture
Ah, that explains a lot. I just wanted four separate materials, so that way of doing it made sense to me at the time.
Thanks for the info, this will save me a lot of headaches in the future π
they use Float2 (according to blender)
well thats what i named it on blender
ok lets not focus on textures for now
not seeing textures typically means you did not path the textures correctly
they always go to Data right?
Like
uniform\data\texture.paa
I prefer to use project setup of
P:\MyTAG\MyTAG_mymod\ the mods files in respectice folders
tagging your files like MyTAG_myNewUniform_01.p3d keeps your file names unique
config.cpp and model.cfg are mod system files so they dont get prefixes
Gotcha
i see
keeps your added things well organized
and unique named
as if you did class myNewUniform
and I make class myNewUniform
that will break things
youll have to fix your paths in the p3d
ah, what path
doesnt explain to me why the body one was invisible
path is wrong = cant load texture
ohhhhh
or you have not even exported the mesh
but the arms and legs were appearing brown
you should open the p3d up in Object Builder and see how it is in the buldozer previewer
i think i should re-export it to blender as .p3d again
thats the fastes way to check if p3d is set up right
somehow it doesnt load.. π
sure but you will want to fix the exporting pathings in the blend
do you have P drive set up?
so no
youll want to set up P drive with Mikeros toolset Arma3P (no to dubbing when it asks)
this?
I dont remember if the PMCwiki links to the latest mikero tools
thats weird
unfortunately yes
my bad
ArmA3p.1.68.9.71.Installer.exe
You could use that, but you are better off using the AIO installer and getting all of the tools instead of mucking around with dependencies
Mikero_AiO_Installer_Stable_v1.2.1.72.exe from https://mikero.bytex.digital/Downloads, the current official source (and store, but the free tools work for just about everything)
thanks sir
alright i got it installed
C:\Mikero\DePboTools
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
you will need to learn modeling the hard way by just making things. theres really not much in way of "how to model X" tutorials
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"
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"
means the tools/P drive setup isnt working right
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
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
okay so my DePBOtools are in my main drive
you would also install them
oh ok. where to btw (im so lost sooo)
it sets up the folder automatically
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
okay so i got them installed except for dayz2-
do you have P drive mounted from the tools launcher?
if yes
you want to disable that
hmm how to do that
and then youll want to do this for simpel and efficient P drive setup https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
in the launcher find and turn off automatic mounting
Did you do the pmc wiki thing yet?
yes i read it
but did you do the bat file and mount P drive again with it? π
uhhh
so
i did the bat file
my P drive still exists
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
subst p: /d
subst p: "c:\arma3work"
like thisright
do i just enter "P"
in the command
get the all in one installer so it sets you up with all the necessary parts
(this was in my main drive)
im kinda confused about that part
i got the installe
but idk where tf are the installed files at
fuck
i think i messed it up again with this mikero tool
is it supposed to do this?
yes
oh
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
imma just skip this thing for now and work on this...
do i apply textures in O2 when making vests or uniforms
you can if you want to
but which is the easiest
I prefer to set up the source model in blender fully ready
that said im bit curioust, wheres the model from?
why do u ask
Why do you deflect?
ww3. i have made it work with garrys mod so
models from other games can not be used
its not like i plan to publish it anyway
we have 0 tolerance for model/IP theft
does not matter
whatever you do in garrysmod is their moderation business
here we dont allow that kind of stuff
its very disrespectful
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
wow
but also we do have rules against content like that #rules
so this is your one and only warning about it
wel thanks for the help ig
means you have not pathed the texture correctly and that your model setup altogether is not correct.
Pinned messages has a list of things headwear would need
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.
what causes this
mod not made right
I assume you are making a new uniform?
Above there I mentioned a pinned message for requirements for headgear to work. Uniforms have basically same requirements, just more complex weighting
is it the one by Vespade?
no by me
i see
it has big bold header
i think i just need a model.cfg
Thanks
the arma 3 samples on steam has character model.cfg you can use @steep inlet@sullen jasper
Thank you 
yeah i fixed it already thanks though!!
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
Have you tried referencing the sample plane? You can also use script to see what memory points are in base game vtols, and where
I haven't even thought of that, I'll give it a shot
Hi, where could I get an Arma human armature for Blender?
look up macsers armarig on Moddb
I already have that. Is there an armature for the face?
there may be one posted in the chat history here
but other than that, no
people dont typically need it
this
I'll look around
Iβve 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. Iβve even tried just doing visualEx and thatβs not working. Where else should I be looking to correct this issue ?
not visualex
check the sample tree
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
did you debinarize the models?
@quiet aurora ?
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
no you should not be doing that, that would be forbidden
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? π
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
the author of the 3d models but he stopped working on them so they are outdated
Is there any way to unbinarize the vanilla p3d files?
For what purpose? There's the sample models and Eliteness that let you do most of the legit things you might want to do.
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.
Thanks! π
what is the general workflow when modeling uniforms for Arma 3? Trying to get my hands on it
The p3d files are binerized, O2 crashes because it cant read the file
Just as a note
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.
make it a bone inheriting off the turret
OKay, so in the model config I would include the zasleh with the turret right?
"cannonOrWhatever", "turretOrWhatever",
"zasleh", "cannonOrWhatever",
Yeah thought so, thanks
yeah
Did the trick, thanks again
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
it's situational and there isn't a standard answer
the answer is really "when the game decides it should swap lods"
like not even an approximation
?
hardware dependent, situation dependent, just lod normally and it'll be fine
many do Highpoly-Lowpoly workflow.
Yep, 0.00 LOD is heavy detail, while rest (enforced by BIS Samples) are lower in resolution in detail. No sense in rendering a full model at 1000 meters.
I mean in modeling workflow
highpoly meaning possible face count in millions
Okay.
lowpoly meaning the reduced game ready model that gets all teh details baked on
Oh, okay, now I get you.
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
tattoos are not part of uniform, they are part of the identity
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
does your uniform also have the head mesh?
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
only LOD 3 and 4 has a head mesh. Which is straight from the sample .p3d from what i see
1,2 and viewpilot do not
remove head mesh from those lods too.
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
the shadowLODs do not have any textures in the p3d
also when in game it shows "no entry .model"
I didnt say textures. I said hiddenselections
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 π
you mean delete hiddenselections from the config? tried that didnt work
here is the pboproject noise
on the model
on the shadowlod
um i didnt know that exists, how do you do that exactly?
do you mean you cant help as in you have no idea what the problem is or think im incapable to understand what i need to do?
i didnt touch any of the LODs other than res. Everything else is from the .p3d sample
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.
Rechecked, I do not have "camo" or "insignia" selection names on my shadow LODs.
I did a bit of trouble shooting and found out this issue only happens when I have my uniform in the p3d. If I remove just the uniform model, then it works fine (showing a missing body but visible hands/head/feet, but working nonetheless).
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.
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?
Ok, shadows seems to follow the rules. I have not touched them at all.
You might want to check it in Object Builder using the OB tools
seems fine too
If its possible I would like to tackle this issue first with the uniform model messing up the entire model, instead of the shadow LOD
originally yes, but ive seen mods who have it in their uniform instead of their ''identity'' or face whatever you want to call it, as i guess it would be
well then those uniforms are not made into the standard way
well obviously its not made any normal way, what i did notice is that the arms changes from my identity once i change to this spesific uniform ( my identity has tattoos, not the ones displayed ) so could this be arm texture? im trying to figure it out but seems like someone is just a modding god?
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
yeah CBA + ACE3 Arsenal
how does that work? with the HL Identity?
ive just learned to not touch those standard settings
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
so would i remove the HL section in the Model.cfg? or what do you mean?
im just very confused how he managed this
, i tried doing it the same way, making a proxy and making it a hidden selection and that didnt work for me
proxy?
whut?
no you remove it on the model
could this be done by having the HL and that same area as camo2, then applying a _ca tex of lets say a tattoo to camo2
no cant have both
i have to test this once i get back home again and see if i can get it working
Hello, I'm making an unarmed apc and I have some questions
firstly, how do I remove the gunner seat?
you can not edit vanilla models
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?
thats more a #arma3_config thing
its not tied to the model. its how your config for it is set up
Ah okay, should I send my config file in that channel?
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
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
what kind of tracks you have?
They are just standard apc/tank tracks I have a selection for each whole track, and a selection for each of the wheels inside
They're just from the model I downloaded so I'm not sure, is there a certain way they have to be set up?
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
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
we have 0 tolerance on ip theft which it would be if the model is from some other game
it is best to learn without injecting any bad habits like that into the workflow
Alright, I see
you can DM me the link you got it from
it looks to be CC license according to sketchfab
this can not be trusted as the uploader says in the description its owned by Steel Balalaika
so there is no way to know he has the permission to actually share the model
Oh, the Broken Arrow game makers and it was just uploaded 2 days ago
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.
Unbinarizing is against the EULA, you can however be creative by making a copy of the model and using MoveObject (https://community.bistudio.com/wiki/MoveObject) to change the texture used
read tutorials how to create retextures... it's not that hard to google eyeroll
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.
well, its illegal, so if you want to get banned over a worthless weapon reskin, go ahead.
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?
the tube is the collision blob
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
oh, i guess modeling is a bit harder
i've managed to retexture one but we wanted to try and create a different style of clothing that we couldn't really find anywhere
for that you would need to make models then sure
yes
so i'd guess the collision blob and triangles are done AFTER modeling?
you typically copy the technical lods like that from the character
since those dont need altering
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
π they are just part of the technical things.
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
Yea okay I get that lol, no need to get salty about it.
are there bullet proxies to include in magazine models or do I have to model and reference my own?
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)
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
Does anyone in this channel by chance have a blue dpm camo model retexture for Arma 3?
you have to model them yourself, but its easy thing
what is a blue dpm camo ?
I assume they mean the pattern used by the British Army as Opfor forces in training.
I see. Thank you.
Do you know if the bullet selections/proxies can be controlled from the magazine themselves or how does that work?
so for rockets the rocket you see is the magazine model
magazine models dont have separate ammo entity anymore
so then the magazine considers the ammo count of the gun and animate as required?
yes
but you cant swap ammo mesh inside a magazine
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
Blender by default does Y+ normalmaps and Arma3 uses Y- normalmaps
so yes it gets flipped looking
you can either export with Y- or invert the green color channel in the exported texture
So it should be going in, on the normal it looks like its going inwards. Should it look like its going outwards then?
yes by just looking at a arma 3 normalmap it looks wrong
but in engine it looks right
Thanks, on my marmoset bake I accidentally turned off flip Y
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
yeah we are missing some of the later additions
would be nice but I dont think it will happen unless community makes them
OH, nvm im just blind and never clicked on the link included
https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies
It actually states what I asked LOL
π
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
its just too much info to keep track at once
and then running on coffee and hope just makes it worse
it is a lot yeah
@bleak tangle Does that mean there wouldn't be a need for a separate shadow model?
Yes do you have that in Arma 3 by chance?
Iβm extremely late to the game but whatβs the chances of someone making a modded vehicle on commission or however that works
Zero because thats not allowed.
But someone might make you a model that you can then turn into a modded vehicle
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
cause currently my vic just starts driving at the bottom of the seafloor which is funny but ahhhhhhh undesired π
even when using the geo bouyancy of a boat I have
In Geometry LOD, property buoyancy = 1
Create a Buoyancy LOD with a single component, closed, convex and named Component01
In config.cpp, canFloat = 1;
got all that, but the apc just drives straight into the water, engine doesnt take any damage and I can just drive around like normal
models in blender should be modeled as real life, normals in arma and other game engines have normal green channel inverted. Normals as in real life = OpenGL Nomrals in Arma = DirectX
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??
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
absolutely wrong channel for such?
please pay attention to what channels you use
so first of all, starting from something simpler like a box is far more useful than trying to put in some random model of random quality and compatibility in the game
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.
Where can I do that
Not sure exactly what you try to do but this isnt the place.
Anyone got this version of the ford f-350 model in arma 3? Would be great if you had the template for it too
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.
reuirements listed on the pinned messages
Im not sure if it free to use But the original released for free tho but the website are all Chinese and i cant read Chinese
and yeah it might be really dumb to tried something really hard first time but at least it worth a try
For apc geo phyx lod, do I just put the hull or include turret as well?
Include the turret but not the gun barrel.
π turns out my problem was the geo for the turreted APC the center of mass was not center of hull so it tilted in water π
I at first thought maybe something geo phys going through process of elimination lol
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.
Then it's not safe to use.
it doesnt help that the vic it self is not centered π
Any reason not to shift it across so that it is centred? Your life will be immeasurably happier for it.
One message removed from a suspended account.
the list of requirements for uniform are same as with headgear in pinned messages
those are all there is
Time really, it was made 8+ years ago and I was just tryna and floaty and not break any existing behavior:)
fear not next APC will be centered
One message removed from a suspended account.
I can make It worse if u want π 
Fate is in ur hands
wait is this the car
you know
The Car
No no optre thing ,for car it's proper
For Norman reeedus
and the funky feedus
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?
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?
No problem using -- selection in any LOD as handy groupings.
What makes something in Geo LOD have collision is non-zero mass and named ComponentNN.
ahhh I thought the -- made it special
Okay very cool thx
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
is there a config value which detemines the volume of outside sound when someone is inside a vehicle?
game art is often compromise between absolute reality and what fits on the character shape.
Do take into account that the vests in the game usually need to fit variety of clothes, so they are modeled to be quite loos and not super tightly form fitting like they might be in real life
Aye, that is a good point. The template man is unclothed right? The slimmest a person could be normally?
yes
just a tshirt
you can check out the sample vest for reference too
import it into same scene
Is there a template man model that matches something like the vanilla combat uniform?
it gives some idea of the dimensions
ah ye I'll give that a shot too
there is a man p3d in template_rtm that contains a character base from Arma2. its pretty close I think
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?
I/J/K/L according to the shortcut spreadsheet they have in the Quixel tools facebook group
and yeah works like a charm
But I'm not sure you'd be able to access it unless you join that group
I am in that group tbh I forgot about it
Ah, never mind then
the normal from paint stroke is still a bit buggy to me
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...
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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?
You can get informations on Youtube and Google. There are PMC tutorials which are pretty consistent. If you search on Youtube, you'll find more tutorials
sorta already did but ill double check. Either way id prefer someone to teach me directly. Usually learn quicker that way
i don't think you'll find someone to teach you. Everybody here is self-made. Of course people will help you if you need help but we all started watching videos on Youtube. You can also download Arma 3 Sample and take a look at the files, they are commented so you can learn
If someone had to teach you it would take years....
fair enough, thank you
Anyone got any ideas?
have not looked at the tuorial but if it uses addon builder its not making things too easy.
Does it guide how to set up P drive and the modding development environment?
Yes it does
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
What does the error says ? What does the RPT file says ?
i guess your weapon has hand anim
if i remember correctly addon builder doesn't binarioze rtm
you need to use pboProject
RPT log got no errors, no build errors either (with addon builder, gonna switch to PBO project now)
Got no errors when I opened it up in the arsenal either
You said the game throws an error at launch. How did you reach the arsenal ?
No I said it doesnt throw any errors
sorry if that wasnt explained well
pboProject is likely going to throw you some issues
addonbuilder does not do much error reporting like that
ye its thrown me the error in my modal cfg in regards to Rifle class
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)
Well the error said everything you need to know, you need to add a reference to Rifle class in your model.cfg
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
{
testing chain for \AR15\mod\@test_mod\addons\test_weapon\model.cfg
verifying \AR15\mod\@test_mod\addons\test_weapon\model.cfg
class Rifle; does not exist
This is the error
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
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
You need to copy the entire definition of Rifle from the samples
Cool I'll do that now
If rifle inherits from another class you need to copy it too
Ye I've copied RIfle and Weapon
For future reference is this the standard way to do it?
Or is there a smarter way
You need to copy everything from Rifle to Default
so I may aswell just copy the entire model cfg from the sample and change the model and name fields?
if you feel better this way then do it
Okay PBO project has built the PBO I am gonna take a look see if it works in game now
So still not appearing in the arsenal - no errors appeared on launch or in game and nothing in PBO project
Ye no errors I can see for my mod
test_mod it is called
then your weapon is not properly defined
your config is probably too minimal
the samples shows you the minimum viable example
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
Ye I got that in game and working now having this model issue
Used Relative path and now its got no build errors
When I open it up in game says cannot open object testar.p3d
(sorry didnt mean to ping)
ok so the tutorial you used instructed on very complex folder structure you dont need and what will just confuse you
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
simplest solid way you can organize it is simply.
P:\Yourmod\Yourmod_YourThingLikeWeapons[[config, p3d go here]] \data\ textures, rvmats go here
Ye I got that part down - just not opening it in game no for some reason
no you dont
(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
Okay I understand, I'll move the directory now
but what about the actual issue with the p3d not opening properly in game
start from getting your paths right
To confirm you mean like this?
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
yes. you also will want to tag_ prefix all your folders and p3ds and textures to make your names unique
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
ye got mine as ws_ on the config cpp I will add that to the folders now in a second
I've manged to mess around, see if I got it working
So I am still getting this error
well that path dont look like it corresponds to your path on P drive
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
P: represents the root of the game files. forget everything the tutorial said.
P:\tag\tag_weapon\tag_gun.p3d -> in config model= "tag\tag_weapon\tag_gun.p3d"
So P:\ws\ws_test_weapon\TestAr.p3d and \ws_test_weapon\TestAr.p3d
ws\ at the front
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
it was linked here in our modding channels not long ago
2016? π
Or is there a sooner one, I'll take a gander
thanks for the help mate
Thank you
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.
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
Does anyone have an idea about this ?
Or maybe does anyone have already seen a custom uniform with blood ?
You may have not done config to set the injury tex and mat
do you use P drive?
When i look at BI configs, there is no uniform that defines injuries or damage textures. Not like buildings or vehicles
you need to look at hte unit the uniform is tied to not the uniform
they are usually defined in early base classes for whole set of sub characters
and are defined in 'wounds' and not 'damage' like other sims
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
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
binarized p3ds are not suppose to be edited
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.
@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.
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
put proxies in empty edit lod
remove proxies from other lods (mark down what proxies are in each lod)
repath proxies in the edit lod
copy them into other lods
gotcha, will give it a shot, thank you
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
β
is the building set as indestructible?
dammage = no and all that
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.
I do recall there was similar issue with the hanoi station at one point
it too has lot of windows
I am well under the bone limit.
do the effects appear in the model center? like default 0,0,0
as in not connecting with the mem points for the effects
Not checked that. Would be hard to see but I can try.
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.
cheers
whats new?
3CB didnt want to colab on the BvS10 as the just dont have enough people for it π¦ ( I completely understand though), so we will probs see it in CUP
what do you mean with colab?
