#arma3_model

1 messages ยท Page 53 of 1

woeful viper
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what tasks ?

plush forge
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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. ๐Ÿ˜„

dusky dragon
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so basicly i cant do anything apart modelling

stuck oyster
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some typo ๐Ÿ˜…

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I have a feeling I had some silly typo with mine when I had the issue

woeful viper
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what about textures and uv maps?

dusky dragon
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no idea how to

hollow fulcrum
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and im the padawan. haha, sorry couldnt resist.

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๐Ÿ˜†

woeful viper
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haha

dusky dragon
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cant really be bothered with it either as i just dont have time to learn it because of school and other stuff

woeful viper
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with what do you model it?

dusky dragon
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@hollow fulcrum piss off you little ex-padawan, you are now a rookie ๐Ÿ˜›

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3Ds Max

hollow fulcrum
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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.

woeful viper
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ok thats a start, at least not OB ๐Ÿ˜„

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for vehicles it's pretty straight forward actually...

hollow fulcrum
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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.

woeful viper
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it gets complicated if you want optimal layout for ddo / non-3d-painting texturing AND optimal texture quality for LOD

lethal anchor
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Does anyone know how I can fix this?

stuck oyster
lethal anchor
stuck oyster
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id the selection also defined in the sections array of the model.cfg class of that weapon?

lethal anchor
hollow fulcrum
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i try not to scare them with reality

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honestly though, a little forethought goes a long ways.

lethal anchor
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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

charred bolt
woeful viper
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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 ๐Ÿ˜„

hollow fulcrum
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hahaha

dusky dragon
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@woeful viper Same

woeful viper
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i thought you had no idea how uv-ing works?

dusky dragon
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I mean making a new model instead

woeful viper
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oh you mean in general... yeh... the core weakness of beeing a perfectionist

dusky dragon
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Indeed

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The struggle is real!

hard oasis
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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

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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}};
};
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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;
    };
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also mention this vehicle geometry lod has autocenter = 1, not sure if this affects it, or what it does

shell igloo
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Hey guys. Please go easy on me Iโ€™m 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 Iโ€™m lost

charred bolt
charred bolt
# shell igloo Hey guys. Please go easy on me Iโ€™m new to the whole mod creation thing haha. If ...

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.

shell igloo
# charred bolt If you've never put anything in game before, a vehicle is likely to be somewhere...

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

cloud zealot
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Check on Youtube and Google you'll find some videos and tutorials

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Download Arma 3 Samples and take a look at the samples

halcyon spire
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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

glad wadi
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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.

charred bolt
glad wadi
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its more about being able to move around and clear

white jay
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Is there is a specific discord for arma 3 modding?

hard oasis
# white jay 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

stuck oyster
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we have channels for various aspects of making things

oak holly
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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

oak holly
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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
stuck oyster
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did you make the model?

oak holly
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it's a commisioned model, adapted in Blender using Clocks Tools, passing all validation

stuck oyster
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just that obvious errors are not present

sour bough
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I bet he's not sized right?

willow nacelle
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Hello, does anyone know what the cause of this would be?

marsh canyon
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Of what? The flag?

oak holly
stuck oyster
oak holly
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My focus was on Helmets vest etc prior, my first attempt at a full uniform implementation

stuck oyster
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most likely the weights are way off.

oak holly
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just seems much easier with helmets being 1 Weight and vests being max like 7

restive pond
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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
south badge
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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.

marsh canyon
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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

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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

south badge
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ah I see, cheers ๐Ÿ‘

marsh canyon
south badge
willow nacelle
marsh canyon
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Weight is not there in the flag

stuck oyster
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ah chat didnt load ๐Ÿ˜„

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you also need set isDiscrete parameter in model.cfg to 0 to utilize the smooth weighting

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that may affect a little bit how you need to make the skeleton hierarchy in the modelcfg

restive pond
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would appreciate any help, ive been slaving on this for days

willow nacelle
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I'm just starting out in this and I don't know much.

stuck oyster
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youve jumped the gun from basic modeling to putting stuff in game

quick terrace
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@dusky dragon

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make the model, then talk to whoever

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if it is good, they'll contact you instead

halcyon spire
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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

marsh canyon
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Latter

halcyon spire
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So I am able to move the points? will this cause my game to crash? lol

marsh canyon
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Are you able to? Yes. Will it crash? No. Hard? Absurdly

halcyon spire
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roger that

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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?

marsh canyon
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Making the entire set of animation is

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It takes time, knowledge, tech, software, time, braincells, and ultimately, there is no sample animations to use

halcyon spire
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I'm not looking for samples

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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

marsh canyon
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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

halcyon spire
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I know the Operation trebuchet guys did it with the spartans so it can't be too far out

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right I've seen the RTM files, haven't dug into those yet but should

marsh canyon
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No, you don't dig into. Digging RTM itself makes nothing

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Knowing the concept is already enough, because you don't modify RTM itself but use animation software (eg Blender) to adjust and re-export

halcyon spire
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right, object builder for blender has been a blessing as well

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and the arma rig file

halcyon spire
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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

marsh canyon
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As in character/uniform model?

halcyon spire
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how exactly does arma 3 swap heads without disturbing the uniform model?

marsh canyon
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Having bysta.p3d as a proxy into the right position of the uniform model

halcyon spire
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does it define it when you name the vertex group "head"?

marsh canyon
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tldr, just copy and paste all proxies in the character example

halcyon spire
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ah interesting

marsh canyon
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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

halcyon spire
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very cool

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I imagine that proxy is shared or is similar to how it changes your hand skin texture?

marsh canyon
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I guess you understand it right

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Or concept at least

stuck oyster
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There are identity classes in config that define what head to use and what textures for skin

halcyon spire
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it took a week and a half to understand only a portion lmao and I've been looking everyday

marsh canyon
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But that is anyways not a big deal to you, as long as you don't do anything special

halcyon spire
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it's fairly straight forward but importing and exporting from blender required a lot of work

stuck oyster
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It can take few months

marsh canyon
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Just putting the proxies will do the rest

halcyon spire
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and the fact some of the documents from the community are not in reach right now

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sweet

marsh canyon
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Unfortunately a lot of undocumented things drive this game or its modding scene

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A lot

stuck oyster
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This is one of those things only like 10 people have touched properly in the past decade.

marsh canyon
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(HG is one of them)

halcyon spire
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I'm trying to get things straight, MrClocks videos and python scripts have helped a lot

stuck oyster
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๐Ÿ‘

halcyon spire
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ok I'm going to show you guys my abomination

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๐Ÿ˜ญ his arms fold inside lmao

woeful viper
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indeed

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does anybody have a clothing reference pic collection for modelling wrinkles by chance? (military kit specifically)

white jay
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Does anyone know the process of importing Source engine models into Arma 3, especially for texture conversion? Are there any convenient tools for that?

earnest fossil
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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

charred bolt
earnest fossil
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no, grille has only "otocvez" selection

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in all lods

charred bolt
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So it doesn't have damageHide or camo1?

earnest fossil
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no

charred bolt
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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

earnest fossil
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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

dusky dragon
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@quick terrace Will do!

charred bolt
# earnest fossil

So there was another selection that was breaking it's movement. Another happy modder delighted to have been helped and full of thanks.

earnest fossil
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i have another problem, when destroying the BTR-4E1, wheels not replaced on destroyed models

stuck oyster
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No ripped stuff allowed

halcyon spire
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@stuck oyster not intended to go past my friend group

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its also a free model that is public domain

stuck oyster
halcyon spire
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Roger that I will continue doing it in secret

restive pond
stuck oyster
finite siren
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Well if I canโ€™t find blue camo I just have to make it myself

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Turned out to be simpler than I thought

runic plover
finite siren
short frigate
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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

stuck oyster
short frigate
hard oasis
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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?

stuck oyster
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could be you need to reinforce the springs to bear the additional load

hard oasis
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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

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you see the 3 wheels on the back completely

charred bolt
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Looks like the physx is not set-up correctly

hard oasis
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and it's de-sync related, so it only affects the people not "simulating" the vehicle

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so only affects those that are neither "the person who spawned the vehicle" and "the driver"

charred bolt
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Are they Star Wars characters?

hard oasis
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yes, from 3AS mod, the vehicle is from our unit

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all configs are shared across them, specially physx

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the difference in the classes config is based on their type

charred bolt
hard oasis
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gotcha

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the vehicle is not from star wars, it's original, does that avoid it?

charred bolt
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You'd need a moderator to answer that question, but I very much doubt it, so I won't offer advice at this stage.

hard oasis
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yeah, no problem

stuck oyster
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sorry we cant allow star wars mods here

hard oasis
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i will stop asking, just seeing if this could be circumvented

stuck oyster
hard oasis
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gotcha

stuck oyster
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like here

hard oasis
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yeah, gonna get one without it, do you think textures could cause an issue? if so i can get them texture-less

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this should fit the bill i guess, so the issue is the 3 backwheels too compressed at all or most times

charred bolt
hard oasis
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the bug happens only to the people that are not "the driver" or "the person that spawned it" like a de-sync issue

charred bolt
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in multiplayer only? so in single player it behaves fine?

hard oasis
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multiplayer only

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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

charred bolt
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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

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usually seen with aircraft

hard oasis
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the closed ones also have that but the proxies are on ViewCargo

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with Damper 0 and 1

hard oasis
charred bolt
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If it's all working fine in SP, and only fails for some players in MP, it's likely an MP game engine issue

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I suppose take your testing in MP to the simplest level, using a VR map and zero other mods or scripts

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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

hard oasis
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got it sorted, wheel bone was set as the damper instead of the wheel itself, probably getting to close to the proxies or something

charred bolt
hard oasis
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maybe was it because there's animations utilizing that selection name, or something among that

somber widget
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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?

tired tree
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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.

celest arch
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just a matter of taste. 3ds max has a wide array of plugins

umbral shuttle
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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 ๐Ÿ’€

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I am assuming its the driver update*

stuck oyster
umbral shuttle
stuck oyster
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and works in game?

umbral shuttle
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Yes

stuck oyster
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oh do you have textures turned off in the viewer menu?

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in OB

umbral shuttle
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omg

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let me see

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๐Ÿ™‚

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ty horriblegoat

stuck oyster
umbral shuttle
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why is that an option

stuck oyster
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to see the model without them ๐Ÿ˜„

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like for example to see how the normalmap looks

umbral shuttle
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Im going to go buy waffle house out of frustration for this

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I totally was not looking up how to roll back graphics driver

south badge
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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?

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Or is there some way to make a translation animation not be "linear"?

stuck oyster
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from 0 - 0.3 translate this much from 0.3-0.6 translate this much and so on

south badge
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oh, I see, that didnt occur to me, thanks a lot

turbid flint
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hello, can someone tell me how they were able to increase all the animations for the Spartans and how to do this again?

stuck oyster
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it requires one to be good at understanding Arma config structure and good at animation tools

grizzled halo
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besides, thats a question to ask in Optre's discord

stuck oyster
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True. Though the answer may be the same. ๐Ÿ˜…

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the question is too broad imo

grizzled halo
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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

stuck oyster
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thats more for model.cfg stuff

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there is rtm importer that works with arma toolbox

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and I think Clocks toolbox has both

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the meat of the process is automating it

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and setting up rigs that do the retargeting

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but explaining all that in comprehensive way is quite big task

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along with all the involved config work

north sundial
hard oasis
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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?

cloud zealot
hard oasis
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why does this proxy for muzzle-flash (which when saved alone weights 1kb) adds 12mb to each lod when added to the main model?

limpid bobcat
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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.

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I really need a way to prevent AI from driving through a forest on a map but i havent seen anything like this online.

stuck oyster
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On mission level triggers could maybe be used to make areas where AI turns away from

limpid bobcat
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Im just mostly having issues with them driving into areas and getting stuck or confused.

limpid bobcat
stuck oyster
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Blocker objects are not the solution though.

limpid bobcat
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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.

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But thanks for the help.

stuck oyster
limpid bobcat
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Probably. I was trying to do Us army rangers stuck in ww2 germany. So the maps are kinda sketchy

stuck oyster
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But yes AI can need more detailed pathing orders. It can always navigate on its own.

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Modded assets can sometimes be bit lacking in all technical requirements

umbral shuttle
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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?

stuck oyster
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right now it would mean placing it down clips its geometry into ground

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this can lead into #armaMoments

umbral shuttle
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would said #armaMoment be the drone kinda like pivots and spins 15 degrees to the left lol

umbral shuttle
stuck oyster
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yeah probably fine. Also usually best if the model is made above the 0 level height in model space

umbral shuttle
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oh like have it sorta of be hovering a tiny bit?

stuck oyster
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or at level

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at least thats the "best practices" I've learned

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might be nothing too blobdoggoshruggoogly

charred bolt
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It makes things much simpler to have the geometry/res LOD's in an air vehicle be at (not below) "ground" level in OB.

near lake
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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?

stuck oyster
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so at far its just simple box

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with texture baked on it

finite stump
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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?

near lake
# stuck oyster its alright if you make distance lods for it

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 โค๏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...

โ–ถ Play video
cloud zealot
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If i make a double barrel rifle, can i use hide animation on "usti hlavne" and "konec hlavne" to switch cannon ?

stuck oyster
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you should be able to use tranlsate animation on them though

cloud zealot
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thanks ๐Ÿ™‚

sour bough
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.

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@cloud zealot i already did something like that, here you go ๐Ÿ™‚

cloud zealot
cloud zealot
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Is there a maximum length for the rifles ?

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(Don't pay attention to the audio, i was watching a serie)

sour bough
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Motion blur does that. Honestly, just turn motion blur off.

cloud zealot
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hmm thank you

slow pine
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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?

sour bough
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Split it into more components

near lake
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The Keyword I need to learn something about is I think Ruleset

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Maybe someone can tell me about some Digital Realty specific things about the Geometry Ruleset

stuck oyster
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and a pinned message about geometry lods

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dont think we ever have used a term ruleset for the requirements ๐Ÿ˜…

near lake
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Its also the same things Ive to define in the Blender tool to export it to Bohemia File .paa

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Then I could (if I someday make it happen) assamble everything in the Arma Tool ----> Right?

near lake
stuck oyster
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sure

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those work

near lake
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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.

stuck oyster
#

Yes that can happen. You need to do things manually sometimes

south badge
#

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 :/

stuck oyster
#

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 ๐Ÿ‘

rich meadow
umbral shuttle
#

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 ๐Ÿ™

stuck oyster
#

land contacts? wheel setups?

edgy pulsar
#

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.

near lake
#

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

bold flare
#

Arma can't render concave objects?
I'm pretty sure I've seen satellite dishes

#

And why can't you export non-continuous meshes?

near lake
#

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?

north sundial
#

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

near lake
#

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?
cloud zealot
lapis basin
#

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)

umbral shuttle
stuck oyster
#

in your model there are lot of supporting loops that can be cleaned up from final game ready model

solid siren
#

Hello is there anyone who does Star Wars mod editing?

stuck oyster
solid siren
#

For arma 3?

stuck oyster
#

for any game

solid siren
#

How about the clone mods on arma 3?

stuck oyster
#

not allowed

solid siren
#

Iโ€™m confused then how they are still being use and edit

stuck oyster
#

they get banned every once in a while

solid siren
#

Ok

#

Well thank you

indigo mountain
#

Getting the error shotPos='muzzlePos2' found in config but not found in model <model>, where is muzzlePos2 supposed to be located on a launcher?

stuck oyster
#

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

indigo mountain
#

Gotcha
Turns out a base class of ours was setting shotPos and shotEnd for whatever reason

quick terrace
#

@somber widget - sure you can use maya ๐Ÿ˜‰

astral cairn
#

Are there any good pointers for more complex track design, ie. having holes and bits that stick out

stuck oyster
#

game graphics are always about compromise

astral cairn
#

Fair enough. I'll prolly just check a decent texture on my existing one and call it a day haha

stuck oyster
#

easiest approach

willow nacelle
#

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

indigo mountain
willow nacelle
#

this?

indigo mountain
#

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"
};
willow nacelle
#

It already worked, thanks

gilded bane
#

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

woeful viper
#

shake? how so?

gilded bane
#

Yeah, When it's in motion, the vehicle will feel like it's driving in an earthquake haha

woeful viper
#

i can only imagine that your physx suspension is underdamped then

#

or that something is borked with the wheel setup in config or p3d

gilded bane
#

I'll try mess around with the Damper configs and report back with any findings haha

#

I wouldn't wish this on anyone ๐Ÿ˜ญ

#

Thanks :

cloud zealot
#

Is there a way do display backpack in a seat ?

willow nacelle
#

Hi, does anyone know why when I try to view my car in the model viewer, all I get is this?

willow nacelle
#

and this error

cloud zealot
#

if you didn't launch it since the update that's normal

willow nacelle
#

thanks

south badge
stuck oyster
north sundial
cloud zealot
#

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 ?

stuck oyster
#

ah yes the horse

desert notch
stuck oyster
#

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. ๐Ÿ˜…

#

in case he can tweak that

bold flare
#

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 โœ…

#

I doubt a bid that a 3 missile AGM pylon only weighs 50.. ๐Ÿค”
Ah the magazine mass is from config meowsweats

stuck oyster
#

๐Ÿ˜… Fun times right!?!

bold flare
#

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.

bold flare
bright echo
#

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

cloud zealot
stuck oyster
cloud zealot
cloud zealot
#

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 ?

stuck oyster
#

that matches the selections you have

cloud zealot
stuck oyster
#

do you also have the collision p3d set up and defined in the animation states?

cloud zealot
#

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" ๐Ÿ˜„

stuck oyster
#

like when in prone the blob is flattened

cloud zealot
stuck oyster
#

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

cloud zealot
# stuck oyster its all still needed I believe even if not "fully" utilized

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

cloud zealot
#

However, collisions work fine during animations

stuck oyster
stuck oyster
cloud zealot
stuck oyster
#

a yeah could have been that

#

it has 2 components

bright echo
#

iirc the 1/3 refers to component01 and 03

#

in the geo lod

stuck oyster
#

yeh that makes sense

bright echo
#

because for 'man' units it has component01 and 03, skips 02

cloud zealot
#

ah

stuck oyster
#

I wonder what the 02 used to be ๐Ÿ˜…

#

mysteries of the past

cloud zealot
#

xD

desert notch
cloud zealot
#

Well in the end we didn't find why lineIhntersectsObj doesn't work, maybe it deserves feedback ticket

desert notch
#

idk what it's called exactly. could be boundingRadius

cloud zealot
stuck oyster
#

boundingSphere=1.5;

cloud zealot
#

Let me give it a try just to be sure its deprecated

stuck oyster
#

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

cloud zealot
#

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

stuck oyster
#

try true

#

also what might false do ๐Ÿค”

cloud zealot
#

doesn't change anything

cloud zealot
#

its probably deprecated

desert notch
#

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

stuck oyster
#

good shout

desert notch
#

oh oof ๐Ÿ˜…

#

@cloud zealot I meant to ping you

cloud zealot
#

but i'll check to see

cloud zealot
#

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 ?

stuck oyster
#
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

cloud zealot
#

Ok thanks ๐Ÿ™‚ ill use that bat file

quasi matrix
#

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

stuck oyster
#

no head = proxies are not fine

quasi matrix
#

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

stuck oyster
quasi matrix
#

well thanks for the info, now i know that

bleak tangle
#

I probably find it funnier than it actually is but an easy issue to fix

drifting nova
#

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?

charred bolt
drifting nova
#
            {
                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",""
            
        
        };```
charred bolt
drifting nova
#

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

charred bolt
#

I still suspect a selection name on the proxy. Double check no selection names in both first res Lod and View Pilot

charred bolt
#

Is the equipped model and the one which shows when made a simple object (ground holder?) the same model?

drifting nova
#

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

charred bolt
#

Can you make a cube and place it directly on the launcher p3d, with no selection name, make sure you see that in game.

drifting nova
#

sure give me a min

charred bolt
#

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.

drifting nova
#

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

stuck oyster
#

if you have non attachment optic then you dont use that animation

drifting nova
stuck oyster
#

so you also want it to be able to mount different optics?

drifting nova
#

no

stuck oyster
#

I dont quite understand

drifting nova
#

ok so

#

what source should I be using then?

stuck oyster
#

is there need to hide the optics for some reason?

drifting nova
#

no

stuck oyster
#

then you dont use any animation on it

#

its just there

drifting nova
#

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

stuck oyster
#

do you have the proxy in all resolution and viewpilot lods?

drifting nova
#

yes

#

for testing only on LOD1 and Viewpilot

#

as I only exported those + geo and mempoint

stuck oyster
#

and a cube p3d as proxy did show up?

drifting nova
#

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

stuck oyster
#

simple object does not really matter in this case

#

its read different from the one on the character

drifting nova
#

ok so

#

Cube as proxy did not work either

charred bolt
drifting nova
#

yes

#

it didnt even show up when there wasnt even a model.cfg

charred bolt
#

And you made the "cube" proxy from scratch, not just pasting cube into previous proxy p3d?

drifting nova
#

made a new blender file, exported the starter cube as p3d with OB

charred bolt
#

You're doing all the right things. Hand held weapons not exactly my expertise, will try to think of some more tests...

drifting nova
#

like they both appear on the simple object so something's breaking somewhere

stuck oyster
#

like I said simple object is treated differently

drifting nova
#

well I dont know how else to check

stuck oyster
#

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

drifting nova
#

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

stuck oyster
#

yeh

#

and weapon on character is already a proxy

drifting nova
#

well guess I can just add a scope proxy and just make my custom scope as the only option

stuck oyster
#

and proxy on a proxy does not work on vehicles either

stuck oyster
drifting nova
#

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

stuck oyster
#

ah then yeah single allowed attachement type

drifting nova
#

pain

#

well, thanks for the help

wraith tendon
#

gj ๐Ÿ˜„

hard oasis
#

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?

edgy pulsar
#

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.

stuck oyster
#

it is possible it does not.

glacial compass
#

Hello, is there a Firing From Vehicle sample/ model example that I could open to check how is it done please? thanks in advance

stuck oyster
#

its just a gunner proxy

south badge
#

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?

stuck oyster
#

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

bleak tangle
south badge
#

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

stuck oyster
#

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

south badge
#

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

stuck oyster
stuck oyster
south badge
#

Hmm, well I have no clue how to move it forward then

stuck oyster
#

thats why you need the real launcher pose

south badge
#

What do you mean? Canยดt I ever change the position of the launcher?

stuck oyster
#

or you can eyeball it and move your launcher forward in the launchers model

#

and then position the hands again

stuck oyster
#

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

south badge
#

oh, hmmm

south badge
#

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?

edgy pulsar
#

Oh my god that's brilliant

stuck oyster
#

first position the weapon in its model

#

so you can see where it sits on the shoulder

#

then position the hands

edgy pulsar
#

I can;t believe someone made that mod. Time to go do war of the worlds on my players.

south badge
#

I eventually managed to get it working somehow, I hope I never have to go through this again harold

#

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.

stuck oyster
#

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

south badge
#

Could it maybe be added to the pinned PDF? Cost me about 3 hours to figure out notlikemeow

#

Or maybe I am just doing it wrong but honestly I was desperate at this point

stuck oyster
#

and if you got the latest rig it has that cross tube that does not show which way is up

south badge
#

yep I do

stuck oyster
#

you can use this as reference

south badge
#

Ah, I see

summer herald
cloud zealot
stuck oyster
#

that rtm works with Alwarrens Arma Toolbox too

#

either is fine

summer herald
white jay
# stuck oyster that rtm works with Alwarrens Arma Toolbox too

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 Iโ€™ve created a new bone?

charred bolt
# white jay How do I create a bone in Object Builder โ€” the kind that can be referenced in th...

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.
white jay
white jay
charred bolt
white jay
#

Ok, I think I understand the basic process now. Iโ€™ll give it a try.

charred bolt
# white jay Ok, I think I understand the basic process now. Iโ€™ll 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`
south badge
#

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?

stuck oyster
#

so you would have magazine as

magazine, "",

#

and then rockets as

"rocket_x", "magazine",

south badge
#

wait, do the rockets have to be child bones?

stuck oyster
#

so they magazine is their parent

south badge
#

ah right, damn

stuck oyster
#

and they inherit the magazines movement and hidden state

south badge
#

Yeah sorry idk how did it not occur to me I have used it a lot of times

stuck oyster
#

๐Ÿ˜„

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โ™จ๏ธ
๐Ÿง 

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it happens

white jay
# stuck oyster ๐Ÿ˜„

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?

stuck oyster
#

you can either name it just Commander

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or use any of the crew proxy p3ds from data_f

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the proxy p3d is a visual assist so you can align the position

white jay
# stuck oyster you can either name it just Commander

I havenโ€™t 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?

stuck oyster
#

without any path

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that is enough

stuck oyster
white jay
# stuck oyster then just name it COMMANDER

Do you mean putting the three vertices of the triangle into a named selection and naming it โ€œCommanderโ€? (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 indefinitelyโ€”making the triangle very large so that itโ€™s easily visible in the View LOD?

stuck oyster
#

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

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but I would not make it large as that will affect the object bounds

white jay
#

I donโ€™t 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 โ€œCOMMANDER,โ€ how will the engine know the path to commander.p3d?

bright echo
#

cuz it doesnt care about the path it cares about the filename

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all its looking for is 'commander'

stuck oyster
#

its just visual component for you the maker

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the pose is defined in the config

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what the p3d looks like does not matter

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it just can be helpful if it looks same as the action you will use

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so you can see what it would look like

white jay
# stuck oyster the p3d is irrelevevant

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 donโ€™t seem to have found it.

#

that points to a point in the memory LOD is to indicate where the commanderโ€™s model is located.

stuck oyster
#

gunner/DriverAction = defines the pose

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the AnimName properties can tie hands and feet/legs to animations so they move with that animation

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but within the pose

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so if youhave a sitting pose for driver with his hands on the wheel

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you can tie LeftHandAnim and RightHandAnim = "drivingWheel" animation

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and they will then move when the wheel turns

white jay
# stuck oyster no

Okay, but what is the property that defines the position of the character model?

stuck oyster
#

the right hand corner is the position where character is attached

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driver/gunner/cargoAction = defines the pose

white jay
summer herald
#

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?

stuck oyster
#

as in binarize them

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you can either set them to not binarize or use pboProject/Hemmt

summer herald
#

Oh ok tysm!

summer herald
stuck oyster
#

p3d

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the launcher is always in same position on the shoulder

summer herald
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gotcha

stuck oyster
#

so to "move" it you need to move it inside the model

summer herald
#

makes sense! tysm!

grizzled halo
# stuck oyster this is what the pose looks like

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

stuck oyster
#

mikeros dertm from the subscriber tools can convert rtms or mrClocks armaObjectBuilder addon can import them

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as to how use them in Blender there are many ways

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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

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or you can make multiple rigs and keep the imported rtm in one of them as static reference

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my setup has something like 10 rigs to transfer various stages between different poses

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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

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theres no 1 right way to make animations

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in context of arma, only the result gets outputted, Arma knows nothing about how you get to the result

grizzled halo
#

thanks! I shall give a look to mrClock thingy

tribal timber
#

How change ODOL version for Addon Builder?

tribal timber
stuck oyster
tribal timber
# stuck oyster you cant change odol version of addon builder

Heh... As we say in Russia - "ะšะพะฝั‚ะพั€ะฐ ะพะฟั‚ะธะผะธัั‚ะพะฒ ะฒะทัะปะฐััŒ ะทะฐ ั€ะฐะฑะพั‚ัƒ".
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)

tribal timber
stuck oyster
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skill issue I suppose

tribal timber
stuck oyster
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and there is always the possibility to talk to the mod author to make collaborations

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and when thats not possible and you dont want to make 2d retexture. Then you dont need that retexture

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your want to do things easy or whatever does not trump whatever someone else wants

tribal timber
stuck oyster
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if you lost your files that is unfortunate

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but like its your responsibility to keep track of them.

tribal timber
#

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)

south badge
tribal timber
tribal timber
# stuck oyster ๐Ÿ˜›

Or by blocking the extraction of models, the developers made it impossible for copyright holders to search for their assets?))

stuck oyster
cinder summit
#

Hello chat

summer herald
#

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

cinder summit
#

wrong ch- oh

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well

#

that works

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same question, literally

summer herald
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Ah! So I need to move the bone itself?

stuck oyster
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well preferably you would have the bone in right position in blender to see properly where the weapon model connects to

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and can make accurate animation

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Like I said earlier you dont move the weapon bone

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or launcher bone

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they alwaysa are in same position

summer herald
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ohh

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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

stuck oyster
#

for extreme example

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this is a minigun type thingy that is held about at waist height

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its offset in the model because the weapon bone for rifles is always at the shoulder

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compared to conventionally held rifle

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but its held about like this

cinder summit
#

i have follow up questions

stuck oyster
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weapon bone is still here

cinder summit
#

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-

stuck oyster
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hands are calculated from the weapon holding RTM by their offset to the weapon bone

cinder summit
#

Ah

stuck oyster
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only hands and fingers

cinder summit
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Mhm

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Ok

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That makes sense

stuck oyster
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the rest of the arm is blended to connect to the hands position

cinder summit
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ye ye

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i remember that part

stuck oyster
#

sort of Inverse Kinematic

cinder summit
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I just didn't know that it takes the hand position off the offset

stuck oyster
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thats one thing why the weapon bone should be in right place so you can have the accurate offset to it

cinder summit
#

So I should move my weapon bone to the back, and my launcher bone into the shoulder?

stuck oyster
#

for example this is 100% accurate

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weapon bone position

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weapon model position

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if I want to change weapons position compared to the body

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I move it in edit mode insdie the models own space

cinder summit
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Yeah that's what I did

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But

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So for the hand positions

stuck oyster
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Object position still at bone position

stuck oyster
cinder summit
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So like this instead?

stuck oyster
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yes

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as long as the launchermodel is at same position as the launcher bone

cinder summit
#

Oh well

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Yes

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It's always been there

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like it's always been attached to the launcher bone via a armature deform modifier

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Unless you mean something diff

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So I exported that and the hands are in the same position, up on the shoulder

stuck oyster
#

๐Ÿ˜ฎ are you both making same launcher ๐Ÿ˜„

south badge
#

Nah I think his isnt the m202

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His looks like something from star wars or some other scifi franchise

stuck oyster
cinder summit
stuck oyster
#

aaa

cinder summit
#

he made the launcher and imported and textured it

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I can drop my blend in here if it might help to figure out what's wrong?

stuck oyster
#

Ive outlined the requirements

jovial grove
#

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

marble steeple
stuck oyster
#

First thing you need to learn is 3d modeling

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The texturing

visual hull
#

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.

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if anyone is wondering this is how far i got in 2 days

fervent steppe
#

Is it closed?

marble steeple
#

I tried to check for it in object builder but I'm not sure how it indicates to me if it's not.

woeful viper
stuck oyster
white jay
# stuck oyster You will just need to keep at it. 3d modeling takes time to learn. You got prett...

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. Iโ€™d 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 Iโ€™m not using a muzzle flash and only define the muzzle effect through class GunParticles, then I donโ€™t need the selectionFireAnim parameter, correct.

stuck oyster
#

as long as you then have corresponding selection in your weapon p3d that incorporates your muzzleflash mesh or proxy

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the muzzleflash has nothing to do with where the bullet comes out

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its just visual piece of mesh

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the muzzle position paramters define what you need to name the memorypoints that define where bullet comes from

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(check the sample weapon)

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also the selection you define with selectionFireAnim needs to be listed in the sections[] array of the p3ds model cfg class

white jay
charred bolt
white jay
#

Muzzle flash refers to the former, right? Is my understanding of the definition of โ€˜muzzle flashโ€™ incorrect?

stuck oyster
#

muzzleflash is the fire that flashes

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gunParticles are the smoke etc

charred bolt
#

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.

white jay
stuck oyster
#

technically you can even model it into the weapon

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but as proxies they can be used easily on multiple weapons

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and you can use the vanilla ones or make your own

white jay
white jay
#

I mean, what exactly is the purpose of the muzzleflash proxy?

white jay
charred bolt
#

If you don't want a muzzle flash, don't add the muzzle flash proxy to the p3d.
And set selectionFireAnim = "";

white jay
# charred bolt If you don't want a muzzle flash, don't add the muzzle flash proxy to the p3d. A...

OK, Iโ€™m 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 whatโ€™s the actual purpose of the muzzleflash? The reason Iโ€™m asking is that later on Iโ€™ll be adding naval antiโ€‘aircraft turrets, and these are all smallโ€‘caliber machine guns, which might need to use the muzzleflash proxy, so Iโ€™d like to get this clear.

stuck oyster
#

the "muzzleflash" is just the visual flame

#

you take it too literally

charred bolt
#

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.

white jay
# stuck oyster yes light is particle effect

The one in this picture is the muzzleflash, right? (I also see some smoke in the picture.) So Iโ€™m 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 engineโ€‘built and cannot be modified by modders, and that itโ€™s 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?

stuck oyster
#

the sparks and all that

charred bolt
#

I don't think he's listening at this point

stuck oyster
#

you can see what they look like if you make such a proxy and see it in buldozer preview

stuck oyster
#

your conclusions are way off ๐Ÿ˜…

white jay
white jay
# stuck oyster could be

Anyway, the main point is that I now know weapons can work without using muzzle flashes, and thatโ€™s enough for me to finish the configuration. Thank you all.

stuck oyster
#

๐Ÿ‘

stuck oyster
#

modding with clear head is quite a lot more fruitful

fervent steppe
#

If it's not closed it will highlight the verts

eternal jasper
#

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

stuck oyster
#

Id recommend folder structure like P:\ModTAG\TAG_yourCoolMod\ (insert config, p3d, modelcfg)\data\ (insert .paa .rvmat)

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also tag_ prefix your files like p3d and paa and rvmat so they are easily distinguishable

eternal jasper
#

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

stuck oyster
#

ah you are not using P drive

eternal jasper
#

Right

stuck oyster
eternal jasper
#

Right click - pbo manager - pack

stuck oyster
#

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

eternal jasper
#

Alright i see

#

I'll have to go have another go at it

tribal rain
#

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?

stuck oyster
#

axis points could be wrong way or if you are missing wheel points you might have wheels defaulting in the middle of the model

tribal rain
charred bolt
tribal rain
#

ive only shown the affected side as the other side is working fine

charred bolt
tribal rain
#

copy standby

tribal rain
charred bolt
#

config

tribal rain
#

copy

tribal rain
charred bolt
#

looking

charred bolt
# tribal rain https://srcb.in/C7Nm19oRCM

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

tribal rain
#

copy

charred bolt
#

Also check the wheel itself wheel_podkolop3 has no other selection names attached to it except perhaps "camo" or "zbytek" type texture swapping

south badge
#

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

bright echo
#

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

south badge
marble steeple
#

Then it is closed.

fervent steppe
#

Make sure all the everything is sharp edges as well

#

Select that whole lod and press u

marble steeple
#

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.

cloud zealot
#

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 ?

elder ermine
#

just a quick question just to verify

#

the high face count is making the game stutter everytime its loaded right

elder ermine
#

actually it might be the problem

#

i forgot to decimate ๐Ÿ˜ญ

#

20,000 faces

stuck oyster
#

20k is not really a problem

elder ermine
#

hmm

stuck oyster
#

unless you dont have distance lods and you got hundreds of them on screen

elder ermine
#

i might have to get distance lods

#

i was porting over quixel props for scenebuilding so thats why i didnt really get them

stuck oyster
elder ermine
#

dw ive heard

#

quixel can have hella polys

#

thats why i came here first ๐Ÿ˜ญ

stuck oyster
#

how do you pack the pbo?

fervent steppe
#

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?

runic plover
elder ermine
#

i usually just do it with pbomanager since thats the only tool i have besides addon builder

marsh canyon
#

That's the issue

elder ermine
#

oh

#

alr gotcha

#

ill switch over

marble steeple
#

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 ๐Ÿ˜ƒ

fervent steppe
#

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.

plush trail
#

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

charred bolt
# plush trail

Check that the shadow LOD of the magazine is CLOSED, TRIANGULATED and SHARP.

plush trail
#

Shadow Volume or Stencil Shadow

#

my stencil shadows are closed

#

I found some non sharp edges

#

I did select-> select sharp edges

plush trail
#

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

charred bolt
plush trail
#

where is that? The option in OB

#

select all and then press sharp edges (U) ?

white jay
# charred bolt No idea about blender definitions, but you can import into Object Builder and us...

Iโ€™m 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 canโ€™t figure out why.
class CfgWeapons
{
class Cannon_Left: autocannon_Base_F {
gunBeg = "muzzle_1_beg"; // Memory LOD ้‡Œ็š„็ฌฌ1ๆ น็‚ฎ็ฎก่ตท็‚น
gunEnd = "muzzle_1_end"; // ็ฌฌ1ๆ น็‚ฎ็ฎก็ปˆ็‚น
};

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"};
};
};

plush trail
white jay
stuck oyster
#

In cfgvhehicles turrets they are for the vehicles turrets barrels

stuck oyster
#

Curve segment edges should be smooth

plush trail
#

it's only for the shadows

#

the normal LOD works normal

#

blender broke the shadows

stuck oyster
#

right yes shadows you need to have all triangulated and sharp ๐Ÿ‘

#

also remember that you must not have hiddenSelections in shadow lod

marble steeple
#

475 for the ShadowVolume 0.000 LOD

fervent steppe
#

That's good

marble steeple
#

the shadowvolume lod has the property LodNoShadow = 1, is that a problem?

quick terrace
#

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

fervent steppe
#

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

bleak tangle
#

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)