#arma3_model
1 messages ยท Page 53 of 1
Redid the memory lod and hitpoint lod fresh. Re did the config entry too for good measure. Whatever I missed, was staring too too hard to spot it, as one of those things sorted it. ๐
so basicly i cant do anything apart modelling

some typo ๐
I have a feeling I had some silly typo with mine when I had the issue
what about textures and uv maps?
no idea how to
haha
cant really be bothered with it either as i just dont have time to learn it because of school and other stuff
with what do you model it?
honestly doing uv's is easist and best served when doing the modeling. ie.. i generally model a part, and do the UV's right then.
ok thats a start, at least not OB ๐
for vehicles it's pretty straight forward actually...
that way if i do some cloning or whatever, it's all easy chessy. but yeah, UV's in general are not complicated. some specific geometries can be annoying though.
it gets complicated if you want optimal layout for ddo / non-3d-painting texturing AND optimal texture quality for LOD
Does anyone know how I can fix this?
the muzzleflash proxy needs to be defined as part of the config defined "selectionFireAnim"
Ye so I did this, still getting the issue where its perma loaded
id the selection also defined in the sections array of the model.cfg class of that weapon?
class TestAR: Rifle
{
skeletonName = "TestAR_Skeleton";
sectionsInherit = "";
sections[] = {"zasleh","camo"};
i try not to scare them with reality
honestly though, a little forethought goes a long ways.
Hey all - I'm having an issue with my weapon having a permanent muzzle flash when a suppressor isn't equipped. If anyone knows how to fix this, it would be appreciated.
Config - https://pastebin.com/HjSsCMeP
Model - https://pastebin.com/xJ0ehhPJ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Copy and paste the muzzle flash proxy into a brand new empty LOD.
Look to see whether it has any other selection names except for zasleh?
especially if your name is X3KJ, then you will spend way to much time pondering about it and then get scared by doing it non-optimal and just start another model instead ๐
hahaha
@woeful viper Same
i thought you had no idea how uv-ing works?
I mean making a new model instead
oh you mean in general... yeh... the core weakness of beeing a perfectionist
What could cause the damper to randomly be totally compressed on client-side? some players see it some don't, cannot replicate just myself in single,host,dedicated, but i do see it sometimes in dedicated ops, when i'm not the driver
wheel config
class LF
{
boneName = "wheel_1_1_damper";
steering = true;
side = "left";
center = "wheel_1_1_axis";
boundary = "wheel_1_1_bound";
mass = 20;
MOI = 3.3;
dampingRate = 0.75;
maxBrakeTorque = 2000;
maxHandBrakeTorque = 0;
suspTravelDirection[] = {0, -1, 0};
suspForceAppPointOffset = "wheel_1_1_axis";
tireForceAppPointOffset = "wheel_1_1_axis";
maxCompression = 0.1;
mMaxDroop = 0.15;
sprungMass = 280.0;
springStrength = 7000;
springDamperRate = 1120;
longitudinalStiffnessPerUnitGravity = 10000;
latStiffX = 25;
latStiffY = 180;
frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1, 1}};
};
model.cfg wheel damper
class wheel_1_1_Damper
{
type="translation";
source="damper";
selection="wheel_1_1_damper";
axis="damper_axis";
sourceAddress="clamp";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
offset0=0.25;
offset1=-0.25;
};
also mention this vehicle geometry lod has autocenter = 1, not sure if this affects it, or what it does
Hey guys. Please go easy on me Iโm new to the whole mod creation thing haha. If I had a model of a vehicle that I could view in blender, how easy or how hard would it be to try and make it a useable asset in the game? I understand there is scripting involved but Iโm lost
Absolutely remove autocenter property completely.
You have a typo in maxDroop - I know it's probably from a Sample, but nevertheless it is wrong and will be breaking the damper.
If you've never put anything in game before, a vehicle is likely to be somewhere between "hard" and "this is insanely difficult", depending on the type of vehicle, your 3d modelling experience to create res and service LODs and prior coding experience in C++ or equivalent.
Usual recommendation is to start small, with something like a paint retexture of an existing asset or creation of a simple cube, to build your knowledge.
thanks. im late to the game with arma, only had pc for 2 years now. been trying to get someone on fiverr to make and script as asset but its been an absolute nightmare. everyone wants me to pay off of the site and do freinds and family payment to hose me out of the money. any tutorials or knowledge id be grateful for. if i have to make it myself i will. i have plenty of 3d modeling experience with mastercam but not anything like blender
I would recommend you to start making a building first. Its the simpliest thing to import in Arma 3 and it will allow you to get introduced to Arma 3 engine
Check on Youtube and Google you'll find some videos and tutorials
Download Arma 3 Samples and take a look at the samples
I started with importing a custom mesh to replace the default uniform lol, I had no idea it would be this difficult but It's helping me brush up on blender, and Object builder by MrClock for blender has helped tremendously
Afternoon all, does anyone know if there is an large aircraft interior. Something that can be boarded and captured or used to brief and simulate a transit.
SOG Praire Fire DLC has an M577 Command vehicle with deployable briefing tent and auto-map display.
Or a Chinook which holds a lot of troops.
And a Nasty Boat that has a nice cabin for SEAL team briefings.
its more about being able to move around and clear
Is there is a specific discord for arma 3 modding?
i'd say this one, in these arma 3 creative editing chats, the greatest minds are mostly here, maybe ace's discord could help, if it is something more similar to another mod and you can't find the answer here try joining their discord and asking for their help, although they are not obligated to help you so try not bothering them if they say no
copy that and thank you
I dare say this is the best place to discuss modding.
we have channels for various aspects of making things
any ideas this is frying my brain, assumed it was a weight issue but they seem to match and are not excessively Hard
Uniforms are the devil i swear
what is it you try to do
Make it not a Wacky Waving tube Man
- It Floats on selection after a few seconds initialises then i am stuck in the floor and the screen goes ballistic
did you make the model?
it's a commisioned model, adapted in Blender using Clocks Tools, passing all validation
passing all validation does not always mean its correct ๐
just that obvious errors are not present
i like this guy
I bet he's not sized right?
Hello, does anyone know what the cause of this would be?
Of what? The flag?
how so, like the models scale?
as it closely resembles the A3 Example character
well something about it is not made right. The question is do you have the skills to fix if even if its debugged? 
My focus was on Helmets vest etc prior, my first attempt at a full uniform implementation
there isnt really anything different about uniforms then.
most likely the weights are way off.
just seems much easier with helmets being 1 Weight and vests being max like 7
ok finally managed to fix OB so i can see what it looks like in bulldozer.
My uniform somehow is transparent and broken when exported as P3D (including the hands) but ONLY when the uniform mesh is part of the LOD. If I remove the uniform mesh it works fine (just showing hands and feet, but not transparent).
What I've checked
- Materials are separate between uniform and body
- No issue with Shadow LOD, if I remove the shadow LOD the problem still persists
- Seems to be no issue with weighting as well. They look all in order
- lodnoshadow = 1 in object properties
Hello, I am not quite sure where to look for an answer.
Do I need to use weighting in some way to animate a wireยดs movement when one end of this wire is connected to a moving mesh (purple - turret) while the other one is connected to a static mesh (blue)? I canยดt seem to be able to find any reference so as to how to achieve this.
Do you mean weighting in general? Usually just assign the weight along the cable in a gradient so transit the weight from the turret to the tripod smoothly
Note that you cannot just assign turret weight, so the cable will not know how much these vertexes should follow, as it will behave just like fully weighted part
ah I see, cheers ๐
#arma3_model message
Related I guess

Yes
Weight is not there in the flag
yes you need smooth weighting between them
ah chat didnt load ๐
you also need set isDiscrete parameter in model.cfg to 0 to utilize the smooth weighting
that may affect a little bit how you need to make the skeleton hierarchy in the modelcfg
ok so now it looks fine in bulldozer but still not in-game ๐ญ ๐ญ ๐ญ
would appreciate any help, ive been slaving on this for days
where is that?
I'm just starting out in this and I don't know much.
look up vertex weighting and skeletal animation
youve jumped the gun from basic modeling to putting stuff in game
@dusky dragon
make the model, then talk to whoever
if it is good, they'll contact you instead
Hey guys so I got my model fully implemented into arma 3, using ofp2 skeleton, wondering if I can adjust the shoulder width of the base skeleton or if this requires a custom new skeleton with new animations? just curious
Latter
So I am able to move the points? will this cause my game to crash? lol
Are you able to? Yes. Will it crash? No. Hard? Absurdly
roger that
what exactly makes it hard? other than time in mapping out all my joints? it takes time, but moving those joints I imagine will cause an effect with every other animation I imagine yeah?
Making the entire set of animation is
It takes time, knowledge, tech, software, time, braincells, and ultimately, there is no sample animations to use
I'm not looking for samples
I'm just curious on the pipeline of building an arma 3 skeleton. it seems there are practically zero resources now that armaholic is gone
Even though Armaholic is gone for a while already, and it is not the only knowledge pool, indeed I've never seen a good tutorial for it. Basically, model.cfg stores the hierarchy of these bones and RTM stores where a bone should move and rotate
I know the Operation trebuchet guys did it with the spartans so it can't be too far out
right I've seen the RTM files, haven't dug into those yet but should
No, you don't dig into. Digging RTM itself makes nothing
Knowing the concept is already enough, because you don't modify RTM itself but use animation software (eg Blender) to adjust and re-export
right, object builder for blender has been a blessing as well
and the arma rig file
also does anyone know the config file setup for implementing heads? I have the sample bust file and am going to weight paint my new model I just wanted to know if its possible to make it simply a swapable head
As in character/uniform model?
how exactly does arma 3 swap heads without disturbing the uniform model?
Having bysta.p3d as a proxy into the right position of the uniform model
does it define it when you name the vertex group "head"?
tldr, just copy and paste all proxies in the character example
ah interesting
The concept of proxy is "outsourced" model or "swappable" model, in this context, they are swappable and engine determines which model/texture/material to use
very cool
I imagine that proxy is shared or is similar to how it changes your hand skin texture?
There are identity classes in config that define what head to use and what textures for skin
it took a week and a half to understand only a portion lmao and I've been looking everyday
But that is anyways not a big deal to you, as long as you don't do anything special
it's fairly straight forward but importing and exporting from blender required a lot of work
It can take few months
Just putting the proxies will do the rest
and the fact some of the documents from the community are not in reach right now
sweet
Unfortunately a lot of undocumented things drive this game or its modding scene
A lot
This is one of those things only like 10 people have touched properly in the past decade.
(HG is one of them)
I'm trying to get things straight, MrClocks videos and python scripts have helped a lot
๐
indeed
does anybody have a clothing reference pic collection for modelling wrinkles by chance? (military kit specifically)
Does anyone know the process of importing Source engine models into Arma 3, especially for texture conversion? Are there any convenient tools for that?
hi everyone, i have a problem. i add a grille on BTR-4E1 turret, but grille not following the turret. it has a "otocvez" selection
Check if the grille has any other selection names
So it doesn't have damageHide or camo1?
no
Copy and paste the grille into a new res LOD, and show screenshot of Object Builder with it selected by it's name in wire frame view
oh, i made one mistake, i forgot to delete one of the selection that i used when adding this grille. i will try to delete it now and check
@quick terrace Will do!
So there was another selection that was breaking it's movement. Another happy modder delighted to have been helped and full of thanks.
i have another problem, when destroying the BTR-4E1, wheels not replaced on destroyed models
No ripped stuff allowed
@stuck oyster not intended to go past my friend group
its also a free model that is public domain
the chracter is not in public domain and huge about of "free" stuff on the internet is ripped/stolen from somewhere. Just because its labeled free does not mean its legit.
Roger that I will continue doing it in secret
bumping this hoping anyone could help figure it out
Looks like classic texture paths don't match with what's in the pbo
Well if I canโt find blue camo I just have to make it myself
Turned out to be simpler than I thought
can someone help me? please
?
You need to add the damageHide and add the proxies to unhide if you only want to show the rims after destroying the wheels so the tyre gets hide or if you modeled the wheels in 2 parts like tyre seperate and rim seperate you can just let the tyre hide
Hi,
i'm working on a few weapon attachments and did implement a new scope. I want to use the texture overlay with the blurry scope like the DMS. but after i implemented it and linked it in the reticle p3d the scale seems of and i dont know how to fix that. Any thoughts on that?
The new scope is by design a 1x/3x/6x sope
have you compared your texture with the one you have as comparison there?
yes i used the "scope_view4_ca.paa" of the vanilla DMS scope.
thats how i set this up in blender
having proxies for cargo slots in the main LOD of the vehicle is causing them to affect the wheel's damper, what could i possibly do about this?
how do they affect the dampers?
could be you need to reinforce the springs to bear the additional load
i do believe the proxies are the issue because we used this same model 3 times, the 2 times they have proxies for the people on the back the issue is there
you see the 3 wheels on the back completely
A few 80kg people should not have much of a noticable effect on your 10000kg vehicle.
Looks like the physx is not set-up correctly
and it's de-sync related, so it only affects the people not "simulating" the vehicle
so only affects those that are neither "the person who spawned the vehicle" and "the driver"
Are they Star Wars characters?
yes, from 3AS mod, the vehicle is from our unit
all configs are shared across them, specially physx
the difference in the classes config is based on their type
It looks like Star Wars mods are banned due to IP rights and no help will be offered for them here.
#arma3_troubleshooting message
You'd need a moderator to answer that question, but I very much doubt it, so I won't offer advice at this stage.
yeah, no problem
sorry we cant allow star wars mods here
gotcha, regarding my question even if the model is original and not from their ip, help towards the vehicle itself is fine?
i will stop asking, just seeing if this could be circumvented
if its original sure but no star wars props in the pictures
gotcha
like here
yeah, gonna get one without it, do you think textures could cause an issue? if so i can get them texture-less
this should fit the bill i guess, so the issue is the 3 backwheels too compressed at all or most times
In buldozer, check that the wheels go up as damper goes from 0 to 1
they do
the bug happens only to the people that are not "the driver" or "the person that spawned it" like a de-sync issue
in multiplayer only? so in single player it behaves fine?
multiplayer only
we originally had 3 versions, AA, IFV and mortar, and recently we made 3 new version, Cargo, Repair, Assault, the Assault and Repair (which have the bug) have proxies for infrantry to ride in the back
There is a feature of the game engine that causes vehicles not owned by the player to either bounce or float, which fixes itself when they get in or take control
usually seen with aircraft
the thing is, this should happen to every single version if it were to be this bug no? the only versions are the ones with proxies in the back
If it's all working fine in SP, and only fails for some players in MP, it's likely an MP game engine issue
I suppose take your testing in MP to the simplest level, using a VR map and zero other mods or scripts
There are thousands of vehicles in Arma mods with proxies in rear cargo that don't have this issue, but it doesn't sound like specific to the vehicle set-up, more likely the environment in which it's being used perhaps
got it sorted, wheel bone was set as the damper instead of the wheel itself, probably getting to close to the proxies or something
That should have been noticeable in SP too, so not sure it all adds up, but nice to hear you found a fix.
maybe was it because there's animations utilizing that selection name, or something among that
Quick question. I see a lot of people using 3ds max to make arma models? is there a reason for that i could i use maya?
Anyone knows Where I can get custom Vehicles for Public Zeus? One time I saw an literally Airship (it was submarine with Rotors), I been wondering where I can get that type of things.
Like an Pickup with AA gun.
just a matter of taste. 3ds max has a wide array of plugins
You cant.
not sure where to put this but I updated my graphics driver this past weekend for battlefield 6 and now in bulldozer CO textures dont render but the rvmat does ๐
I am assuming its the driver update*
๐ตโ๐ซ not impossible Id suppose. Did you check the assigned texture path in OB?
Yes, and I have not changed the above images path in over a year ๐ I looked at stuff that I havent touched, and it builds fine per mikeros
and works in game?
Yes

why is that an option
Im going to go buy waffle house out of frustration for this
I totally was not looking up how to roll back graphics driver
Hello, I am trying to make an extendable tripod animation work, and I canยดt really get it to look well.
While the initial and final positions of the front leg seem to be more or less correct, in the middle portion of the animation the translation extending the leg pushes it into the ground (the base of the "wall" can be considered ground level).
This would lead me to believe I need to reduce the translation offset, but if I do that then the leg will end up floating above ground at the end of the animation.
Is there some mistake I am making here?
Or is there some way to make a translation animation not be "linear"?
you can make the translation in stages
from 0 - 0.3 translate this much from 0.3-0.6 translate this much and so on
oh, I see, that didnt occur to me, thanks a lot
hello, can someone tell me how they were able to increase all the animations for the Spartans and how to do this again?
there is no guide
it requires one to be good at understanding Arma config structure and good at animation tools
besides, thats a question to ask in Optre's discord
does Talya's animation tool is able to take the rtms from the game or does it work specifically for keyframe-based animations in blender? That could be a good place to start though
its not meant for that
thats more for model.cfg stuff
there is rtm importer that works with arma toolbox
and I think Clocks toolbox has both
the meat of the process is automating it
and setting up rigs that do the retargeting
but explaining all that in comprehensive way is quite big task
along with all the involved config work
As goat said, When I did this hydraulic arm anim thats basically what I did.
I setup the animation in blender and set 5 keyframes out of a 10 keyframe period and got their rotational values at those keyframes and implemented them at 0-0.2, 0.2-0.4 etc. in the model cfg with some parenting
https://gyazo.com/3597bfc5367376d017ab3598eb020107
what determines if a vehicle will tear a tree down or not? i wanted something like the plow tracked apc that NATO has, is it the weight of the plow selection in the geometry lod?
the mass and the speed of the vehicle
why does this proxy for muzzle-flash (which when saved alone weights 1kb) adds 12mb to each lod when added to the main model?
Has anyone experimented with making a huge dummy item that prevents pathing but has no actual collisions?
Ive never done any asset modding for arma so im just spitballing.
I really need a way to prevent AI from driving through a forest on a map but i havent seen anything like this online.
No collision,no path prevention
On mission level triggers could maybe be used to make areas where AI turns away from
Im just mostly having issues with them driving into areas and getting stuck or confused.
Not totally sure what that means
When making a mission, make area trigger over places you don't want AI go into and make them go somewhere else instead
Blocker objects are not the solution though.
So a trigger that activates a move waypoint or something?
My main issue was when i have something like a tank or squad in a truck on guard trying to react to players, getting stuck trying to navigate through rocks or a forest.
But thanks for the help.
If it's modded map then it may be just bad map design.
Probably. I was trying to do Us army rangers stuck in ww2 germany. So the maps are kinda sketchy
But yes AI can need more detailed pathing orders. It can always navigate on its own.
Modded assets can sometimes be bit lacking in all technical requirements
for land contact for a drone, should the point be a little bit above the geo, exactly where the geo touches ground or a bit below?
below
right now it would mean placing it down clips its geometry into ground
this can lead into #armaMoments
would said #armaMoment be the drone kinda like pivots and spins 15 degrees to the left lol
so this far down should be okay?
yeah probably fine. Also usually best if the model is made above the 0 level height in model space
oh like have it sorta of be hovering a tiny bit?
or at level
at least thats the "best practices" I've learned
might be nothing too 
It makes things much simpler to have the geometry/res LOD's in an air vehicle be at (not below) "ground" level in OB.
Hey there Im new into this,
can someone give me a quick assessment if ~1.000 polys are worth for 10m of wall?
I only know that I should stay low with polys, what does it mean in total?
its alright if you make distance lods for it
so at far its just simple box
with texture baked on it
Im looking into making a larger model like how the ships are made. Am I right in that you need a p3d with just the memory points for where the connection points are?
Copy. I never used the Arma3 Tool. Can you give me a YouTube video or something how to use it
or could you introduce me?
Ive found multiple AddOns for Blender but wich one would you recommend?
Update:
Ive found this plugin: https://youtu.be/iaWWnOGrCDY?list=PL1L8e_Shj5DErJinP8vtLTImQ5PY4K9IN
Its and Update of the A3Toolbox
# Is here anybody who got experience with A3OB Plugin for Blender?
*please DM or anwser below the post โค๏ธ *
First installment in a series of introductory videos about the Arma 3 Object Builder add-on for Blender.
NOTE: The purpose of the video is to serve as a general overview of the features presented. Specific details might change between versions of the add-on, and the video may or may not be remade to reflect the changes. For the up-to-date speci...
If i make a double barrel rifle, can i use hide animation on "usti hlavne" and "konec hlavne" to switch cannon ?
how would hiding the points switch things?
you should be able to use tranlsate animation on them though
Oooooh that sounds better !
thanks ๐
thanks ๐
Is there a maximum length for the rifles ?
I mean any reason i got this weird effect when i move with the weapon ? https://www.youtube.com/watch?v=BGtEaIxkYxA
(Don't pay attention to the audio, i was watching a serie)
Motion blur does that. Honestly, just turn motion blur off.
hmm thank you
So, i'm trying to make this structure, but my Geometry Lods aren't working, and i think it's because it says i have those 24 concave edges.
How can i fix it?
Split it into more components
# Okay got it, no Arma3 Object Builder guys for Blender, but!
** I also would think that it could become helpfull to receive some intel**
** about basic modeling like the pictures Ive attached.**
maybe somethin Arma3 -> Digital Reality <- specific
The Keyword I need to learn something about is I think Ruleset
Maybe someone can tell me about some Digital Realty specific things about the Geometry Ruleset
there is a wiki page about lod specifics
and a pinned message about geometry lods
dont think we ever have used a term ruleset for the requirements ๐
The problem about is that I already studied that one https://community.bistudio.com/wiki/LOD
Its also the same things Ive to define in the Blender tool to export it to Bohemia File .paa
Then I could (if I someday make it happen) assamble everything in the Arma Tool ----> Right?
https://mrcmodding.gitbook.io/arma-3-object-builder/tools/validation#rulesets
Thats what Ive found in my Plugin Documentary. He did a good job I think
Can someone tell me something about his experience with convex meshs?
In my sight they are getting only created by wrong triangulation when the generator
isnt able to split an Concave angle into diffrent parts of Convex angles.
Yes that can happen. You need to do things manually sometimes
Ugh I have tried a few different poses, but they all seem to break / dip into the ground at the very bottom of the animation.
Now I am thinking that it may have been smarter to perhaps model the weapon in the lowest possible position and create the pose for that state. It would probably be easier to get it to look right with the character having to stand up, rather than having to lower himself so close the the ground.
I assume the **gunnerRightLegAnimName **/ gunnerRightLegAnimName control the position of the characterยดs feet? It just seems to inevitably stick the knee in the ground :/
yeh there isnt that much control on how the limbs bend
the lowest pose could work as better staring point but overall yours isnt too bad either. theres bound to be some jank in this kind of more extreme poses
compared to most things of similar nature you have come very far with it already ๐
if you need to build simple object you could follow this procedure, there are also example files ,etc.
I have a bit of an odd problem, I am trying to make this drone a vtol. when its vtol = 1/2/3/4 when spawning in the drone rotates a bit, when its vtol = 0 it doesnt. I assume its something model related cause if I just spawn the model to the darter nothing like that happens
nothing in rpt log that indicates anything bad is happening either ๐
land contacts? wheel setups?
Some use blender, some 3ds Max. It's really a matter of taste or use. I use 3ds max for anything amounting to a big project, but if I'm doing stuff like a tarp or a bag, I prefer blender's cloth simulation.
Hey there,
I just learned that Arma isnt able to render Concave objects.
So my question is, how do I create a Convex decomposition without making
the mesh incontigous?
Im not able to export the mesh because my stairs are incontigous
Arma can't render concave objects?
I'm pretty sure I've seen satellite dishes
And why can't you export non-continuous meshes?
Im using this Blender plugin to export paa LODs from Blender.
Its quite the same as toolbox from Alwarren, just more recent.
One of the ruleset for the geometryLOD is that it has to be
convex and continuous mesh
I try to learn this since 1 month now and Im close to quit. I just dont get it what the issue is
So it have to be convex and
it have to be manifold.
I played through manifold but cant finish
the convex decomposition part because there is
way less intel and sources about that topic
There is a convex hull modifier for Blender. But I dont like
machine learning. I would like to become able to fix little issues with the skillset Ive build.
Does anyone know some good and true sources?
The concave issue is only present on geometry lods
Your resolution, shadow, roadway etc. lods can use concave shapes
But on geometry you need to use convex ones
So for this asset, this would be the geometry lod I would suggest you make
Also on roadway you should make the stairs a ramp otherwise your character will bounce
Standard in most gamedev stuff to make steps ramps under the hood
Ive run the object now through an auto plugin. Its now convex.
But I also would like to develop some methods on my own to make this true
But if only would need this skill for geometryLOD I could delay that learning.
Just for my understanding:
- geometryLOD -> Hitbox with other entities. (You ram the mesh, your car stops at the geometryLOD)
- geometryFire -> Hitbox for bullets (You should against the mesh, bullet refelcts from the geomtryFireLOD)
is that correct?
Yes geometry is for collisions and Fire Geometry is for bullet hit
Hi ! I have a question regarding the amount of tries for an object in regards to performance. This is mostly a more general question for 3D modeling but still to be imported into arma so I have to work with the Engine limitation.
How would you define the amount of tries that an objects should have ? As an example I have a table and it's 4K triangles, which for me seems kind of a lot for a table. (it's not one single mesh, it's multiple that I've joint together)
sorry I had gone to work and then sleep 
Okay this is land contact with phyx lod in background.
no wheels since its skids, do I need to have some fake wheels defined for vtol=1/2/3/4?
when making stuff like this its important to consider where it is used and how much of it can be seen
in your model there are lot of supporting loops that can be cleaned up from final game ready model
Hello is there anyone who does Star Wars mod editing?
no star wars IP is not allowed to be used
For arma 3?
for any game
How about the clone mods on arma 3?
not allowed
Iโm confused then how they are still being use and edit
they get banned every once in a while
Getting the error shotPos='muzzlePos2' found in config but not found in model <model>, where is muzzlePos2 supposed to be located on a launcher?
those are the points that define the direction vector of the muzzle
typically one is at the "chamber" and other at the end of the barrel
alternatively
Gotcha
Turns out a base class of ours was setting shotPos and shotEnd for whatever reason
@somber widget - sure you can use maya ๐
Are there any good pointers for more complex track design, ie. having holes and bits that stick out
not much. those are set up with layered mesh with differen textures. But it may not really be worth the effort
game graphics are always about compromise
Fair enough. I'll prolly just check a decent texture on my existing one and call it a day haha
easiest approach
Hello, does anyone know why when I upload my mod to the workshop, the texture doesn't come out?
It does appear to me, but a friend who downloaded it doesn't get the texture
How do you path to the texture in your mod?
You shouldnt' have semicolons at the end of those texture paths, it should just be a comma after the first one
hiddenSelectionsTextures[] = {
"\path\to\texture\one_co.paa",
"\path\to\texture\two_co.paa"
};
It already worked, thanks
Anyone have an issue where larger vehicles shake when they are moving? It used to flip over easily but I moved the weight nearer to the ground so its center of mass is lower, but it still shakes when moving? Smaller vehicles don't have this problem for me
shake? how so?
Yeah, When it's in motion, the vehicle will feel like it's driving in an earthquake haha
i can only imagine that your physx suspension is underdamped then
or that something is borked with the wheel setup in config or p3d
I'll try mess around with the Damper configs and report back with any findings haha
I wouldn't wish this on anyone ๐ญ
Thanks :
Is there a way do display backpack in a seat ?
Hi, does anyone know why when I try to view my car in the model viewer, all I get is this?
and this error
reinstall Object Builder
if you didn't launch it since the update that's normal
thanks
I think it eventually worked out kinda okay. Iยดll just pretend the Arma guy regularly does a lot of lower body mobility exercises 
๐ It fits right in with the Splendid Split feat ๐
OUT NOW - Start your engines and bring the battle to the race track. This is Arma 3 Karts! http://karts.arma3.com
When we unveiled our 2014 April Fools joke via this Splendid Split parody video, some of you were quite keen for us to release the go-karts package for real. Here it is, for everyone to try. Enjoy this little sidestep in our typica...
Fantastic work, I can't wait to include this in my workout routine haha
Does anyone knows what can make lineIntersectObjs not working with a custom unit ? The unity has geometry and firegeometry, cursorObject works properly and if i shoot the horse, it works properly. But for some reason lineIntersectsObj doesn't work on it. Any idea ?
is it larger than normal?
ah yes the horse
idk. if it's RTM animated, maybe it's related to animation bounding sphere?
Id wager its bounding sphere related
same as the hit detection stopping at 2 meter height.
I still have to make a test case for Dedmen about that. ๐
in case he can tweak that
Hello.
How do I edit Geometry LOD weight/mass in object builder.
I have object in OB, I want to view how heavy it is.
I can see the mass in geometry lod, by the size of the vertices, but I want the number.
I cannot find it in the menu's :/
I know there is some key to open it
Windows -> Mass
is the answer โ
I doubt a bid that a 3 missile AGM pylon only weighs 50.. ๐ค
Ah the magazine mass is from config 
๐ Fun times right!?!
A pylon on a vehicle has "maxWeight", which corresponds to the wei... eh. "mass" entry in the CfgMagazines class.
Also a "Pylon" on a vehicle is the attachment point for pylons, not the pylon itself.
A "PylonWeapon" is the invisible weapon that will use the pylon.
A "Pylon" is a magazine attached to a "Pylon" (the attachment point on the vehicle)
A gatling gun attached as a pylon on a pylon is just a magazine, not a gun/weapon.
Yes yes, I'm learning.
Well except of course, if the magazine has no mass
im not sure if it actually affects what its mounted to I think it's just a restriction of what you can carry
like if it adds to the actual aircraft 'mass' and therefore affects the flight characteristic
No its no its just a normal horse
about where does the line intersect stop working?
How do i change the bounding sphere of an animation ?
lineIntersectsObjs [eyePos player, eyePos player vectorAdd eyeDirection player, objNull, objNull, false]
Here is the command i use
It works fine with lineIntersectsSurfaces
I was just asking myself could it be related to the collisionVertexPattern of my custom CfgMoves ? I realized bohemia use the naming pattern 1a, 2a, 3a, 4a, etc.... in order to make the vertex selections. My pattern is 1a, 1b, 1c, 1d etc..... could it be at the origin of the problem ?
I mean BI only change letter when its a different convex shape, should i respect this naming pattern ?
do you define the pattern in your cfgMoves for the horse?
that matches the selections you have
In the CfgMoves the pattern is defined like so collisionVertexPattern[] = {"1a","1b","1c","1d","1e","1f","1g","1h","1i","1j"}; collisionGeomCompPattern[] = {1};
I don't exactly know what collisionGeomCompPattern does...
do you also have the collision p3d set up and defined in the animation states?
Yes, i copied the geometry lod in a horse_collshape.p3d file
All animations have collisionShape = "iarts_horses\horse_CollShape.p3d";
The thing is the is no descriptions for collisionGeomCompPattern on the wiki and for collisionVertexPattern it says Possibly some internal requirement of the collision detection algorithm. The strings represent individual vertices (named selections in the P3D).
I like the "possibly" ๐
different animations can have different collision shape and the pattern makes the characters collision blob blend between those shapes
like when in prone the blob is flattened
in my case, the horse is always on stand position, i might need to make a sort of prone position for long sleep but the horse is prettyt much always on the same position
its all still needed I believe even if not "fully" utilized
but yeah I dont recall what the pattern array does
vanilla configs have 3 kinds of examples
empty []
[1]
and
[1,3]
1 probably should work since thats what all animals use
and those have only 1 collision shape
When you define animations for a character there is no pattern. All actions of the same stance are regrouped in the same action. Each action has defines the stance for all animations it contains with stance = "ManStanceStand"; (ManStanceStand in my case because i need engine's stand behaviour). If you don't need a stance, you just don't create an action for it, if you need an additional stance, you can do it as well but with some limits
Hmm i'll make a double check but it could be related to the letters used in the collshape
However, collisions work fine during animations
yes it is defiend in the action and typically inherited from the base, not individually defined in each action class
all states are animations. even standing
When i see this i'm wondering if the number 1 is a and 3 for c . Because this collshape has 2 components and each component vertex have the same letter...
yeh that makes sense
because for 'man' units it has component01 and 03, skips 02
ah
xD
there's a property in the anim state class
Well in the end we didn't find why lineIhntersectsObj doesn't work, maybe it deserves feedback ticket
idk what it's called exactly. could be boundingRadius
I'll check
boundingSphere=1.5;
Let me give it a try just to be sure its deprecated
its required for collision to keep working with animations where character walks out of the default space
like with cutscene animations where the character actually stays where it is but looks like walking around
but have not actually tried that "True" value. will have to give that a go too
My boundingSpere was set to 1, i increased it to 1.5 because the horse is a bit longer than 2m
but it didn't change anything lineIntersectsObj still not working
doesn't change anything
i don't think it would change anything i tried with 0 and it still doesn't change
its probably deprecated
config doesn't have bool. true is just 1
anyway, regarding why intersection doesn't work, have you tried the diag exe with diag_draw??? stuff to see how the game sees your model?
also try boundingBox/boundingBoxReal commands on both the model and the view lod to make sure the BB is correct
good shout
i haven't tried diag exe and diag draw, i will. Concerning the boundingbox you can see it in the editor
but i'll check to see
In order to download Arma 3 diagnostic is this line still valid ? ./depotdownloader -app 107410 -depot 107411 -beta development -username %USERNAME% -password %PASSWORD%
I just install it in A3 directory ?
you can get only the exe and bin files. just a sec
dta\bin.pbo.a3.bisign
arma3diag_x64.exe
dta\core.pbo
dta\core.pbo.a3.bisign
:: CHANGE THESE VARIABLES
SET USERNAME=xxx
SET PASSWORD=xxx
SET "A3DIR=D:\Games\Steam\steamapps\common\DepotDownloader\downloads"
SET "FILELIST=FileList.txt"
:: ONLY CHANGE IF YOU KNOW WHAT YOU'RE DOING.
depotdownloader.bat -app 107410 -depot 107411 -beta development -username %USERNAME% -password %PASSWORD% -remember-password -dir "%A3DIR%" -filelist "%FILELIST%" -validate```
the pbos can be run as a local mod
and are not always needed either
depends if there is some new feature tha requires some config bit
Ok thanks ๐ ill use that bat file
So i made a uniform but there is no head on the uniform? for some reason
it doesnt render in, the textures and the models are fine
Proxies are fine too
proxies are not fine
no head = proxies are not fine
how so?
okay nvm my proxies were not fine, lol
but whats usually the issue when that happens? where did i fuck up? i usually just copy proxies over

well thanks for the info, now i know that
I accidentally turned a windmill into a satellite dish http://i.imgur.com/YrWe9Pp.gif
I probably find it funnier than it actually is but an easy issue to fix
I have a question about proxies; So I have a rocket launcher. Instead of giving it iron sights I want to have a dedicated optic. I don't want to use the attachment system for it, because I want it to use that fixed optic, like the vanilla NLAW for example. I've attached via proxy the optic in question to both Resolution 1 and View Pilot lods. However I'm having a problem, if I spawn the P3D as simple object the proxy appears but if I equip the launcher, its not there.
so I guess my question is, can I not use proxies directly on weapons? Do they require an attachment proxy to work or am I doing something wrong?
Check whether you have any selection names on the proxy in OB that might be hiding it.
vertex group is set to "optic", added to SkeletonBones and on animations
{
type="hide";
source="direct";
selection="optic";
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 1;
unHideValue = 0;
animPeriod = 0.0;
initPhase = 0;
};```
also tried without giving the proxy any selection names
neither worked
on skeletonBones
{
"dustcover", "",
"pin","",
"optic",""
};```
autocenter property set in the proxy's Geo LOD?
Yes. Every other animation works fine.
its just the proxy that does not show when the weapon is equipped
also in case I might have not explained myself propperly, the proxy is not being called through an attachment proxy, its a proxy referencing the optic p3d directly
I still suspect a selection name on the proxy. Double check no selection names in both first res Lod and View Pilot
well no
because right now the only proxy has been asigned to lod1
and it has no selection names
Is the equipped model and the one which shows when made a simple object (ground holder?) the same model?
havent made ground holders yet, whenever I drop the tube it does not show the optic either
the only reference to the model is through config
model = "\SAS_Weapons\weapons\launchers\C84\C84R.p3d";
spawning that as simple object gets the optic to appear
Can you make a cube and place it directly on the launcher p3d, with no selection name, make sure you see that in game.
sure give me a min
Then add the optic selection name and test again.
Finally move the cube to its own p3d and add that as a proxy to the launcher.
well the cube works
on to the vertex groups now
I have the feeling that calling the vertex group "optic" was what was breaking it
aha
okay
2 things
changed the selection name
also used "hasOptics" as an animation flag
it now works
thanks for the help!
well I think I got it to work
as optics is for when it has an optic attachement
if you have non attachment optic then you dont use that animation
yeah but can't it be reversed to show the thing when there is no optic installed?
so you also want it to be able to mount different optics?
no
I dont quite understand
is there need to hide the optics for some reason?
no
well, I tried that unfortunately not adding any animations didnt work either
it showed up on the simple object but not on the equipped launcher
do you have the proxy in all resolution and viewpilot lods?
yes
for testing only on LOD1 and Viewpilot
as I only exported those + geo and mempoint
and a cube p3d as proxy did show up?
i need to test that one still, I'll be right back
my point with hasOptics is that, unlike before, I could make the proxy appear and disappear through the simple object
whereas before I couldnt period
I'll try the cube p3d
simple object does not really matter in this case
its read different from the one on the character
Even when proxy on launcher had no selection name?
And you made the "cube" proxy from scratch, not just pasting cube into previous proxy p3d?
made a new blender file, exported the starter cube as p3d with OB
You're doing all the right things. Hand held weapons not exactly my expertise, will try to think of some more tests...
like they both appear on the simple object so something's breaking somewhere
like I said simple object is treated differently
well I dont know how else to check
muzzleflash proxies do show up on model but that may also be tied to the muzzleflash engine system
proxies of "non engine feature" type might not show at all
I dont remember off the top of my head if that is the case
thats why I asked if normal proxies were even supported in weapons, I know about the specific muzzleflash, mag and accessory proxies
and since simple objects are vehicles rather than weapons
it would make sense for them to show up there and not here
well guess I can just add a scope proxy and just make my custom scope as the only option
and proxy on a proxy does not work on vehicles either
if its your model you can just paste the model into the launcher
The reason I'm using a proxy is because its a BI model
its the NLAW optic which is its own thing, but unfortunately i can't just drop it in the p3d
ah then yeah single allowed attachement type
gj ๐
do optic view-pilot not work? i was testing a scope and was getting weird configs when i changed the textures on the main Lod to be blue and view-pilot green they all show blue, green just doesn't show up, does optics actually use view-pilot?
You should just put that into the game anyhow, as a seperate model somewhere on the map. Make people wonder wtf happened there.
Watch players record videos of a strange phenomenom, post them on youtube, and start conspiracy theories over it.
it is possible it does not.
Hello, is there a Firing From Vehicle sample/ model example that I could open to check how is it done please? thanks in advance
no but model wise there isnt anything specific
its just a gunner proxy
How are infantry weapons / launchers supposed to be modelled in relation to the Z axis? Does the "0" line have to go through the middle of the barrel?
no barrel does not have to be at 0 height
you can check out the sample weapon for where your trigger should be approximately
as the sample gun is fitted for the MX animations
from there you can position it as youlike so that it eventually sits right at the shoulder when used in game
the position of the weapon proxy on the character is always the same
but moving the gun in its p3d can apply whatever offset you need
and the hand animations are then set up to work with that offset
I'll give it an addAction with a range of less than 1 meter with the text "Call home", and then one of the ships from this https://forums.bistudio.com/topic/178105-ext-extra-terrestrial-adversaries/ will come pick you up
Well I want to make a launcher and I am again stuck at the same place I was stuck last time with this damn rig
It isnt explicitely stated anywhere whether a launcher should be snapped to the weapon or launcher bone
launcher on the launcher bone
and then you need correct launcher stance as base so you have the launcher bone in right rotation
launcher bone name needs to match what is in model.cfg
The model.cfg of what though? The weapon? or the character?
Itยดs complete jank. I had to rotate the launcher bone -90 degrees on the Y axis to at least get the hands of the character rotated correctly.
But I need to move the ingame position of the launcher forward, but moving the launcher bone forward doesnt change the position of the launcher ingame.
quite clearly it is supposed to be more forward
the hands are positioned correctly relative to the launcherยดs model, but the model is not positioned correctly ingame
for RTMs its always the character
yes this is not where the launcher bone is in game
Hmm, well I have no clue how to move it forward then
thats why you need the real launcher pose
What do you mean? Canยดt I ever change the position of the launcher?
or you can eyeball it and move your launcher forward in the launchers model
and then position the hands again
not in RTM
in character animations the weapon and launcher bone are ALWAYS in same position
on the shoulder
offset to that is made in the 3d model
oh, hmmm
So I use the rig to first position the hands, and then I need to move the model around in its own P3D to align it with the hands ingame? Do I understand the process correctly?
Oh my god that's brilliant
no
first position the weapon in its model
so you can see where it sits on the shoulder
then position the hands
I can;t believe someone made that mod. Time to go do war of the worlds on my players.
I eventually managed to get it working somehow, I hope I never have to go through this again 
I also still dont understand why the launcher bone in the rig needs to be rotated by -90 degrees on the Y (Blender) axis to "unscrew" the hands. Iยดd wager this would have come up at some point when someone tried to create a launcher rtm.
because thats how the launcher bone is handled in the pose RTM
the sample launcher tube in the rig is not the best because it does not have so clear up direction to show where it should be
Could it maybe be added to the pinned PDF? Cost me about 3 hours to figure out 
Or maybe I am just doing it wrong but honestly I was desperate at this point
and if you got the latest rig it has that cross tube that does not show which way is up
yep I do
this is what the pose looks like
you can use this as reference
Hey, how would someone go about brining the above rtm into blender? I need to rig a hand animationa and reload to a custom launcher I'm modeling but I have never done it before
Use Arma 3 Object Builder for Blender, its a blender plugin, it can import RTMs. Use armarig skeleton, remove bones constrains, import rtm
Thanks! Will give it a go tonight
How do I create a bone in Object Builder โ the kind that can be referenced in the skeletonBones[] property in model.cfg? And the strange triangle in the picture โ is that the symbol for a bone? If I create a new point set in the Named Selections panel, does that mean Iโve created a new bone?
Give the mesh you wish to animate a "named selection", such as otocvez (turret) andotochlaven (gun).
In model.cfg, skeletonBones[] add
"otochlaven", "otocvez"```
Not every named selection is a bone. It only becomes a bone, when it's name is used inside the skeletonBones [] array.
The triangles are placeholders called proxies. They are most often used to give the position for crew characters (pilot, commander, gunner, cargo) or as pointers to other p3d's, which are inserted into the main model.
Iโve created a simple model.cfg file based on the instructions from the wiki. Itโs basically pieced together from various sources, and Iโm not sure if itโs correct. Could you take a quick look to see if thereโs anything wrong with it?
This is a ship, and I want to start by making a simple observation turret without a gun. So, based on the example, I used "commander_turret", "OtocVez", "commander_gun", "commander_turret". Do I need to make any changes?
You can simplify it considerably...
You can't really discuss a model.cfg without referring to the p3d that goes with it, as they are related.
You should first decide which parts of the ship you want to animate, and give those mesh parts named selections.
Then you will put those name selections into the skeletonBones[] array.
Finally create Animations classes to animate those parts.
Ok, I think I understand the basic process now. Iโll give it a try.
If you literally want to try just a single revolving observation turret, give the p3d mesh parts a name such as commander_turret,
two memory points in the Memory LOD called commander_turret_axis
Model.cfg
{
class TT_Yamato_base_skeleton
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] =
{
"commander_turret", ""
};
};
};
class CfgModels
{
class Default
{
skeletonName = "";
sectionsInherit = "";
sections[] = {};
};
class TT_Yamato_base: Default
{
skeletonName = "TT_Yamato_base_skeleton";
sectionsInherit = "Default";
sections[] =
{
// add your sections here, such as "camo1"
};
class Animations
{
class ObsTurret
{
source = "obsTurret";
type = "rotation";
selection = "commander_turret";
axis = "commander_turret_axis";
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
};
};
};```
and you'll need an animationSource in your config.cpp Turrets class called `obsTurret`
Uhm I have a bit of a pickle that I canยดt solve:
I have five separate selections: Magazine, and then one selection for each of the rockets in the magazine.
Right now, the rockets are being individually hidden via the "ammo" source, while the magazine is being hidden via the "magazineReload" source.
Issue is, if I fire, say, only two of the four total rockets and I reload the weapon, the game only hides the two fired off rockets and the magazine selection. The other two rockets are obviously not hidden during the reload animation.
But at the same time I canยดt assign the rocketsยด selections to both be in the "magazine" vertex group and the "rocket_x" vertex group, no? As that will create a problem with the vertex weight being 200 instead of 100?
this comes down to the skeleton definition
so you would have magazine as
magazine, "",
and then rockets as
"rocket_x", "magazine",
wait, do the rockets have to be child bones?
so they magazine is their parent
ah right, damn
and they inherit the magazines movement and hidden state
Yeah sorry idk how did it not occur to me I have used it a lot of times
class turret property proxyType = "CPCommander"; How do I create the CPCommander proxy in Object Builder, I mean how should I fill in the information in the window shown below?
you can either name it just Commander
or use any of the crew proxy p3ds from data_f
the proxy p3d is a visual assist so you can align the position
I havenโt extracted all the game data to the P: drive, so if I enter the path \A3\data_f\proxies\T100k\Commander.p3d that should work, right? Also, in the created proxy, the right-angled vertex of the triangle should be the origin point of the model in Commander.p3d, correct?
then just name it COMMANDER
without any path
that is enough
and yes right angle is the position
Do you mean putting the three vertices of the triangle into a named selection and naming it โCommanderโ? (I saw on the wiki that it should be named in a format like "proxy:Commander.XX".) Also, does the face of the triangle represent the orientation of the proxy model? And apart from the vertex, can the other two points be extended indefinitelyโmaking the triangle very large so that itโs easily visible in the View LOD?
no just put COMMANDER in the proxy name field
the name of the proxy is what matters
and if its pathed to a visual representation p3d it takes the name of the p3d
which is why all crew proxies are in different folders and have same names
triangle size does not matter
but I would not make it large as that will affect the object bounds
I donโt understand โ I clicked the rename field for this selection, and a new window popped up. If I replace the path shown in the screenshot with โCOMMANDER,โ how will the engine know the path to commander.p3d?
cuz it doesnt care about the path it cares about the filename
all its looking for is 'commander'
the p3d is irrelevevant
its just visual component for you the maker
the pose is defined in the config
what the p3d looks like does not matter
it just can be helpful if it looks same as the action you will use
so you can see what it would look like
So in the class Turrets section of the config.cpp file, these four fields:
ไปฃ็
gunnerLeftHandAnimName = "";
gunnerRightHandAnimName = "";
gunnerLeftLegAnimName = "";
gunnerRightLegAnimName = "";
define the actual posture of the commander after boarding the boat, right. Then there should also be a property that points to a point in the memory LOD
What is that property called? I donโt seem to have found it.
that points to a point in the memory LOD is to indicate where the commanderโs model is located.
no
gunner/DriverAction = defines the pose
the AnimName properties can tie hands and feet/legs to animations so they move with that animation
but within the pose
so if youhave a sitting pose for driver with his hands on the wheel
you can tie LeftHandAnim and RightHandAnim = "drivingWheel" animation
and they will then move when the wheel turns
Okay, but what is the property that defines the position of the character model?
thats what the proxy does
the right hand corner is the position where character is attached
driver/gunner/cargoAction = defines the pose
Okay, thanks. I think I understand now.
Got a weird issue, I've setup a launcher with a model.cfg and one for the hand animation as well but the hands keep doing this in some variation. I've been going crazy trying to fix it and the weirdest part to me is when i sent it to my friend the arms stopped doing this. Any ideas? Is it something with my addon builder or settings somewhere?
yes addon builder cant handle RTMs
as in binarize them
you can either set them to not binarize or use pboProject/Hemmt
Oh ok tysm!
And just a quick clarification on this, if my launcher model is too far left and clipping into the players head, the way to offset it is in the model/p3d? Or in the RTM file?
gotcha
so to "move" it you need to move it inside the model
makes sense! tysm!
how does one go using the rtm in the rig? I have adjusted pre-posing on my own in a way that is close enough to the A3 stances but are ofc not the exact ones. It would greatly help with fine tuning on my end to be able to use the default poses :p
mikeros dertm from the subscriber tools can convert rtms or mrClocks armaObjectBuilder addon can import them
as to how use them in Blender there are many ways
you can simply position the constraint targets in right places and keyframe them in and enable the IK constraints that get disabled on import back on
or you can make multiple rigs and keep the imported rtm in one of them as static reference
my setup has something like 10 rigs to transfer various stages between different poses
the basic movement cycle is the same in all, the weapon position and direction needs adjusting to fit the pose
or anything else you feel comfortable with
theres no 1 right way to make animations
in context of arma, only the result gets outputted, Arma knows nothing about how you get to the result
yeah, thats what i do
thanks! I shall give a look to mrClock thingy
How change ODOL version for Addon Builder?
I don't want to lose progress again due to a stupid mistake and get the same shit (screenshot) when trying to fix the situation
you cant change odol version of addon builder
Heh... As we say in Russia - "ะะพะฝัะพัะฐ ะพะฟัะธะผะธััะพะฒ ะฒะทัะปะฐัั ะทะฐ ัะฐะฑะพัั".
In fact, this killed the entire retexturing for modifications starting in 2025, as well as the ability for developers to return to developing modifications in the event of model source loss. (ssd/hdd/repository losts)
retexturing has never needed models
it has been done just fine for years with just 2d painting on textures
2d retexture? This is hell
skill issue I suppose
- 2015-2020 flashbacks *
and there is always the possibility to talk to the mod author to make collaborations
and when thats not possible and you dont want to make 2d retexture. Then you dont need that retexture
your want to do things easy or whatever does not trump whatever someone else wants
What if the author of the mod - cargo 200?
if you lost your files that is unfortunate
but like its your responsibility to keep track of them.
It would have been better if the developers had solved the game's problems instead of updating ODOL. By the way, what new features have been added? (Something really useful)
You really expect anyone to still be actively developing A3?
For graphics A2.5 mod*
๐
Or by blocking the extraction of models, the developers made it impossible for copyright holders to search for their assets?))
anyway. this isnt going to change.
Hello chat
Hi again, trying to hook up this hand animation, looks good in blender but in game the hands are like offset back for some reason. Probably something stupid but what should I be looking at to try and fix this
this is beacause the launcher bone is actually around here
Ah! So I need to move the bone itself?
well preferably you would have the bone in right position in blender to see properly where the weapon model connects to
and can make accurate animation
Like I said earlier you dont move the weapon bone
or launcher bone
they alwaysa are in same position
ohh
Right that makes way more sense, I thought I had pulled in the launcher skeleton correctly but I just checked it again and it is in no way correctly setup lol
for extreme example
this is a minigun type thingy that is held about at waist height
its offset in the model because the weapon bone for rifles is always at the shoulder
compared to conventionally held rifle
but its held about like this
i have follow up questions
weapon bone is still here
So, I understand moving forward that's the best practice, but how does that effect the hand position?
Like, let's say I take my launcher bone and move it to the right position, and then the p3d is modified and the hands are positioned to it-
hands are calculated from the weapon holding RTM by their offset to the weapon bone
Ah
only hands and fingers
the rest of the arm is blended to connect to the hands position
sort of Inverse Kinematic
I just didn't know that it takes the hand position off the offset
thats one thing why the weapon bone should be in right place so you can have the accurate offset to it
So I should move my weapon bone to the back, and my launcher bone into the shoulder?
for example this is 100% accurate
weapon bone position
weapon model position
if I want to change weapons position compared to the body
I move it in edit mode insdie the models own space
then the hands are reposition to match the guns shape
So like this instead?
Oh well
Yes
It's always been there
like it's always been attached to the launcher bone via a armature deform modifier
Unless you mean something diff
So I exported that and the hands are in the same position, up on the shoulder
๐ฎ are you both making same launcher ๐

Nah I think his isnt the m202
His looks like something from star wars or some other scifi franchise
did you mistake their pictures with mine?
it's his launcher lmao we're friends and i've been helping him out and im making the reload for it
aaa
he made the launcher and imported and textured it
I can drop my blend in here if it might help to figure out what's wrong?
Ive outlined the requirements
is there anyone that knows how to teach making ship mods?? Got tired of waiting for people to make ships so i wanna learn and make some. I have ideas for Chinese static and moving ships
What's wrong with my shadow LOD?
http://s30.postimg.org/j9wreq9pt/tkiv2000varjot.jpg
No. The channel can try to answer specific questions but how to from 0 to 100 is too broad question.
First thing you need to learn is 3d modeling
The texturing
hi. anyone in here willing to help make a weapon mod for arma 3? ive tried modelling it myself but im so inexperienced im making mistakes on mistakes. i would like to make the SAK-21 made by stenzel industries.
if anyone is wondering this is how far i got in 2 days
Is it closed?
I tried to check for it in object builder but I'm not sure how it indicates to me if it's not.
just keep at it. Making mistakes is a natural part of the process. You can do it
You will just need to keep at it. 3d modeling takes time to learn. You got pretty far there already in just 2 days
Do you know how the selectionFireAnim property in the CfgWeapons class is used? On the wiki, I only found a single sentence:This defines the selection name for muzzleflash proxy. In Czech, the word "zasleh" means muzzleflash. Iโd like to know what this proxy should be named. Also, if selectionFireAnim defines the position of the muzzle flash, then what exactly do muzzlePos and muzzleEnd define?
Also, if this parameter only affects the muzzle flash, right? If Iโm not using a muzzle flash and only define the muzzle effect through class GunParticles, then I donโt need the selectionFireAnim parameter, correct.
selectionFireAnim = "anythingYouWantToNameIt" can be anything you want
as long as you then have corresponding selection in your weapon p3d that incorporates your muzzleflash mesh or proxy
the muzzleflash has nothing to do with where the bullet comes out
its just visual piece of mesh
the muzzle position paramters define what you need to name the memorypoints that define where bullet comes from
(check the sample weapon)
also the selection you define with selectionFireAnim needs to be listed in the sections[] array of the p3ds model cfg class
If the positionName and directionName properties in the class GunParticles of CfgWeapons define the position and direction of the muzzle effect, then what effectโs position does selectionFireAnim define?
The muzzle flash. Can be completely somewhere different to the bullets if you really wanted.
I donโt think I understood what you meant. Whatโs the relationship between muzzle flash and the bullet? I know that when a bullet or shell is fired, the muzzle emits a particle effect, and the bullet itself also has a particle effect attached to it. Are you talking about the latter?
Muzzle flash refers to the former, right? Is my understanding of the definition of โmuzzle flashโ incorrect?
muzzleflash is separate thing from the gunParticles effects
muzzleflash is the fire that flashes
gunParticles are the smoke etc
Muzzle flash is a cosmetic effect. Usually a bright light that displays when the weapon fires.
It's position is completely independant of the actual bullet path.
But muzzle flash is also a particle effect, right? If itโs a particle, which property defines the name of the CfgCloudlets class it uses?
no
No, it's a p3d
technically you can even model it into the weapon
but as proxies they can be used easily on multiple weapons
and you can use the vanilla ones or make your own
So the muzzleflash proxy should be just like the proxies we discussed earlier, only providing a position, right? Which property is this position used for?
Just like the proxies we discussed earlier, it provides a position for a property in config.cpp that defines where the commanderโs model will be when they get in. Which property is this muzzleflash proxy used for?
I mean, what exactly is the purpose of the muzzleflash proxy?
OK, so itโs fine if a weapon doesnโt define a muzzleflash proxy, right? For example, Iโm making a shipโs turret, which usually only needs a smoke effect and doesnโt require a muzzle flash, correct?
If you don't want a muzzle flash, don't add the muzzle flash proxy to the p3d.
And set selectionFireAnim = "";
OK, Iโm just really curious โ is the muzzleflash a light source or a particle effect? Because whichever it is, it can be defined in class GunParticles, right? So whatโs the actual purpose of the muzzleflash? The reason Iโm asking is that later on Iโll be adding naval antiโaircraft turrets, and these are all smallโcaliber machine guns, which might need to use the muzzleflash proxy, so Iโd like to get this clear.
yes light is particle effect
the "muzzleflash" is just the visual flame
you take it too literally
The muzzle flash proxy is a pointer to a p3d.
That p3d has a mesh and is uv mapped with a texture of a flame and flash.
The material rvmat on that texture includes emissive properties.
It does not move, it is not a particle effect. It can be animated to rotate however in the main model.
Yes, you can have guns on your ship without muzzle flashes, and multiple other weapons with muzzle flashes.
The one in this picture is the muzzleflash, right? (I also see some smoke in the picture.) So Iโm guessing the muzzleflash is that small flame image with an emissive color โ which could be completely simulated using the CfgCloudlets class, correct? So my conclusion is that the particle generated by muzzleflash is engineโbuilt and cannot be modified by modders, and that itโs also fine not to use the muzzleflash proxy at all โ the effect can be fully replaced with class GunParticles, and this applies to guns or cannons of any caliber. Correct?
no this is all the model
the sparks and all that
I don't think he's listening at this point
you can see what they look like if you make such a proxy and see it in buldozer preview
could be
your conclusions are way off ๐
Maybeโฆ my brain isnโt really clear at this hour anymore.
Anyway, the main point is that I now know weapons can work without using muzzle flashes, and thatโs enough for me to finish the configuration. Thank you all.
๐
we do recommend proper sleep
modding with clear head is quite a lot more fruitful
If it's not closed it will highlight the verts
I was wondering if any might have a clue as to why im getting these errors after publishing my mod. I've gone through the models and they seem fine, textures were assigned in object builder (and the p/ part removed) but they dont seem to want to appear at all
path you defined and what the path is inside the pbo do not match
Id recommend folder structure like P:\ModTAG\TAG_yourCoolMod\ (insert config, p3d, modelcfg)\data\ (insert .paa .rvmat)
also tag_ prefix your files like p3d and paa and rvmat so they are easily distinguishable
Alright, so make sure the pathway in the model matches this exactly for the texture allocation and model implementation, and make sure to put .paa/.p3d at the end of each item
ah you are not using P drive
no
Right
How do you pack the pbo?
Right click - pbo manager - pack
pboManager is not really proper tool to pack addon pbos
missions sure
for addons it is really recommended to set up the proper modding environment with P drive and use more advanced mod packing tools like PboProject or HEMMT
but addon builder also can sometimes work out
i have a question for yall ok so my tank has a serious issue wherein it is stuck in this constant pitched angle? what could be causing it?
ive looked at the dampening, ive looked at the land contact, the geometry physx and the config.cpp theres nothing which is jumping out to me as to why its acting weird but from what i can tell it looks like "Wheel3" of the Right track is being interupted by something?
your wheel setup is not right.
axis points could be wrong way or if you are missing wheel points you might have wheels defaulting in the middle of the model
so question how would i be able to determine which way is the "correct" orientation that is needed when the axis points are just 2 verts ๐
When you view your tank in Buldozer, cycle to the Damper animation source.
At 0, your wheels should be at maximum droop (down) and at 1, they should have moved up to maximum compression.
If this is reversed for all/any wheels, you can swap the two memory points around that make up the damper axis.
nope looks good to me no inverse guide wheels on any
ive only shown the affected side as the other side is working fine
Maybe post your config on pastebin
copy standby
wait which one config.cpp or model cfg?
config
copy
looking
Looks pretty decent on the physx side of things.
Suggest you next check these memory points are named correctly, and don't share names with anything else
wheel_2_4_axis wheel_2_4_bound
copy
Also check the wheel itself wheel_podkolop3 has no other selection names attached to it except perhaps "camo" or "zbytek" type texture swapping
Uh, are there any guidelines as to what the aspect ratio and size of magazine icons are supposed to be? It seems impossible to make it look good
Itยดs either too big, or too small, or the text gets placed over the icon
magazines should be 1:1
256x256 is probably the best resolution for them as any larger gets crunched down with no filtering
weapons are 2:1

Then it is closed.
Make sure all the everything is sharp edges as well
Select that whole lod and press u
did that and it changed some of the edges but I'm still having the same issue in game.
although, not as radically, now some of the different parts of the gun make those lines.
By the way, i have a question for the community: does anyone knows why there is no female character on Arma 3 ? Because i've been surprised to see they started the config and skeletons for female character, so what made them stop ?
just a quick question just to verify
the high face count is making the game stutter everytime its loaded right
perhaps
20k is not really a problem
hmm
unless you dont have distance lods and you got hundreds of them on screen
i might have to get distance lods
i was porting over quixel props for scenebuilding so thats why i didnt really get them

stutter on load usually indicates either load of errors in the mod or you might be loadin unbinarized data so it has to process it first
how do you pack the pbo?
How many faces is that shadow lod?
Only other thing I can think of is make sure it is inside the first lods volume....does that make sense to you?
Sounds more like your source is not binarized to pbo file
Same question like HorribleGoat, with which program do you pack your source folder to pbo file?
i usually just do it with pbomanager since thats the only tool i have besides addon builder
That's the issue
Yeah, so it's smaller than the actual view model.
How can I see the number of faces?
I haven't made this model, I'm just trying to get it into the game. Our modeler made all the LODs but he is away ATM and I'm trying to get shit done ๐
Just go to the lod and look at the bottom of o2 it should say the number of faces...you may need to select the whole model first.
hello I have been facing issues with weird shadows with the models I made
both on the gun and on the ground (seen as the shadow string on the gun)
I sense it's something on the wording of my rvmat files
Check that the shadow LOD of the magazine is CLOSED, TRIANGULATED and SHARP.
Shadow Volume or Stencil Shadow
my stencil shadows are closed
I found some non sharp edges
I did select-> select sharp edges
if I mark it sharp will that help
or do I need to do something extra
does arma need them to be sharp at 30deg
No idea about blender definitions, but you can import into Object Builder and use the menu to make them sharp.
Iโm using a configuration similar to the one below to try to set up a turret with three guns. I want all three guns to work independently, but at the moment only one of them can fire, and I canโt figure out why.
class CfgWeapons
{
class Cannon_Left: autocannon_Base_F {
gunBeg = "muzzle_1_beg"; // Memory LOD ้็็ฌฌ1ๆ น็ฎ็ฎก่ตท็น
gunEnd = "muzzle_1_end"; // ็ฌฌ1ๆ น็ฎ็ฎก็ป็น
};
class Cannon_Center: autocannon_Base_F {
gunBeg = "muzzle_2_beg";
gunEnd = "muzzle_2_end";
};
class Cannon_Right: autocannon_Base_F {
gunBeg = "muzzle_3_beg";
gunEnd = "muzzle_3_end";
};
};
class Turrets {
class MainTurret: NewTurret {
weapons[] = {"Cannon_Left", "Cannon_Center", "Cannon_Right"};
magazines[] = {"MyShells", "MyShells", "MyShells"};
};
};
all fixed on the gun need to do it on all the floor models.
Also, Iโm curious โ if gunBeg and gunEnd are already defined in the cfgWeapons class, then what is the purpose of the gunBeg and gunEnd parameters in the class Turret?
In cfg weapons those are for the hand held weapon
In cfgvhehicles turrets they are for the vehicles turrets barrels
You don't want all to be sharp edges. Only the ones actually sharp
Curve segment edges should be smooth
right yes shadows you need to have all triangulated and sharp ๐
also remember that you must not have hiddenSelections in shadow lod
475 for the ShadowVolume 0.000 LOD
That's good
the shadowvolume lod has the property LodNoShadow = 1, is that a problem?
lol^^ yes
shadowlod volume(s) should be closed, triangulated and hardedged. There should be no UV data for them, and there should ne no named properties either
Yea lol. lodNoshadow=1 in the named property of that lod means it will not be used as a shadow lod...so yea lol. As pufu says that is a problem lol
Yea can add that named property to all the other lods tho. To keep the engine from trying to render them as one
I'm curious how this will work "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)